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[Refactor] #37353 wand_effect()のインデント修正。 / Fix indent of wand_effect().
[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 #include "world.h"
15
16 /*!
17  * @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
18  * @param val 能力値
19  * @param out_val 出力先文字列ポインタ
20  * @return なし
21  */
22 void cnv_stat(int val, char *out_val)
23 {
24         /* Above 18 */
25         if (val > 18)
26         {
27                 int bonus = (val - 18);
28
29                 if (bonus >= 220)
30                 {
31                         sprintf(out_val, "18/%3s", "***");
32                 }
33                 else if (bonus >= 100)
34                 {
35                         sprintf(out_val, "18/%03d", bonus);
36                 }
37                 else
38                 {
39                         sprintf(out_val, " 18/%02d", bonus);
40                 }
41         }
42
43         /* From 3 to 18 */
44         else
45         {
46                 sprintf(out_val, "    %2d", val);
47         }
48 }
49
50 /*!
51  * @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。
52  * Modify a stat value by a "modifier", return new value
53  * @param value 現在値
54  * @param amount 加減算値
55  * @return 加減算後の値
56  * @details
57  * <pre>
58  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
59  * Or even: 18/13, 18/23, 18/33, ..., 18/220
60  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
61  * Or even: 18/13, 18/03, 18, 17, ..., 3
62  * </pre>
63  */
64 s16b modify_stat_value(int value, int amount)
65 {
66         int    i;
67
68         /* Reward */
69         if (amount > 0)
70         {
71                 /* Apply each point */
72                 for (i = 0; i < amount; i++)
73                 {
74                         /* One point at a time */
75                         if (value < 18) value++;
76
77                         /* Ten "points" at a time */
78                         else value += 10;
79                 }
80         }
81
82         /* Penalty */
83         else if (amount < 0)
84         {
85                 /* Apply each point */
86                 for (i = 0; i < (0 - amount); i++)
87                 {
88                         /* Ten points at a time */
89                         if (value >= 18+10) value -= 10;
90
91                         /* Hack -- prevent weirdness */
92                         else if (value > 18) value = 18;
93
94                         /* One point at a time */
95                         else if (value > 3) value--;
96                 }
97         }
98
99         /* Return new value */
100         return (s16b)(value);
101 }
102
103
104
105 /*!
106  * @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 /
107  * Print character info at given row, column in a 13 char field
108  * @param info 表示文字列
109  * @param row 描画列
110  * @param col 描画行
111  * @return なし
112  */
113 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
114 {
115         /* Dump 13 spaces to clear */
116         c_put_str(TERM_WHITE, "             ", row, col);
117
118         /* Dump the info itself */
119         c_put_str(TERM_L_BLUE, info, row, col);
120 }
121
122 /*!
123  * @brief ゲーム時刻を表示する /
124  * Print time
125  * @return なし
126  */
127 void prt_time(void)
128 {
129         int day, hour, min;
130
131         /* Dump 13 spaces to clear */
132         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
133
134         extract_day_hour_min(&day, &hour, &min);
135
136         /* Dump the info itself */
137         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
138         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
139
140         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
141 }
142
143 /*!
144  * @brief 現在のマップ名を返す /
145  * @return マップ名の文字列参照ポインタ
146  */
147 concptr map_name(void)
148 {
149         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
150             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
151                 return _("クエスト", "Quest");
152         else if (p_ptr->wild_mode)
153                 return _("地上", "Surface");
154         else if (p_ptr->inside_arena)
155                 return _("アリーナ", "Arena");
156         else if (p_ptr->inside_battle)
157                 return _("闘技場", "Monster Arena");
158         else if (!dun_level && p_ptr->town_num)
159                 return town[p_ptr->town_num].name;
160         else
161                 return d_name+d_info[dungeon_type].name;
162 }
163
164 /*!
165  * @brief 現在のマップ名を描画する / Print dungeon
166  * @return なし
167  */
168 static void prt_dungeon(void)
169 {
170         concptr dungeon_name;
171         TERM_LEN col;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
175
176         dungeon_name = map_name();
177
178         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
179         if (col < 0) col = 0;
180
181         /* Dump the info itself */
182         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
183                   ROW_DUNGEON, col);
184 }
185
186
187 /*!
188  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
189  * @param stat 描画するステータスのID
190  * @return なし
191  */
192 static void prt_stat(int stat)
193 {
194         char tmp[32];
195
196         /* Display "injured" stat */
197         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
198         {
199                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
200                 cnv_stat(p_ptr->stat_use[stat], tmp);
201                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
202         }
203
204         /* Display "healthy" stat */
205         else
206         {
207                 put_str(stat_names[stat], ROW_STAT + stat, 0);
208                 cnv_stat(p_ptr->stat_use[stat], tmp);
209                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
210         }
211
212         /* Indicate natural maximum */
213         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
214         {
215 #ifdef JP
216                 /* 日本語にかぶらないように表示位置を変更 */
217                 put_str("!", ROW_STAT + stat, 5);
218 #else
219                 put_str("!", ROW_STAT + stat, 3);
220 #endif
221
222         }
223 }
224
225
226 /*
227  * 画面下部に表示する状態表示定義ID / Data structure for status bar
228  */
229 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
230 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
231 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
232 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
233 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
234 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
235 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
236 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
237 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
238 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
239 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
240 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
241 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
242 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
243 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
244 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
245 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
246 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
247 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
248 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
249 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
250 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
251 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
252 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
253 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
254 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
255 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
256 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
257 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
258 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
259 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
260 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
261 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
262 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
263 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
264 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
265 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
266 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
267 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
268 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
269 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
270 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
271 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
272 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
273 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
274 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
275 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
276 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
277 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
278 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
279 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
280 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
281 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
282 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
283 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
284 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
285 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
286 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
287 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
288 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
289 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
290 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
291 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
292 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
293 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
294 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
295 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
296
297 static struct {
298         TERM_COLOR attr;
299         concptr sstr;
300         concptr lstr;
301 } bar[]
302 #ifdef JP
303 = {
304         {TERM_YELLOW, "つ", "つよし"},
305         {TERM_VIOLET, "幻", "幻覚"},
306         {TERM_L_DARK, "盲", "盲目"},
307         {TERM_RED, "痺", "麻痺"},
308         {TERM_VIOLET, "乱", "混乱"},
309         {TERM_GREEN, "毒", "毒"},
310         {TERM_BLUE, "恐", "恐怖"},
311         {TERM_L_BLUE, "浮", "浮遊"},
312         {TERM_SLATE, "反", "反射"},
313         {TERM_SLATE, "壁", "壁抜け"},
314         {TERM_L_DARK, "幽", "幽体"},
315         {TERM_SLATE, "邪", "防邪"},
316         {TERM_VIOLET, "変", "変わり身"},
317         {TERM_YELLOW, "魔", "魔法鎧"},
318         {TERM_L_UMBER, "伸", "伸び"},
319         {TERM_WHITE, "石", "石肌"},
320         {TERM_L_BLUE, "分", "分身"},
321         {TERM_SLATE, "防", "魔法防御"},
322         {TERM_YELLOW, "究", "究極"},
323         {TERM_YELLOW, "無", "無敵"},
324         {TERM_L_GREEN, "酸", "酸免疫"},
325         {TERM_GREEN, "酸", "耐酸"},
326         {TERM_L_BLUE, "電", "電免疫"},
327         {TERM_BLUE, "電", "耐電"},
328         {TERM_L_RED, "火", "火免疫"},
329         {TERM_RED, "火", "耐火"},
330         {TERM_WHITE, "冷", "冷免疫"},
331         {TERM_SLATE, "冷", "耐冷"},
332         {TERM_GREEN, "毒", "耐毒"},
333         {TERM_L_DARK, "獄", "耐地獄"},
334         {TERM_L_BLUE, "時", "耐時間"},
335         {TERM_L_DARK, "鏡", "鏡オーラ"},
336         {TERM_L_RED, "オ", "火オーラ"},
337         {TERM_WHITE, "闘", "闘気"},
338         {TERM_WHITE, "聖", "聖オーラ"},
339         {TERM_VIOLET, "目", "目には目"},
340         {TERM_WHITE, "祝", "祝福"},
341         {TERM_WHITE, "勇", "勇"},
342         {TERM_RED, "狂", "狂乱"},
343         {TERM_L_RED, "火", "魔剣火"},
344         {TERM_WHITE, "冷", "魔剣冷"},
345         {TERM_L_BLUE, "電", "魔剣電"},
346         {TERM_SLATE, "酸", "魔剣酸"},
347         {TERM_L_GREEN, "毒", "魔剣毒"},
348         {TERM_RED, "乱", "混乱打撃"},
349         {TERM_L_BLUE, "視", "透明視"},
350         {TERM_ORANGE, "テ", "テレパシ"},
351         {TERM_L_BLUE, "回", "回復"},
352         {TERM_L_RED, "赤", "赤外"},
353         {TERM_UMBER, "隠", "隠密"},
354         {TERM_YELLOW, "隠", "超隠密"},
355         {TERM_WHITE, "帰", "帰還"},
356         {TERM_WHITE, "現", "現実変容"},
357         /* Hex */
358         {TERM_WHITE, "オ", "氷オーラ"},
359         {TERM_BLUE, "オ", "電オーラ"},
360         {TERM_L_DARK, "オ", "影オーラ"},
361         {TERM_YELLOW, "腕", "腕力強化"},
362         {TERM_RED, "肉", "肉体強化"},
363         {TERM_L_DARK, "殖", "反増殖"},
364         {TERM_ORANGE, "テ", "反テレポ"},
365         {TERM_RED, "魔", "反魔法"},
366         {TERM_SLATE, "我", "我慢"},
367         {TERM_SLATE, "宣", "宣告"},
368         {TERM_L_DARK, "剣", "魔剣化"},
369         {TERM_RED, "吸", "吸血打撃"},
370         {TERM_WHITE, "回", "回復"},
371         {TERM_L_DARK, "感", "邪悪感知"},
372         {0, NULL, NULL}
373 };
374 #else
375 = {
376         {TERM_YELLOW, "Ts", "Tsuyoshi"},
377         {TERM_VIOLET, "Ha", "Halluc"},
378         {TERM_L_DARK, "Bl", "Blind"},
379         {TERM_RED, "Pa", "Paralyzed"},
380         {TERM_VIOLET, "Cf", "Confused"},
381         {TERM_GREEN, "Po", "Poisoned"},
382         {TERM_BLUE, "Af", "Afraid"},
383         {TERM_L_BLUE, "Lv", "Levit"},
384         {TERM_SLATE, "Rf", "Reflect"},
385         {TERM_SLATE, "Pw", "PassWall"},
386         {TERM_L_DARK, "Wr", "Wraith"},
387         {TERM_SLATE, "Ev", "PrtEvl"},
388         {TERM_VIOLET, "Kw", "Kawarimi"},
389         {TERM_YELLOW, "Md", "MgcArm"},
390         {TERM_L_UMBER, "Eh", "Expand"},
391         {TERM_WHITE, "Ss", "StnSkn"},
392         {TERM_L_BLUE, "Ms", "MltShdw"},
393         {TERM_SLATE, "Rm", "ResMag"},
394         {TERM_YELLOW, "Ul", "Ultima"},
395         {TERM_YELLOW, "Iv", "Invuln"},
396         {TERM_L_GREEN, "IAc", "ImmAcid"},
397         {TERM_GREEN, "Ac", "Acid"},
398         {TERM_L_BLUE, "IEl", "ImmElec"},
399         {TERM_BLUE, "El", "Elec"},
400         {TERM_L_RED, "IFi", "ImmFire"},
401         {TERM_RED, "Fi", "Fire"},
402         {TERM_WHITE, "ICo", "ImmCold"},
403         {TERM_SLATE, "Co", "Cold"},
404         {TERM_GREEN, "Po", "Pois"},
405         {TERM_L_DARK, "Nt", "Nthr"},
406         {TERM_L_BLUE, "Ti", "Time"},
407         {TERM_L_DARK, "Mr", "Mirr"},
408         {TERM_L_RED, "SFi", "SFire"},
409         {TERM_WHITE, "Fo", "Force"},
410         {TERM_WHITE, "Ho", "Holy"},
411         {TERM_VIOLET, "Ee", "EyeEye"},
412         {TERM_WHITE, "Bs", "Bless"},
413         {TERM_WHITE, "He", "Hero"},
414         {TERM_RED, "Br", "Berserk"},
415         {TERM_L_RED, "BFi", "BFire"},
416         {TERM_WHITE, "BCo", "BCold"},
417         {TERM_L_BLUE, "BEl", "BElec"},
418         {TERM_SLATE, "BAc", "BAcid"},
419         {TERM_L_GREEN, "BPo", "BPois"},
420         {TERM_RED, "TCf", "TchCnf"},
421         {TERM_L_BLUE, "Se", "SInv"},
422         {TERM_ORANGE, "Te", "Telepa"},
423         {TERM_L_BLUE, "Rg", "Regen"},
424         {TERM_L_RED, "If", "Infr"},
425         {TERM_UMBER, "Sl", "Stealth"},
426         {TERM_YELLOW, "Stlt", "Stealth"},
427         {TERM_WHITE, "Rc", "Recall"},
428         {TERM_WHITE, "Al", "Alter"},
429         /* Hex */
430         {TERM_WHITE, "SCo", "SCold"},
431         {TERM_BLUE, "SEl", "SElec"},
432         {TERM_L_DARK, "SSh", "SShadow"},
433         {TERM_YELLOW, "EMi", "ExMight"},
434         {TERM_RED, "Bu", "BuildUp"},
435         {TERM_L_DARK, "AMl", "AntiMulti"},
436         {TERM_ORANGE, "AT", "AntiTele"},
437         {TERM_RED, "AM", "AntiMagic"},
438         {TERM_SLATE, "Pa", "Patience"},
439         {TERM_SLATE, "Rv", "Revenge"},
440         {TERM_L_DARK, "Rs", "RuneSword"},
441         {TERM_RED, "Vm", "Vampiric"},
442         {TERM_WHITE, "Cu", "Cure"},
443         {TERM_L_DARK, "ET", "EvilTele"},
444         {0, NULL, NULL}
445 };
446 #endif
447
448 /*!
449  * @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。
450  * @param FLG フラグ位置(ビット)
451  * @return なし
452  */
453 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
454
455 /*!
456  * @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。
457  * @param FLG フラグ位置(ビット)
458  * @return 1ならば0以外を返す
459  */
460 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
461
462
463 /*!
464  * @brief 下部に状態表示を行う / Show status bar
465  * @return なし
466  */
467 static void prt_status(void)
468 {
469         BIT_FLAGS bar_flags[3];
470         TERM_LEN wid, hgt, row_statbar, max_col_statbar;
471         int i;
472         TERM_LEN col = 0, num = 0;
473         int space = 2;
474
475         Term_get_size(&wid, &hgt);
476         row_statbar = hgt + ROW_STATBAR;
477         max_col_statbar = wid + MAX_COL_STATBAR;
478
479         Term_erase(0, row_statbar, max_col_statbar);
480
481         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
482
483         /* Tsuyoshi  */
484         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
485
486         /* Hallucinating */
487         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
488
489         /* Blindness */
490         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
491
492         /* Paralysis */
493         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
494
495         /* Confusion */
496         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
497
498         /* Posioned */
499         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
500
501         /* Times see-invisible */
502         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
503
504         /* Timed esp */
505         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
506
507         /* Timed regenerate */
508         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
509
510         /* Timed infra-vision */
511         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
512
513         /* Protection from evil */
514         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
515
516         /* Invulnerability */
517         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
518
519         /* Wraith form */
520         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
521
522         /* Kabenuke */
523         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
524
525         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
526
527         /* Heroism */
528         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
529
530         /* Super Heroism / berserk */
531         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
532
533         /* Blessed */
534         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
535
536         /* Shield */
537         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
538
539         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
540
541         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
542         
543         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
544
545         /* Oppose Acid */
546         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
547         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
548
549         /* Oppose Lightning */
550         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
551         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
552
553         /* Oppose Fire */
554         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
555         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
556
557         /* Oppose Cold */
558         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
559         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
560
561         /* Oppose Poison */
562         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
563
564         /* Word of Recall */
565         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
566
567         /* Alter realiry */
568         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
569
570         /* Afraid */
571         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
572
573         /* Resist time */
574         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
575
576         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
577
578         /* Confusing Hands */
579         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
580
581         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
582
583         /* Ultimate-resistance */
584         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
585
586         /* tim levitation */
587         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
588
589         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
590
591         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
592
593         /* Mahouken */
594         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
595         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
596         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
597         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
598         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
599         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
600
601         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
602
603         /* tim stealth */
604         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
605
606         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
607
608         /* Holy aura */
609         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
610
611         /* An Eye for an Eye */
612         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
613
614         /* Hex spells */
615         if (p_ptr->realm1 == REALM_HEX)
616         {
617                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
618                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
619                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
620                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
621                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
622                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
623                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
624                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
625                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
626                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
627                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
628                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
629                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
630                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
631                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
632                 if (hex_spelling(HEX_CURE_LIGHT) ||
633                         hex_spelling(HEX_CURE_SERIOUS) ||
634                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
635
636                 if (HEX_REVENGE_TURN(p_ptr))
637                 {
638                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
639                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
640                 }
641         }
642
643         /* Calcurate length */
644         for (i = 0; bar[i].sstr; i++)
645         {
646                 if (IS_FLG(i))
647                 {
648                         col += strlen(bar[i].lstr) + 1;
649                         num++;
650                 }
651         }
652
653         /* If there are not excess spaces for long strings, use short one */
654         if (col - 1 > max_col_statbar)
655         {
656                 space = 0;
657                 col = 0;
658
659                 for (i = 0; bar[i].sstr; i++)
660                 {
661                         if (IS_FLG(i))
662                         {
663                                 col += strlen(bar[i].sstr);
664                         }
665                 }
666
667                 /* If there are excess spaces for short string, use more */
668                 if (col - 1 <= max_col_statbar - (num-1))
669                 {
670                         space = 1;
671                         col += num - 1;
672                 }
673         }
674
675
676         /* Centering display column */
677         col = (max_col_statbar - col) / 2;
678
679         /* Display status bar */
680         for (i = 0; bar[i].sstr; i++)
681         {
682                 if (IS_FLG(i))
683                 {
684                         concptr str;
685                         if (space == 2) str = bar[i].lstr;
686                         else str = bar[i].sstr;
687
688                         c_put_str(bar[i].attr, str, row_statbar, col);
689                         col += strlen(str);
690                         if (space > 0) col++;
691                         if (col > max_col_statbar) break;
692                 }
693         }
694 }
695
696
697 /*!
698  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
699  * @return なし
700  */
701 static void prt_title(void)
702 {
703         concptr p = "";
704         GAME_TEXT str[14];
705
706         if (p_ptr->wizard)
707         {
708                 p = _("[ウィザード]", "[=-WIZARD-=]");
709         }
710         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
711         {
712                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
713                 {
714                         p = _("*真・勝利者*", "*TRUEWINNER*");
715                 }
716                 else
717                 {
718                         p = _("***勝利者***", "***WINNER***");
719                 }
720         }
721
722         /* Normal */
723         else
724         {
725                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
726                 p = str;
727         }
728
729         prt_field(p, ROW_TITLE, COL_TITLE);
730 }
731
732
733 /*!
734  * @brief プレイヤーのレベルを表示する / Prints level
735  * @return なし
736  */
737 static void prt_level(void)
738 {
739         char tmp[32];
740
741         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
742
743         if (p_ptr->lev >= p_ptr->max_plv)
744         {
745                 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
746                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
747         }
748         else
749         {
750                 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
751                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
752         }
753 }
754
755
756 /*!
757  * @brief プレイヤーの経験値を表示する / Display the experience
758  * @return なし
759  */
760 static void prt_exp(void)
761 {
762         char out_val[32];
763
764         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
765         {
766                 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
767         }
768         else
769         {
770                 if (p_ptr->lev >= PY_MAX_LEVEL)
771                 {
772                         (void)sprintf(out_val, "********");
773                 }
774                 else
775                 {
776                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
777                 }
778         }
779
780         if (p_ptr->exp >= p_ptr->max_exp)
781         {
782                 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
783                 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
784                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
785         }
786         else
787         {
788                 put_str(_("x経験", "Exp "), ROW_EXP, 0);
789                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
790         }
791 }
792
793 /*!
794  * @brief プレイヤーの所持金を表示する / Prints current gold
795  * @return なし
796  */
797 static void prt_gold(void)
798 {
799         char tmp[32];
800         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
801         sprintf(tmp, "%9ld", (long)p_ptr->au);
802         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
803 }
804
805
806 /*!
807  * @brief プレイヤーのACを表示する / Prints current AC
808  * @return なし
809  */
810 static void prt_ac(void)
811 {
812         char tmp[32];
813
814 #ifdef JP
815 /* AC の表示方式を変更している */
816         put_str(" AC(     )", ROW_AC, COL_AC);
817         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
818         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
819 #else
820         put_str("Cur AC ", ROW_AC, COL_AC);
821         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
822         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
823 #endif
824
825 }
826
827
828 /*!
829  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
830  * @return なし
831  */
832 static void prt_hp(void)
833 {
834         /* ヒットポイントの表示方法を変更 */
835         char tmp[32];
836   
837         TERM_COLOR color;
838   
839         /* タイトル */
840         put_str("HP", ROW_CURHP, COL_CURHP);
841
842         /* 現在のヒットポイント */
843         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
844
845         if (p_ptr->chp >= p_ptr->mhp)
846         {
847                 color = TERM_L_GREEN;
848         }
849         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
850         {
851                 color = TERM_YELLOW;
852         }
853         else
854         {
855                 color = TERM_RED;
856         }
857
858         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
859
860         /* 区切り */
861         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
862
863         /* 最大ヒットポイント */
864         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
865         color = TERM_L_GREEN;
866
867         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
868 }
869
870
871 /*!
872  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
873  * @return なし
874  */
875 static void prt_sp(void)
876 {
877 /* マジックポイントの表示方法を変更している */
878         char tmp[32];
879         byte color;
880
881
882         /* Do not show mana unless it matters */
883         if (!mp_ptr->spell_book) return;
884
885         /* タイトル */
886         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
887
888         /* 現在のマジックポイント */
889         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
890
891         if (p_ptr->csp >= p_ptr->msp)
892         {
893                 color = TERM_L_GREEN;
894         }
895         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
896         {
897                 color = TERM_YELLOW;
898         }
899         else
900         {
901                 color = TERM_RED;
902         }
903
904         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
905
906         /* 区切り */
907         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
908
909         /* 最大マジックポイント */
910         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
911         color = TERM_L_GREEN;
912
913         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
914 }
915
916
917 /*!
918  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
919  * @return なし
920  */
921 static void prt_depth(void)
922 {
923         char depths[32];
924         TERM_LEN wid, hgt, row_depth, col_depth;
925         TERM_COLOR attr = TERM_WHITE;
926
927         Term_get_size(&wid, &hgt);
928         col_depth = wid + COL_DEPTH;
929         row_depth = hgt + ROW_DEPTH;
930
931         if (!dun_level)
932         {
933                 strcpy(depths, _("地上", "Surf."));
934         }
935         else if (p_ptr->inside_quest && !dungeon_type)
936         {
937                 strcpy(depths, _("地上", "Quest"));
938         }
939         else
940         {
941                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
942                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
943
944                 /* Get color of level based on feeling  -JSV- */
945                 switch (p_ptr->feeling)
946                 {
947                 case  0: attr = TERM_SLATE;   break; /* Unknown */
948                 case  1: attr = TERM_L_BLUE;  break; /* Special */
949                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
950                 case  3: attr = TERM_RED;     break; /* Very dangerous */
951                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
952                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
953                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
954                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
955                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
956                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
957                 case 10: attr = TERM_WHITE;   break; /* Boring place */
958                 }
959         }
960
961         /* Right-Adjust the "depth", and clear old values */
962         c_prt(attr, format("%7s", depths), row_depth, col_depth);
963 }
964
965
966 /*!
967  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
968  * @return なし
969  */
970 static void prt_hunger(void)
971 {
972         if(p_ptr->wizard && p_ptr->inside_arena) return;
973
974         /* Fainting / Starving */
975         if (p_ptr->food < PY_FOOD_FAINT)
976         {
977                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
978         }
979
980         /* Weak */
981         else if (p_ptr->food < PY_FOOD_WEAK)
982         {
983                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
984         }
985
986         /* Hungry */
987         else if (p_ptr->food < PY_FOOD_ALERT)
988         {
989                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
990         }
991
992         /* Normal */
993         else if (p_ptr->food < PY_FOOD_FULL)
994         {
995                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
996         }
997
998         /* Full */
999         else if (p_ptr->food < PY_FOOD_MAX)
1000         {
1001                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1002         }
1003
1004         /* Gorged */
1005         else
1006         {
1007                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1008         }
1009 }
1010
1011
1012 /*!
1013  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1014  * @return なし
1015  * @details
1016  * Display is always exactly 10 characters wide (see below)
1017  * This function was a major bottleneck when resting, so a lot of
1018  * the text formatting code was optimized in place below.
1019  */
1020 static void prt_state(void)
1021 {
1022         TERM_COLOR attr = TERM_WHITE;
1023         GAME_TEXT text[16];
1024
1025         /* Repeating */
1026         if (command_rep)
1027         {
1028                 if (command_rep > 999)
1029                 {
1030                         (void)sprintf(text, "%2d00", command_rep / 100);
1031                 }
1032                 else
1033                 {
1034                         (void)sprintf(text, "  %2d", command_rep);
1035                 }
1036         }
1037
1038         /* Action */
1039         else
1040         {
1041                 switch(p_ptr->action)
1042                 {
1043                         case ACTION_SEARCH:
1044                         {
1045                                 strcpy(text, _("探索", "Sear"));
1046                                 break;
1047                         }
1048                         case ACTION_REST:
1049                         {
1050                                 int i;
1051
1052                                 /* Start with "Rest" */
1053                                 strcpy(text, _("    ", "    "));
1054
1055                                 /* Extensive (timed) rest */
1056                                 if (resting >= 1000)
1057                                 {
1058                                         i = resting / 100;
1059                                         text[3] = '0';
1060                                         text[2] = '0';
1061                                         text[1] = '0' + (i % 10);
1062                                         text[0] = '0' + (i / 10);
1063                                 }
1064
1065                                 /* Long (timed) rest */
1066                                 else if (resting >= 100)
1067                                 {
1068                                         i = resting;
1069                                         text[3] = '0' + (i % 10);
1070                                         i = i / 10;
1071                                         text[2] = '0' + (i % 10);
1072                                         text[1] = '0' + (i / 10);
1073                                 }
1074
1075                                 /* Medium (timed) rest */
1076                                 else if (resting >= 10)
1077                                 {
1078                                         i = resting;
1079                                         text[3] = '0' + (i % 10);
1080                                         text[2] = '0' + (i / 10);
1081                                 }
1082
1083                                 /* Short (timed) rest */
1084                                 else if (resting > 0)
1085                                 {
1086                                         i = resting;
1087                                         text[3] = '0' + (i);
1088                                 }
1089
1090                                 /* Rest until healed */
1091                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1092                                 {
1093                                         text[0] = text[1] = text[2] = text[3] = '*';
1094                                 }
1095
1096                                 /* Rest until done */
1097                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1098                                 {
1099                                         text[0] = text[1] = text[2] = text[3] = '&';
1100                                 }
1101                                 break;
1102                         }
1103                         case ACTION_LEARN:
1104                         {
1105                                 strcpy(text, _("学習", "lear"));
1106                                 if (new_mane) attr = TERM_L_RED;
1107                                 break;
1108                         }
1109                         case ACTION_FISH:
1110                         {
1111                                 strcpy(text, _("釣り", "fish"));
1112                                 break;
1113                         }
1114                         case ACTION_KAMAE:
1115                         {
1116                                 int i;
1117                                 for (i = 0; i < MAX_KAMAE; i++)
1118                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1119                                 switch (i)
1120                                 {
1121                                         case 0: attr = TERM_GREEN;break;
1122                                         case 1: attr = TERM_WHITE;break;
1123                                         case 2: attr = TERM_L_BLUE;break;
1124                                         case 3: attr = TERM_L_RED;break;
1125                                 }
1126                                 strcpy(text, kamae_shurui[i].desc);
1127                                 break;
1128                         }
1129                         case ACTION_KATA:
1130                         {
1131                                 int i;
1132                                 for (i = 0; i < MAX_KATA; i++)
1133                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1134                                 strcpy(text, kata_shurui[i].desc);
1135                                 break;
1136                         }
1137                         case ACTION_SING:
1138                         {
1139                                 strcpy(text, _("歌  ", "Sing"));
1140                                 break;
1141                         }
1142                         case ACTION_HAYAGAKE:
1143                         {
1144                                 strcpy(text, _("速駆", "Fast"));
1145                                 break;
1146                         }
1147                         case ACTION_SPELL:
1148                         {
1149                                 strcpy(text, _("詠唱", "Spel"));
1150                                 break;
1151                         }
1152                         default:
1153                         {
1154                                 strcpy(text, "    ");
1155                                 break;
1156                         }
1157                 }
1158         }
1159
1160         /* Display the info (or blanks) */
1161         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1162 }
1163
1164
1165 /*!
1166  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1167  * @return なし
1168  */
1169 static void prt_speed(void)
1170 {
1171         int i = p_ptr->pspeed;
1172         bool is_fast = IS_FAST();
1173
1174         TERM_COLOR attr = TERM_WHITE;
1175         char buf[32] = "";
1176         TERM_LEN wid, hgt, row_speed, col_speed;
1177
1178         Term_get_size(&wid, &hgt);
1179         col_speed = wid + COL_SPEED;
1180         row_speed = hgt + ROW_SPEED;
1181
1182         /* Hack -- Visually "undo" the Search Mode Slowdown */
1183         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1184
1185         /* Fast */
1186         if (i > 110)
1187         {
1188                 if (p_ptr->riding)
1189                 {
1190                         monster_type *m_ptr = &m_list[p_ptr->riding];
1191                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1192                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1193                         else attr = TERM_GREEN;
1194                 }
1195                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1196                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1197                 else attr = TERM_L_GREEN;
1198 #ifdef JP
1199                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1200 #else
1201                 sprintf(buf, "Fast(+%d)", (i - 110));
1202 #endif
1203
1204         }
1205
1206         /* Slow */
1207         else if (i < 110)
1208         {
1209                 if (p_ptr->riding)
1210                 {
1211                         monster_type *m_ptr = &m_list[p_ptr->riding];
1212                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1213                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1214                         else attr = TERM_RED;
1215                 }
1216                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1217                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1218                 else attr = TERM_L_UMBER;
1219 #ifdef JP
1220                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1221 #else
1222                 sprintf(buf, "Slow(-%d)", (110 - i));
1223 #endif
1224         }
1225         else if (p_ptr->riding)
1226         {
1227                 attr = TERM_GREEN;
1228                 strcpy(buf, _("乗馬中", "Riding"));
1229         }
1230
1231         /* Display the speed */
1232         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1233 }
1234
1235
1236 /*!
1237  * @brief プレイヤーの呪文学習可能状態を表示する
1238  * @return なし
1239  */
1240 static void prt_study(void)
1241 {
1242         TERM_LEN wid, hgt, row_study, col_study;
1243
1244         Term_get_size(&wid, &hgt);
1245         col_study = wid + COL_STUDY;
1246         row_study = hgt + ROW_STUDY;
1247
1248         if (p_ptr->new_spells)
1249         {
1250                 put_str(_("学習", "Stud"), row_study, col_study);
1251         }
1252         else
1253         {
1254                 put_str("    ", row_study, col_study);
1255         }
1256 }
1257
1258
1259 /*!
1260  * @brief プレイヤーのものまね可能状態を表示する
1261  * @return なし
1262  */
1263 static void prt_imitation(void)
1264 {
1265         TERM_LEN wid, hgt, row_study, col_study;
1266
1267         Term_get_size(&wid, &hgt);
1268         col_study = wid + COL_STUDY;
1269         row_study = hgt + ROW_STUDY;
1270
1271         if (p_ptr->pclass == CLASS_IMITATOR)
1272         {
1273                 if (p_ptr->mane_num)
1274                 {
1275                         TERM_COLOR attr;
1276                         if (new_mane) attr = TERM_L_RED;
1277                         else attr = TERM_WHITE;
1278                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1279                 }
1280                 else
1281                 {
1282                         put_str("    ", row_study, col_study);
1283                 }
1284         }
1285 }
1286
1287 /*!
1288  * @brief プレイヤーの負傷状態を表示する
1289  * @return なし
1290  */
1291 static void prt_cut(void)
1292 {
1293         int c = p_ptr->cut;
1294
1295         if (c > 1000)
1296         {
1297                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1298         }
1299         else if (c > 200)
1300         {
1301                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1302         }
1303         else if (c > 100)
1304         {
1305                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1306         }
1307         else if (c > 50)
1308         {
1309                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1310         }
1311         else if (c > 25)
1312         {
1313                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1314         }
1315         else if (c > 10)
1316         {
1317                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1318         }
1319         else if (c)
1320         {
1321                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1322         }
1323         else
1324         {
1325                 put_str("            ", ROW_CUT, COL_CUT);
1326         }
1327 }
1328
1329
1330 /*!
1331  * @brief プレイヤーの朦朧状態を表示する
1332  * @return なし
1333  */
1334 static void prt_stun(void)
1335 {
1336         int s = p_ptr->stun;
1337
1338         if (s > 100)
1339         {
1340                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1341         }
1342         else if (s > 50)
1343         {
1344                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1345         }
1346         else if (s)
1347         {
1348                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1349         }
1350         else
1351         {
1352                 put_str("            ", ROW_STUN, COL_STUN);
1353         }
1354 }
1355
1356
1357
1358 /*!
1359  * @brief モンスターの体力ゲージを表示する
1360  * @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。
1361  * @return なし
1362  * @details
1363  * <pre>
1364  * Redraw the "monster health bar"      -DRS-
1365  * Rather extensive modifications by    -BEN-
1366  *
1367  * The "monster health bar" provides visual feedback on the "health"
1368  * of the monster currently being "tracked".  There are several ways
1369  * to "track" a monster, including targetting it, attacking it, and
1370  * affecting it (and nobody else) with a ranged attack.
1371  *
1372  * Display the monster health bar (affectionately known as the
1373  * "health-o-meter").  Clear health bar if nothing is being tracked.
1374  * Auto-track current target monster when bored.  Note that the
1375  * health-bar stops tracking any monster that "disappears".
1376  * </pre>
1377  */
1378 static void health_redraw(bool riding)
1379 {
1380         s16b health_who;
1381         int row, col;
1382         monster_type *m_ptr;
1383
1384         if (riding)
1385         {
1386                 health_who = p_ptr->riding;
1387                 row = ROW_RIDING_INFO;
1388                 col = COL_RIDING_INFO;
1389         }
1390         else
1391         {
1392                 health_who = p_ptr->health_who;
1393                 row = ROW_INFO;
1394                 col = COL_INFO;
1395         }
1396
1397         m_ptr = &m_list[health_who];
1398
1399         if (p_ptr->wizard && p_ptr->inside_battle)
1400         {
1401                 row = ROW_INFO - 2;
1402                 col = COL_INFO + 2;
1403
1404                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1405                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1406                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1407                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1408
1409                 if(m_list[1].r_idx)
1410                 {
1411                         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));
1412                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1413                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1414                 }
1415
1416                 if(m_list[2].r_idx)
1417                 {
1418                         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));
1419                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1420                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1421                 }
1422
1423                 if(m_list[3].r_idx)
1424                 {
1425                         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));
1426                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1427                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1428                 }
1429
1430                 if(m_list[4].r_idx)
1431                 {
1432                         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));
1433                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1434                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1435                 }
1436         }
1437         else
1438         {
1439
1440                 /* Not tracking */
1441                 if (!health_who)
1442                 {
1443                         /* Erase the health bar */
1444                         Term_erase(col, row, 12);
1445                 }
1446
1447                 /* Tracking an unseen monster */
1448                 else if (!m_ptr->ml)
1449                 {
1450                         /* Indicate that the monster health is "unknown" */
1451                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1452                 }
1453
1454                 /* Tracking a hallucinatory monster */
1455                 else if (p_ptr->image)
1456                 {
1457                         /* Indicate that the monster health is "unknown" */
1458                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1459                 }
1460
1461                 /* Tracking a dead monster (???) */
1462                 else if (m_ptr->hp < 0)
1463                 {
1464                         /* Indicate that the monster health is "unknown" */
1465                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1466                 }
1467
1468                 /* Tracking a visible monster */
1469                 else
1470                 {
1471                         /* Extract the "percent" of health */
1472                         int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1473                         int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1474
1475                         /* Convert percent into "health" */
1476                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1477
1478                         /* Default to almost dead */
1479                         TERM_COLOR attr = TERM_RED;
1480
1481                         /* Invulnerable */
1482                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1483
1484                         /* Asleep */
1485                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1486
1487                         /* Afraid */
1488                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1489
1490                         /* Healthy */
1491                         else if (pct >= 100) attr = TERM_L_GREEN;
1492
1493                         /* Somewhat Wounded */
1494                         else if (pct >= 60) attr = TERM_YELLOW;
1495
1496                         /* Wounded */
1497                         else if (pct >= 25) attr = TERM_ORANGE;
1498
1499                         /* Badly wounded */
1500                         else if (pct >= 10) attr = TERM_L_RED;
1501
1502                         /* Default to "unknown" */
1503                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1504
1505                         /* Dump the current "health" (use '*' symbols) */
1506                         Term_putstr(col + 1, row, len, attr, "**********");
1507                 }
1508         }
1509 }
1510
1511
1512
1513 /*!
1514  * @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)
1515  * @return なし
1516  */
1517 static void prt_frame_basic(void)
1518 {
1519         int i;
1520
1521         /* Race and Class */
1522         if (p_ptr->mimic_form)
1523                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1524         else
1525         {
1526                 char str[14];
1527                 my_strcpy(str, rp_ptr->title, sizeof(str));
1528                 prt_field(str, ROW_RACE, COL_RACE);
1529         }
1530 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1531 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1532
1533
1534         /* Title */
1535         prt_title();
1536
1537         /* Level/Experience */
1538         prt_level();
1539         prt_exp();
1540
1541         /* All Stats */
1542         for (i = 0; i < A_MAX; i++) prt_stat(i);
1543
1544         /* Armor */
1545         prt_ac();
1546
1547         /* Hitpoints */
1548         prt_hp();
1549
1550         /* Spellpoints */
1551         prt_sp();
1552
1553         /* Gold */
1554         prt_gold();
1555
1556         /* Current depth */
1557         prt_depth();
1558
1559         /* Special */
1560         health_redraw(FALSE);
1561         health_redraw(TRUE);
1562 }
1563
1564
1565 /*!
1566  * @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)
1567  * @return なし
1568  */
1569 static void prt_frame_extra(void)
1570 {
1571         /* Cut/Stun */
1572         prt_cut();
1573         prt_stun();
1574
1575         /* Food */
1576         prt_hunger();
1577
1578         /* State */
1579         prt_state();
1580
1581         /* Speed */
1582         prt_speed();
1583
1584         /* Study spells */
1585         prt_study();
1586
1587         prt_imitation();
1588
1589         prt_status();
1590 }
1591
1592
1593 /*!
1594  * @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
1595  * @return なし
1596  */
1597 static void fix_inven(void)
1598 {
1599         int j;
1600
1601         /* Scan windows */
1602         for (j = 0; j < 8; j++)
1603         {
1604                 term *old = Term;
1605
1606                 /* No window */
1607                 if (!angband_term[j]) continue;
1608
1609                 /* No relevant flags */
1610                 if (!(window_flag[j] & (PW_INVEN))) continue;
1611
1612                 /* Activate */
1613                 Term_activate(angband_term[j]);
1614
1615                 /* Display inventory */
1616                 display_inven();
1617                 Term_fresh();
1618
1619                 /* Restore */
1620                 Term_activate(old);
1621         }
1622 }
1623
1624
1625 /*!
1626  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1627  * @param x 表示列
1628  * @param y 表示行
1629  * @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
1630  * @param n_same モンスターの数の現在数
1631  * @details
1632  * <pre>
1633  * nnn X LV name
1634  *  nnn : number or unique(U) or wanted unique(W)
1635  *  X   : symbol of monster
1636  *  LV  : monster lv if known
1637  *  name: name of monster
1638  * @return なし
1639  * </pre>
1640  */
1641 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1642         char buf[256];
1643         int i;
1644         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1645         monster_race* r_ptr = &r_info[r_idx];
1646  
1647         Term_gotoxy(x, y);
1648         if(!r_ptr)return;
1649         //Number of 'U'nique
1650         if(r_ptr->flags1&RF1_UNIQUE){//unique
1651                 bool is_kubi = FALSE;
1652                 for(i=0;i<MAX_KUBI;i++){
1653                         if(kubi_r_idx[i] == r_idx){
1654                                 is_kubi = TRUE;
1655                                 break;
1656                         }
1657                 }
1658                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1659         }else{
1660                 sprintf(buf, "%3d", n_same);
1661                 Term_addstr(-1, TERM_WHITE, buf);
1662         }
1663         //symbol
1664         Term_addstr(-1, TERM_WHITE, " ");
1665         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1666         //Term_addstr(-1, TERM_WHITE, "/");
1667         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1668         //LV
1669         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1670                 sprintf(buf, " %2d", (int)r_ptr->level);
1671         }else{
1672                 strcpy(buf, " ??");
1673         }
1674         Term_addstr(-1, TERM_WHITE, buf);
1675         //name
1676         sprintf(buf, " %s ", r_name+r_ptr->name);
1677         Term_addstr(-1, TERM_WHITE, buf);
1678  
1679         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1680 }
1681
1682 /*!
1683  * @brief モンスターの出現リストを表示する / Print monster info in line
1684  * @param x 表示列
1685  * @param y 表示行
1686  * @param max_lines 最大何行描画するか
1687  */
1688 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1689         TERM_LEN line = y;
1690         monster_type* last_mons = NULL;
1691         monster_type* m_ptr = NULL;
1692         int n_same = 0;
1693         int i;
1694
1695         for(i=0;i<temp_n;i++){
1696                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1697                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1698                 m_ptr = &m_list[c_ptr->m_idx];
1699                 if(is_pet(m_ptr))continue;//pet
1700                 if(!m_ptr->r_idx)continue;//dead?
1701                 {
1702                         /*
1703                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1704                         monster_race* r_ptr = &r_info[r_idx];
1705                         concptr name = (r_name + r_ptr->name);
1706                         concptr ename = (r_name + r_ptr->name);
1707                         //ミミック類や「それ」等は、一覧に出てはいけない
1708                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1709                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1710                         //『ヌル』は、一覧に出てはいけない
1711                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1712                            (strcmp(ename, "Null the Living Void")==0))continue;
1713                         //"金無垢の指輪"は、一覧に出てはいけない
1714                         if((strcmp(name, "金無垢の指輪")==0)||
1715                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1716                         */
1717                 }
1718
1719                 //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.
1720                 if(!last_mons){//先頭モンスター
1721                         last_mons = m_ptr;
1722                         n_same = 1;
1723                         continue;
1724                 }
1725                 //same race?
1726                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1727                         n_same++;
1728                         continue;//表示処理を次に回す
1729                 }
1730                 //print last mons info
1731                 print_monster_line(x, line++, last_mons, n_same);
1732                 n_same = 1;
1733                 last_mons = m_ptr;
1734                 if(line-y-1==max_lines){//残り1行
1735                         break;
1736                 }
1737         }
1738         if(line-y-1==max_lines && i!=temp_n){
1739                 Term_gotoxy(x, line);
1740                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1741         }else{
1742                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1743         }
1744 }
1745
1746 /*!
1747  * @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
1748  * @return なし
1749  */
1750 static void fix_monster_list(void)
1751 {
1752         int j;
1753         int w, h;
1754
1755         /* Scan windows */
1756         for (j = 0; j < 8; j++)
1757         {
1758                 term *old = Term;
1759
1760                 /* No window */
1761                 if (!angband_term[j]) continue;
1762
1763                 /* No relevant flags */
1764                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1765
1766                 /* Activate */
1767                 Term_activate(angband_term[j]);
1768                 Term_get_size(&w, &h);
1769
1770                 Term_clear();
1771
1772                 target_set_prepare_look();//モンスター一覧を生成,ソート
1773                 print_monster_list(0, 0, h);
1774                 Term_fresh();
1775
1776                 /* Restore */
1777                 Term_activate(old);
1778         }
1779 }
1780
1781
1782
1783 /*!
1784  * @brief 現在の装備品をサブウィンドウに表示する / 
1785  * Hack -- display equipment in sub-windows
1786  * @return なし
1787  */
1788 static void fix_equip(void)
1789 {
1790         int j;
1791
1792         /* Scan windows */
1793         for (j = 0; j < 8; j++)
1794         {
1795                 term *old = Term;
1796
1797                 /* No window */
1798                 if (!angband_term[j]) continue;
1799
1800                 /* No relevant flags */
1801                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1802
1803                 /* Activate */
1804                 Term_activate(angband_term[j]);
1805
1806                 /* Display equipment */
1807                 display_equip();
1808                 Term_fresh();
1809
1810                 /* Restore */
1811                 Term_activate(old);
1812         }
1813 }
1814
1815
1816 /*!
1817  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1818  * Hack -- display spells in sub-windows
1819  * @return なし
1820  */
1821 static void fix_spell(void)
1822 {
1823         int j;
1824
1825         /* Scan windows */
1826         for (j = 0; j < 8; j++)
1827         {
1828                 term *old = Term;
1829
1830                 /* No window */
1831                 if (!angband_term[j]) continue;
1832
1833                 /* No relevant flags */
1834                 if (!(window_flag[j] & (PW_SPELL))) continue;
1835
1836                 /* Activate */
1837                 Term_activate(angband_term[j]);
1838
1839                 /* Display spell list */
1840                 display_spell_list();
1841                 Term_fresh();
1842
1843                 /* Restore */
1844                 Term_activate(old);
1845         }
1846 }
1847
1848
1849 /*!
1850  * @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 / 
1851  * Hack -- display character in sub-windows
1852  * @return なし
1853  */
1854 static void fix_player(void)
1855 {
1856         int j;
1857
1858         /* Scan windows */
1859         for (j = 0; j < 8; j++)
1860         {
1861                 term *old = Term;
1862
1863                 /* No window */
1864                 if (!angband_term[j]) continue;
1865
1866                 /* No relevant flags */
1867                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1868
1869                 /* Activate */
1870                 Term_activate(angband_term[j]);
1871
1872                 update_playtime();
1873                 display_player(0);
1874                 Term_fresh();
1875
1876                 /* Restore */
1877                 Term_activate(old);
1878         }
1879 }
1880
1881 /*!
1882  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1883  * Hack -- display recent messages in sub-windows
1884  * Adjust for width and split messages
1885  * @return なし
1886  */
1887 static void fix_message(void)
1888 {
1889         int j, i;
1890         TERM_LEN w, h;
1891         TERM_LEN x, y;
1892
1893         /* Scan windows */
1894         for (j = 0; j < 8; j++)
1895         {
1896                 term *old = Term;
1897
1898                 /* No window */
1899                 if (!angband_term[j]) continue;
1900
1901                 /* No relevant flags */
1902                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1903
1904                 /* Activate */
1905                 Term_activate(angband_term[j]);
1906
1907                 Term_get_size(&w, &h);
1908
1909                 /* Dump messages */
1910                 for (i = 0; i < h; i++)
1911                 {
1912                         /* Dump the message on the appropriate line */
1913                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1914
1915                         /* Cursor */
1916                         Term_locate(&x, &y);
1917
1918                         /* Clear to end of line */
1919                         Term_erase(x, y, 255);
1920                 }
1921                 Term_fresh();
1922
1923                 /* Restore */
1924                 Term_activate(old);
1925         }
1926 }
1927
1928
1929 /*!
1930  * @brief 簡易マップをサブウィンドウに表示する / 
1931  * Hack -- display overhead view in sub-windows
1932  * Adjust for width and split messages
1933  * @return なし
1934  * @details
1935  * Note that the "player" symbol does NOT appear on the map.
1936  */
1937 static void fix_overhead(void)
1938 {
1939         int j;
1940         int cy, cx;
1941
1942         /* Scan windows */
1943         for (j = 0; j < 8; j++)
1944         {
1945                 term *old = Term;
1946                 TERM_LEN wid, hgt;
1947
1948                 /* No window */
1949                 if (!angband_term[j]) continue;
1950
1951                 /* No relevant flags */
1952                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1953
1954                 /* Activate */
1955                 Term_activate(angband_term[j]);
1956
1957                 /* Full map in too small window is useless  */
1958                 Term_get_size(&wid, &hgt);
1959                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1960                 {
1961
1962                         display_map(&cy, &cx);
1963                         Term_fresh();
1964                 }
1965
1966                 /* Restore */
1967                 Term_activate(old);
1968         }
1969 }
1970
1971
1972 /*!
1973  * @brief ダンジョンの地形をサブウィンドウに表示する / 
1974  * Hack -- display dungeon view in sub-windows
1975  * @return なし
1976  */
1977 static void fix_dungeon(void)
1978 {
1979         int j;
1980
1981         /* Scan windows */
1982         for (j = 0; j < 8; j++)
1983         {
1984                 term *old = Term;
1985
1986                 /* No window */
1987                 if (!angband_term[j]) continue;
1988
1989                 /* No relevant flags */
1990                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1991
1992                 /* Activate */
1993                 Term_activate(angband_term[j]);
1994
1995                 /* Redraw dungeon view */
1996                 display_dungeon();
1997                 Term_fresh();
1998
1999                 /* Restore */
2000                 Term_activate(old);
2001         }
2002 }
2003
2004
2005 /*!
2006  * @brief モンスターの思い出をサブウィンドウに表示する / 
2007  * Hack -- display dungeon view in sub-windows
2008  * @return なし
2009  */
2010 static void fix_monster(void)
2011 {
2012         int j;
2013
2014         /* Scan windows */
2015         for (j = 0; j < 8; j++)
2016         {
2017                 term *old = Term;
2018
2019                 /* No window */
2020                 if (!angband_term[j]) continue;
2021
2022                 /* No relevant flags */
2023                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2024
2025                 /* Activate */
2026                 Term_activate(angband_term[j]);
2027
2028                 /* Display monster race info */
2029                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2030                 Term_fresh();
2031
2032                 /* Restore */
2033                 Term_activate(old);
2034         }
2035 }
2036
2037
2038 /*!
2039  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2040  * Hack -- display object recall in sub-windows
2041  * @return なし
2042  */
2043 static void fix_object(void)
2044 {
2045         int j;
2046
2047         /* Scan windows */
2048         for (j = 0; j < 8; j++)
2049         {
2050                 term *old = Term;
2051
2052                 /* No window */
2053                 if (!angband_term[j]) continue;
2054
2055                 /* No relevant flags */
2056                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2057
2058                 /* Activate */
2059                 Term_activate(angband_term[j]);
2060
2061                 /* Display monster race info */
2062                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2063                 Term_fresh();
2064
2065                 /* Restore */
2066                 Term_activate(old);
2067         }
2068 }
2069
2070
2071
2072 /*!
2073  * @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。 /
2074  * Calculate number of spells player should have, and forget,
2075  * or remember, spells until that number is properly reflected.
2076  * @return なし
2077  * @details
2078  * Note that this function induces various "status" messages,
2079  * which must be bypasses until the character is created.
2080  */
2081 static void calc_spells(void)
2082 {
2083         int i, j, k, levels;
2084         int num_allowed;
2085         int num_boukyaku = 0;
2086
2087         const magic_type        *s_ptr;
2088         REALM_IDX which;
2089         int bonus = 0;
2090
2091
2092         concptr p;
2093
2094         /* Hack -- must be literate */
2095         if (!mp_ptr->spell_book) return;
2096
2097         /* Hack -- wait for creation */
2098         if (!character_generated) return;
2099
2100         /* Hack -- handle "xtra" mode */
2101         if (character_xtra) return;
2102
2103         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2104         {
2105                 p_ptr->new_spells = 0;
2106                 return;
2107         }
2108
2109         p = spell_category_name(mp_ptr->spell_book);
2110
2111         /* Determine the number of spells allowed */
2112         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2113
2114         /* Hack -- no negative spells */
2115         if (levels < 0) levels = 0;
2116
2117         /* Extract total allowed spells */
2118         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2119
2120         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2121         {
2122                 bonus = 4;
2123         }
2124         if (p_ptr->pclass == CLASS_SAMURAI)
2125         {
2126                 num_allowed = 32;
2127         }
2128         else if (p_ptr->realm2 == REALM_NONE)
2129         {
2130                 num_allowed = (num_allowed+1)/2;
2131                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2132         }
2133         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2134         {
2135                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2136         }
2137         else
2138         {
2139                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2140         }
2141
2142         /* Count the number of spells we know */
2143         for (j = 0; j < 64; j++)
2144         {
2145                 /* Count known spells */
2146                 if ((j < 32) ?
2147                     (p_ptr->spell_forgotten1 & (1L << j)) :
2148                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2149                 {
2150                         num_boukyaku++;
2151                 }
2152         }
2153
2154         /* See how many spells we must forget or may learn */
2155         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2156
2157         /* Forget spells which are too hard */
2158         for (i = 63; i >= 0; i--)
2159         {
2160                 /* Efficiency -- all done */
2161                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2162
2163                 /* Access the spell */
2164                 j = p_ptr->spell_order[i];
2165
2166                 /* Skip non-spells */
2167                 if (j >= 99) continue;
2168
2169
2170                 /* Get the spell */
2171                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2172                 {
2173                         if (j < 32)
2174                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2175                         else
2176                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2177                 }
2178                 else if (j < 32)
2179                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2180                 else
2181                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2182
2183                 /* Skip spells we are allowed to know */
2184                 if (s_ptr->slevel <= p_ptr->lev) continue;
2185
2186                 /* Is it known? */
2187                 if ((j < 32) ?
2188                     (p_ptr->spell_learned1 & (1L << j)) :
2189                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2190                 {
2191                         /* Mark as forgotten */
2192                         if (j < 32)
2193                         {
2194                                 p_ptr->spell_forgotten1 |= (1L << j);
2195                                 which = p_ptr->realm1;
2196                         }
2197                         else
2198                         {
2199                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2200                                 which = p_ptr->realm2;
2201                         }
2202
2203                         /* No longer known */
2204                         if (j < 32)
2205                         {
2206                                 p_ptr->spell_learned1 &= ~(1L << j);
2207                                 which = p_ptr->realm1;
2208                         }
2209                         else
2210                         {
2211                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2212                                 which = p_ptr->realm2;
2213                         }
2214
2215 #ifdef JP
2216                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2217 #else
2218                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2219 #endif
2220
2221
2222                         /* One more can be learned */
2223                         p_ptr->new_spells++;
2224                 }
2225         }
2226
2227
2228         /* Forget spells if we know too many spells */
2229         for (i = 63; i >= 0; i--)
2230         {
2231                 /* Stop when possible */
2232                 if (p_ptr->new_spells >= 0) break;
2233
2234                 /* Efficiency -- all done */
2235                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2236
2237                 /* Get the (i+1)th spell learned */
2238                 j = p_ptr->spell_order[i];
2239
2240                 /* Skip unknown spells */
2241                 if (j >= 99) continue;
2242
2243                 /* Forget it (if learned) */
2244                 if ((j < 32) ?
2245                     (p_ptr->spell_learned1 & (1L << j)) :
2246                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2247                 {
2248                         /* Mark as forgotten */
2249                         if (j < 32)
2250                         {
2251                                 p_ptr->spell_forgotten1 |= (1L << j);
2252                                 which = p_ptr->realm1;
2253                         }
2254                         else
2255                         {
2256                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2257                                 which = p_ptr->realm2;
2258                         }
2259
2260                         /* No longer known */
2261                         if (j < 32)
2262                         {
2263                                 p_ptr->spell_learned1 &= ~(1L << j);
2264                                 which = p_ptr->realm1;
2265                         }
2266                         else
2267                         {
2268                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2269                                 which = p_ptr->realm2;
2270                         }
2271
2272 #ifdef JP
2273                         msg_format("%sの%sを忘れてしまった。",
2274                                    do_spell(which, j%32, SPELL_NAME), p );
2275 #else
2276                         msg_format("You have forgotten the %s of %s.", p,
2277                                    do_spell(which, j%32, SPELL_NAME));
2278 #endif
2279
2280
2281                         /* One more can be learned */
2282                         p_ptr->new_spells++;
2283                 }
2284         }
2285
2286
2287         /* Check for spells to remember */
2288         for (i = 0; i < 64; i++)
2289         {
2290                 /* None left to remember */
2291                 if (p_ptr->new_spells <= 0) break;
2292
2293                 /* Efficiency -- all done */
2294                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2295
2296                 /* Get the next spell we learned */
2297                 j = p_ptr->spell_order[i];
2298
2299                 /* Skip unknown spells */
2300                 if (j >= 99) break;
2301
2302                 /* Access the spell */
2303                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2304                 {
2305                         if (j < 32)
2306                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2307                         else
2308                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2309                 }
2310                 else if (j<32)
2311                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2312                 else
2313                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2314
2315                 /* Skip spells we cannot remember */
2316                 if (s_ptr->slevel > p_ptr->lev) continue;
2317
2318                 /* First set of spells */
2319                 if ((j < 32) ?
2320                     (p_ptr->spell_forgotten1 & (1L << j)) :
2321                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2322                 {
2323                         /* No longer forgotten */
2324                         if (j < 32)
2325                         {
2326                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2327                                 which = p_ptr->realm1;
2328                         }
2329                         else
2330                         {
2331                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2332                                 which = p_ptr->realm2;
2333                         }
2334
2335                         /* Known once more */
2336                         if (j < 32)
2337                         {
2338                                 p_ptr->spell_learned1 |= (1L << j);
2339                                 which = p_ptr->realm1;
2340                         }
2341                         else
2342                         {
2343                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2344                                 which = p_ptr->realm2;
2345                         }
2346
2347 #ifdef JP
2348                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2349 #else
2350                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2351 #endif
2352
2353
2354                         /* One less can be learned */
2355                         p_ptr->new_spells--;
2356                 }
2357         }
2358
2359         k = 0;
2360
2361         if (p_ptr->realm2 == REALM_NONE)
2362         {
2363                 /* Count spells that can be learned */
2364                 for (j = 0; j < 32; j++)
2365                 {
2366                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2367                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2368
2369                         /* Skip spells we cannot remember */
2370                         if (s_ptr->slevel > p_ptr->lev) continue;
2371
2372                         /* Skip spells we already know */
2373                         if (p_ptr->spell_learned1 & (1L << j))
2374                         {
2375                                 continue;
2376                         }
2377
2378                         /* Count it */
2379                         k++;
2380                 }
2381                 if (k > 32) k = 32;
2382                 if ((p_ptr->new_spells > k) &&
2383                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2384                 {
2385                         p_ptr->new_spells = (s16b)k;
2386                 }
2387         }
2388
2389         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2390
2391         /* Spell count changed */
2392         if (p_ptr->old_spells != p_ptr->new_spells)
2393         {
2394                 /* Message if needed */
2395                 if (p_ptr->new_spells)
2396                 {
2397 #ifdef JP
2398                         if( p_ptr->new_spells < 10 ){
2399                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2400                         }else{
2401                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2402                         }
2403 #else
2404                         msg_format("You can learn %d more %s%s.",
2405                                    p_ptr->new_spells, p,
2406                                    (p_ptr->new_spells != 1) ? "s" : "");
2407 #endif
2408
2409                 }
2410
2411                 /* Save the new_spells value */
2412                 p_ptr->old_spells = p_ptr->new_spells;
2413
2414                 /* Redraw Study Status */
2415                 p_ptr->redraw |= (PR_STUDY);
2416
2417                 /* Redraw object recall */
2418                 p_ptr->window |= (PW_OBJECT);
2419         }
2420 }
2421
2422 /*!
2423  * @brief プレイヤーの最大MPを計算する /
2424  * Calculate maximum mana.  You do not need to know any spells.
2425  * Note that mana is lowered by heavy (or inappropriate) armor.
2426  * @return なし
2427  * @details
2428  * This function induces status messages.
2429  */
2430 static void calc_mana(void)
2431 {
2432         int msp, levels, cur_wgt, max_wgt;
2433
2434         object_type     *o_ptr;
2435
2436
2437         /* Hack -- Must be literate */
2438         if (!mp_ptr->spell_book) return;
2439
2440         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2441             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2442             (p_ptr->pclass == CLASS_BLUE_MAGE))
2443         {
2444                 levels = p_ptr->lev;
2445         }
2446         else
2447         {
2448                 if(mp_ptr->spell_first > p_ptr->lev)
2449                 {
2450                         /* Save new mana */
2451                         p_ptr->msp = 0;
2452
2453                         /* Display mana later */
2454                         p_ptr->redraw |= (PR_MANA);
2455                         return;
2456                 }
2457
2458                 /* Extract "effective" player level */
2459                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2460         }
2461
2462         if (p_ptr->pclass == CLASS_SAMURAI)
2463         {
2464                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2465                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2466         }
2467         else
2468         {
2469                 /* Extract total mana */
2470                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2471
2472                 /* Hack -- usually add one mana */
2473                 if (msp) msp++;
2474
2475                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2476
2477                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2478
2479                 /* Hack: High mages have a 25% mana bonus */
2480                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2481
2482                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2483         }
2484
2485         /* Only mages are affected */
2486         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2487         {
2488                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2489
2490                 /* Assume player is not encumbered by gloves */
2491                 p_ptr->cumber_glove = FALSE;
2492
2493                 /* Get the gloves */
2494                 o_ptr = &inventory[INVEN_HANDS];
2495
2496                 /* Examine the gloves */
2497                 object_flags(o_ptr, flgs);
2498
2499                 /* Normal gloves hurt mage-type spells */
2500                 if (o_ptr->k_idx &&
2501                     !(have_flag(flgs, TR_FREE_ACT)) &&
2502                         !(have_flag(flgs, TR_DEC_MANA)) &&
2503                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2504                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2505                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2506                 {
2507                         /* Encumbered */
2508                         p_ptr->cumber_glove = TRUE;
2509
2510                         /* Reduce mana */
2511                         msp = (3 * msp) / 4;
2512                 }
2513         }
2514
2515
2516         /* Assume player not encumbered by armor */
2517         p_ptr->cumber_armor = FALSE;
2518
2519         /* Weigh the armor */
2520         cur_wgt = 0;
2521         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2522         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2523         cur_wgt += inventory[INVEN_BODY].weight;
2524         cur_wgt += inventory[INVEN_HEAD].weight;
2525         cur_wgt += inventory[INVEN_OUTER].weight;
2526         cur_wgt += inventory[INVEN_HANDS].weight;
2527         cur_wgt += inventory[INVEN_FEET].weight;
2528
2529         /* Subtract a percentage of maximum mana. */
2530         switch (p_ptr->pclass)
2531         {
2532                 /* For these classes, mana is halved if armour 
2533                  * is 30 pounds over their weight limit. */
2534                 case CLASS_MAGE:
2535                 case CLASS_HIGH_MAGE:
2536                 case CLASS_BLUE_MAGE:
2537                 case CLASS_MONK:
2538                 case CLASS_FORCETRAINER:
2539                 case CLASS_SORCERER:
2540                 {
2541                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2542                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2543                         break;
2544                 }
2545
2546                 /* Mana halved if armour is 40 pounds over weight limit. */
2547                 case CLASS_PRIEST:
2548                 case CLASS_BARD:
2549                 case CLASS_TOURIST:
2550                 {
2551                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2552                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2553                         break;
2554                 }
2555
2556                 case CLASS_MINDCRAFTER:
2557                 case CLASS_BEASTMASTER:
2558                 case CLASS_MIRROR_MASTER:
2559                 {
2560                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2561                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2562                         break;
2563                 }
2564
2565                 /* Mana halved if armour is 50 pounds over weight limit. */
2566                 case CLASS_ROGUE:
2567                 case CLASS_RANGER:
2568                 case CLASS_RED_MAGE:
2569                 case CLASS_WARRIOR_MAGE:
2570                 {
2571                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2572                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2573                         break;
2574                 }
2575
2576                 /* Mana halved if armour is 60 pounds over weight limit. */
2577                 case CLASS_PALADIN:
2578                 case CLASS_CHAOS_WARRIOR:
2579                 {
2580                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2581                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2582                         break;
2583                 }
2584
2585                 /* For new classes created, but not yet added to this formula. */
2586                 default:
2587                 {
2588                         break;
2589                 }
2590         }
2591
2592         /* Determine the weight allowance */
2593         max_wgt = mp_ptr->spell_weight;
2594
2595         /* Heavy armor penalizes mana by a percentage.  -LM- */
2596         if ((cur_wgt - max_wgt) > 0)
2597         {
2598                 /* Encumbered */
2599                 p_ptr->cumber_armor = TRUE;
2600
2601                 /* Subtract a percentage of maximum mana. */
2602                 switch (p_ptr->pclass)
2603                 {
2604                         /* For these classes, mana is halved if armour 
2605                          * is 30 pounds over their weight limit. */
2606                         case CLASS_MAGE:
2607                         case CLASS_HIGH_MAGE:
2608                         case CLASS_BLUE_MAGE:
2609                         {
2610                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2611                                 break;
2612                         }
2613
2614                         /* Mana halved if armour is 40 pounds over weight limit. */
2615                         case CLASS_PRIEST:
2616                         case CLASS_MINDCRAFTER:
2617                         case CLASS_BEASTMASTER:
2618                         case CLASS_BARD:
2619                         case CLASS_FORCETRAINER:
2620                         case CLASS_TOURIST:
2621                         case CLASS_MIRROR_MASTER:
2622                         {
2623                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2624                                 break;
2625                         }
2626
2627                         case CLASS_SORCERER:
2628                         {
2629                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2630                                 break;
2631                         }
2632
2633                         /* Mana halved if armour is 50 pounds over weight limit. */
2634                         case CLASS_ROGUE:
2635                         case CLASS_RANGER:
2636                         case CLASS_MONK:
2637                         case CLASS_RED_MAGE:
2638                         {
2639                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2640                                 break;
2641                         }
2642
2643                         /* Mana halved if armour is 60 pounds over weight limit. */
2644                         case CLASS_PALADIN:
2645                         case CLASS_CHAOS_WARRIOR:
2646                         case CLASS_WARRIOR_MAGE:
2647                         {
2648                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2649                                 break;
2650                         }
2651
2652                         case CLASS_SAMURAI:
2653                         {
2654                                 p_ptr->cumber_armor = FALSE;
2655                                 break;
2656                         }
2657
2658                         /* For new classes created, but not yet added to this formula. */
2659                         default:
2660                         {
2661                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2662                                 break;
2663                         }
2664                 }
2665         }
2666
2667         /* Mana can never be negative */
2668         if (msp < 0) msp = 0;
2669
2670
2671         /* Maximum mana has changed */
2672         if (p_ptr->msp != msp)
2673         {
2674                 /* Enforce maximum */
2675                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2676                 {
2677                         p_ptr->csp = msp;
2678                         p_ptr->csp_frac = 0;
2679                 }
2680
2681 #ifdef JP
2682                 /* レベルアップの時は上昇量を表示する */
2683                 if ((level_up == 1) && (msp > p_ptr->msp))
2684                 {
2685                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2686                 }
2687 #endif
2688                 /* Save new mana */
2689                 p_ptr->msp = msp;
2690
2691                 /* Display mana later */
2692                 p_ptr->redraw |= (PR_MANA);
2693
2694                 p_ptr->window |= (PW_PLAYER);
2695                 p_ptr->window |= (PW_SPELL);
2696         }
2697
2698
2699         /* Hack -- handle "xtra" mode */
2700         if (character_xtra) return;
2701
2702         /* Take note when "glove state" changes */
2703         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2704         {
2705                 if (p_ptr->cumber_glove)
2706                 {
2707                         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."));
2708                 }
2709                 else
2710                 {
2711                         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."));
2712                 }
2713
2714                 /* Save it */
2715                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2716         }
2717
2718
2719         /* Take note when "armor state" changes */
2720         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2721         {
2722                 if (p_ptr->cumber_armor)
2723                 {
2724                         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."));
2725                 }
2726                 else
2727                 {
2728                         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."));
2729                 }
2730
2731                 /* Save it */
2732                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2733         }
2734 }
2735
2736
2737
2738 /*!
2739  * @brief プレイヤーの最大HPを計算する /
2740  * Calculate the players (maximal) hit points
2741  * Adjust current hitpoints if necessary
2742  * @return なし
2743  * @details
2744  */
2745 static void calc_hitpoints(void)
2746 {
2747         int bonus, mhp;
2748         byte tmp_hitdie;
2749
2750         /* Un-inflate "half-hitpoint bonus per level" value */
2751         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2752
2753         /* Calculate hitpoints */
2754         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2755
2756         if (p_ptr->mimic_form)
2757         {
2758                 if (p_ptr->pclass == CLASS_SORCERER)
2759                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2760                 else
2761                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2762                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2763         }
2764
2765         if (p_ptr->pclass == CLASS_SORCERER)
2766         {
2767                 if (p_ptr->lev < 30)
2768                         mhp = (mhp * (45+p_ptr->lev) / 100);
2769                 else
2770                         mhp = (mhp * 75 / 100);
2771                 bonus = (bonus * 65 / 100);
2772         }
2773
2774         mhp += bonus;
2775
2776         if (p_ptr->pclass == CLASS_BERSERKER)
2777         {
2778                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2779         }
2780
2781         /* Always have at least one hitpoint per level */
2782         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2783
2784         /* Factor in the hero / superhero settings */
2785         if (IS_HERO()) mhp += 10;
2786         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2787         if (p_ptr->tsuyoshi) mhp += 50;
2788
2789         /* Factor in the hex spell settings */
2790         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2791         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2792
2793         /* New maximum hitpoints */
2794         if (p_ptr->mhp != mhp)
2795         {
2796                 /* Enforce maximum */
2797                 if (p_ptr->chp >= mhp)
2798                 {
2799                         p_ptr->chp = mhp;
2800                         p_ptr->chp_frac = 0;
2801                 }
2802
2803 #ifdef JP
2804                 /* レベルアップの時は上昇量を表示する */
2805                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2806                 {
2807                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2808                 }
2809 #endif
2810                 /* Save the new max-hitpoints */
2811                 p_ptr->mhp = mhp;
2812
2813                 /* Display hitpoints (later) */
2814                 p_ptr->redraw |= (PR_HP);
2815
2816                 p_ptr->window |= (PW_PLAYER);
2817         }
2818 }
2819
2820 /*!
2821  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2822  * @return なし
2823  * @details
2824  * SWD: Experimental modification: multiple light sources have additive effect.
2825  */
2826 static void calc_torch(void)
2827 {
2828         int i, rad;
2829         object_type *o_ptr;
2830         BIT_FLAGS flgs[TR_FLAG_SIZE];
2831
2832         /* Assume no light */
2833         p_ptr->cur_lite = 0;
2834
2835         /* Loop through all wielded items */
2836         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2837         {
2838                 o_ptr = &inventory[i];
2839                 /* Skip empty slots */
2840                 if (!o_ptr->k_idx) continue;
2841                 
2842                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2843                 
2844                 /* Need Fuels */
2845                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2846                 {
2847                         if (o_ptr->tval == TV_LITE)
2848                         {
2849                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2850                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2851                         }
2852                 }
2853                 object_flags(o_ptr, flgs);
2854
2855                 /* calc the lite_radius */
2856                 
2857                 rad = 0;
2858                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2859                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2860                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2861                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2862                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2863                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2864                 p_ptr->cur_lite += (s16b)rad;
2865         }
2866
2867         /* max radius is 14 (was 5) without rewriting other code -- */
2868         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2869         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2870                 p_ptr->cur_lite = 1;
2871
2872         /*
2873          * check if the player doesn't have light radius, 
2874          * but does weakly glow as an intrinsic.
2875          */
2876         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2877
2878         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2879         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2880
2881         /* end experimental mods */
2882
2883         /* Notice changes in the "lite radius" */
2884         if (p_ptr->old_lite != p_ptr->cur_lite)
2885         {
2886                 /* Hack -- PU_MON_LITE for monsters' darkness */
2887                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2888
2889                 /* Remember the old lite */
2890                 p_ptr->old_lite = p_ptr->cur_lite;
2891
2892                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2893                         set_superstealth(FALSE);
2894         }
2895 }
2896
2897
2898 /*!
2899  * @brief プレイヤーの所持重量制限を計算する /
2900  * Computes current weight limit.
2901  * @return 制限重量(ポンド)
2902  */
2903 WEIGHT weight_limit(void)
2904 {
2905         WEIGHT i;
2906
2907         /* Weight limit based only on strength */
2908         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2909         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2910
2911         /* Return the result */
2912         return i;
2913 }
2914
2915 /*!
2916  * @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 /
2917  * @param i 判定する手のID(右手:0 左手:1)
2918  * @return 持っているならばTRUE
2919  */
2920 bool buki_motteruka(int i)
2921 {
2922         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2923 }
2924
2925 /*!
2926  * @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 /
2927  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2928  * @return 重すぎるならばTRUE
2929  */
2930 bool is_heavy_shoot(object_type *o_ptr)
2931 {
2932         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2933         /* It is hard to carholdry a heavy bow */
2934         return (hold < o_ptr->weight / 10);
2935 }
2936
2937 /*!
2938  * @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 /
2939  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2940  * @return 対応する矢/弾薬のベースアイテムID
2941  */
2942 int bow_tval_ammo(object_type *o_ptr)
2943 {
2944         /* Analyze the launcher */
2945         switch (o_ptr->sval)
2946         {
2947                 case SV_SLING:
2948                 {
2949                         return TV_SHOT;
2950                 }
2951
2952                 case SV_SHORT_BOW:
2953                 case SV_LONG_BOW:
2954                 case SV_NAMAKE_BOW:
2955                 {
2956                         return TV_ARROW;
2957                 }
2958
2959                 case SV_LIGHT_XBOW:
2960                 case SV_HEAVY_XBOW:
2961                 {
2962                         return TV_BOLT;
2963                 }
2964                 case SV_CRIMSON:
2965                 case SV_HARP:
2966                 {
2967                         return TV_NO_AMMO;
2968                 }
2969         }
2970         
2971         return 0;
2972 }
2973
2974 /*!
2975  * @brief 装備中の射撃武器の威力倍率を返す /
2976  * calcurate the fire rate of target object
2977  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
2978  * @return 射撃倍率の値(100で1.00倍)
2979  */
2980 s16b calc_num_fire(object_type *o_ptr)
2981 {
2982         int extra_shots = 0;
2983         int i;
2984         int num = 0;
2985         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
2986         object_type *q_ptr;
2987         BIT_FLAGS flgs[TR_FLAG_SIZE];
2988         
2989         /* Scan the usable inventory */
2990         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2991         {
2992                 q_ptr = &inventory[i];
2993
2994                 /* Skip non-objects */
2995                 if (!q_ptr->k_idx) continue;
2996                 
2997                 /* Do not apply current equip */
2998                 if (i == INVEN_BOW) continue;
2999
3000                 /* Extract the item flags */
3001                 object_flags(q_ptr, flgs);
3002
3003                 /* Boost shots */
3004                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3005         }
3006         
3007         object_flags(o_ptr, flgs);
3008         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3009         
3010         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3011         {
3012                 num = 100;
3013                 /* Extra shots */
3014                 num += (extra_shots * 100);
3015
3016                 /* Hack -- Rangers love Bows */
3017                 if ((p_ptr->pclass == CLASS_RANGER) && 
3018                                         (tval_ammo == TV_ARROW))
3019                 {
3020                         num += (p_ptr->lev * 4);
3021                 }
3022
3023                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3024                     (tval_ammo == TV_ARROW))
3025                 {
3026                         num += (p_ptr->lev * 3);
3027                 }
3028
3029                 if (p_ptr->pclass == CLASS_ARCHER)
3030                 {
3031                         if (tval_ammo == TV_ARROW)
3032                                 num += ((p_ptr->lev * 5)+50);
3033                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3034                                 num += (p_ptr->lev * 4);
3035                 }
3036
3037                 /*
3038                  * Addendum -- also "Reward" high level warriors,
3039                  * with _any_ missile weapon -- TY
3040                  */
3041                 if (p_ptr->pclass == CLASS_WARRIOR &&
3042                    (tval_ammo <= TV_BOLT) &&
3043                    (tval_ammo >= TV_SHOT))
3044                 {
3045                         num += (p_ptr->lev * 2);
3046                 }
3047                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3048                     (tval_ammo == TV_SHOT))
3049                 {
3050                         num += (p_ptr->lev * 4);
3051                 }
3052         }
3053         return (s16b)num;
3054 }
3055
3056 /*!
3057  * @brief プレイヤーの全ステータスを更新する / 
3058  * Calculate the players current "state", taking into account
3059  * not only race/class intrinsics, but also objects being worn
3060  * and temporary spell effects.
3061  * @return なし
3062  * @details
3063  * <pre>
3064  * See also calc_mana() and calc_hitpoints().
3065  *
3066  * Take note of the new "speed code", in particular, a very strong
3067  * player will start slowing down as soon as he reaches 150 pounds,
3068  * but not until he reaches 450 pounds will he be half as fast as
3069  * a normal kobold.  This both hurts and helps the player, hurts
3070  * because in the old days a player could just avoid 300 pounds,
3071  * and helps because now carrying 300 pounds is not very painful.
3072  *
3073  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3074  * damage, since that would affect non-combat things.  These values
3075  * are actually added in later, at the appropriate place.
3076  *
3077  * This function induces various "status" messages.
3078  * </pre>
3079  */
3080 void calc_bonuses(void)
3081 {
3082         int             i, j, hold, neutral[2];
3083         int             new_speed;
3084         int             default_hand = 0;
3085         int             empty_hands_status = empty_hands(TRUE);
3086         int             extra_blows[2];
3087         object_type     *o_ptr;
3088         BIT_FLAGS flgs[TR_FLAG_SIZE];
3089         bool            omoi = FALSE;
3090         bool            yoiyami = FALSE;
3091         bool            down_saving = FALSE;
3092 #if 0
3093         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3094 #endif
3095         bool            have_sw = FALSE, have_kabe = FALSE;
3096         bool            easy_2weapon = FALSE;
3097         bool            riding_levitation = FALSE;
3098         OBJECT_IDX this_o_idx, next_o_idx = 0;
3099         const player_race *tmp_rp_ptr;
3100
3101         /* Save the old vision stuff */
3102         bool old_telepathy = p_ptr->telepathy;
3103         bool old_esp_animal = p_ptr->esp_animal;
3104         bool old_esp_undead = p_ptr->esp_undead;
3105         bool old_esp_demon = p_ptr->esp_demon;
3106         bool old_esp_orc = p_ptr->esp_orc;
3107         bool old_esp_troll = p_ptr->esp_troll;
3108         bool old_esp_giant = p_ptr->esp_giant;
3109         bool old_esp_dragon = p_ptr->esp_dragon;
3110         bool old_esp_human = p_ptr->esp_human;
3111         bool old_esp_evil = p_ptr->esp_evil;
3112         bool old_esp_good = p_ptr->esp_good;
3113         bool old_esp_nonliving = p_ptr->esp_nonliving;
3114         bool old_esp_unique = p_ptr->esp_unique;
3115         bool old_see_inv = p_ptr->see_inv;
3116         bool old_mighty_throw = p_ptr->mighty_throw;
3117
3118         /* Save the old armor class */
3119         s16b old_dis_ac = p_ptr->dis_ac;
3120         s16b old_dis_to_a = p_ptr->dis_to_a;
3121
3122
3123         /* Clear extra blows/shots */
3124         extra_blows[0] = extra_blows[1] = 0;
3125
3126         /* Clear the stat modifiers */
3127         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
3128
3129
3130         /* Clear the Displayed/Real armor class */
3131         p_ptr->dis_ac = p_ptr->ac = 0;
3132
3133         /* Clear the Displayed/Real Bonuses */
3134         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3135         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3136         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3137         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3138         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3139         p_ptr->dis_to_a = p_ptr->to_a = 0;
3140         p_ptr->to_h_m = 0;
3141         p_ptr->to_d_m = 0;
3142
3143         p_ptr->to_m_chance = 0;
3144
3145         /* Clear the Extra Dice Bonuses */
3146         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3147         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3148
3149         /* Start with "normal" speed */
3150         new_speed = 110;
3151
3152         /* Start with a single blow per turn */
3153         p_ptr->num_blow[0] = 1;
3154         p_ptr->num_blow[1] = 1;
3155
3156         /* Start with a single shot per turn */
3157         p_ptr->num_fire = 100;
3158
3159         /* Reset the "xtra" tval */
3160         p_ptr->tval_xtra = 0;
3161
3162         /* Reset the "ammo" tval */
3163         p_ptr->tval_ammo = 0;
3164
3165         /* Clear all the flags */
3166         p_ptr->cursed = 0L;
3167         p_ptr->bless_blade = FALSE;
3168         p_ptr->xtra_might = FALSE;
3169         p_ptr->impact[0] = FALSE;
3170         p_ptr->impact[1] = FALSE;
3171         p_ptr->pass_wall = FALSE;
3172         p_ptr->kill_wall = FALSE;
3173         p_ptr->dec_mana = FALSE;
3174         p_ptr->easy_spell = FALSE;
3175         p_ptr->heavy_spell = FALSE;
3176         p_ptr->see_inv = FALSE;
3177         p_ptr->free_act = FALSE;
3178         p_ptr->slow_digest = FALSE;
3179         p_ptr->regenerate = FALSE;
3180         p_ptr->can_swim = FALSE;
3181         p_ptr->levitation = FALSE;
3182         p_ptr->hold_exp = FALSE;
3183         p_ptr->telepathy = FALSE;
3184         p_ptr->esp_animal = FALSE;
3185         p_ptr->esp_undead = FALSE;
3186         p_ptr->esp_demon = FALSE;
3187         p_ptr->esp_orc = FALSE;
3188         p_ptr->esp_troll = FALSE;
3189         p_ptr->esp_giant = FALSE;
3190         p_ptr->esp_dragon = FALSE;
3191         p_ptr->esp_human = FALSE;
3192         p_ptr->esp_evil = FALSE;
3193         p_ptr->esp_good = FALSE;
3194         p_ptr->esp_nonliving = FALSE;
3195         p_ptr->esp_unique = FALSE;
3196         p_ptr->lite = FALSE;
3197         p_ptr->sustain_str = FALSE;
3198         p_ptr->sustain_int = FALSE;
3199         p_ptr->sustain_wis = FALSE;
3200         p_ptr->sustain_con = FALSE;
3201         p_ptr->sustain_dex = FALSE;
3202         p_ptr->sustain_chr = FALSE;
3203         p_ptr->resist_acid = FALSE;
3204         p_ptr->resist_elec = FALSE;
3205         p_ptr->resist_fire = FALSE;
3206         p_ptr->resist_cold = FALSE;
3207         p_ptr->resist_pois = FALSE;
3208         p_ptr->resist_conf = FALSE;
3209         p_ptr->resist_sound = FALSE;
3210         p_ptr->resist_lite = FALSE;
3211         p_ptr->resist_dark = FALSE;
3212         p_ptr->resist_chaos = FALSE;
3213         p_ptr->resist_disen = FALSE;
3214         p_ptr->resist_shard = FALSE;
3215         p_ptr->resist_nexus = FALSE;
3216         p_ptr->resist_blind = FALSE;
3217         p_ptr->resist_neth = FALSE;
3218         p_ptr->resist_time = FALSE;
3219         p_ptr->resist_fear = FALSE;
3220         p_ptr->reflect = FALSE;
3221         p_ptr->sh_fire = FALSE;
3222         p_ptr->sh_elec = FALSE;
3223         p_ptr->sh_cold = FALSE;
3224         p_ptr->anti_magic = FALSE;
3225         p_ptr->anti_tele = FALSE;
3226         p_ptr->warning = FALSE;
3227         p_ptr->mighty_throw = FALSE;
3228         p_ptr->see_nocto = FALSE;
3229
3230         p_ptr->immune_acid = FALSE;
3231         p_ptr->immune_elec = FALSE;
3232         p_ptr->immune_fire = FALSE;
3233         p_ptr->immune_cold = FALSE;
3234
3235         p_ptr->ryoute = FALSE;
3236         p_ptr->migite = FALSE;
3237         p_ptr->hidarite = FALSE;
3238         p_ptr->no_flowed = FALSE;
3239
3240         p_ptr->align = friend_align;
3241
3242         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3243         else tmp_rp_ptr = &race_info[p_ptr->prace];
3244
3245         /* Base infravision (purely racial) */
3246         p_ptr->see_infra = tmp_rp_ptr->infra;
3247
3248         /* Base skill -- disarming */
3249         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3250
3251         /* Base skill -- magic devices */
3252         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3253
3254         /* Base skill -- saving throw */
3255         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3256
3257         /* Base skill -- stealth */
3258         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3259
3260         /* Base skill -- searching ability */
3261         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3262
3263         /* Base skill -- searching frequency */
3264         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3265
3266         /* Base skill -- combat (normal) */
3267         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3268
3269         /* Base skill -- combat (shooting) */
3270         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3271
3272         /* Base skill -- combat (throwing) */
3273         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3274
3275         /* Base skill -- digging */
3276         p_ptr->skill_dig = 0;
3277
3278         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3279         if (buki_motteruka(INVEN_LARM))
3280         {
3281                 p_ptr->hidarite = TRUE;
3282                 if (!p_ptr->migite) default_hand = 1;
3283         }
3284
3285         if (CAN_TWO_HANDS_WIELDING())
3286         {
3287                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3288                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3289                 {
3290                         p_ptr->ryoute = TRUE;
3291                 }
3292                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3293                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3294                 {
3295                         p_ptr->ryoute = TRUE;
3296                 }
3297                 else
3298                 {
3299                         switch (p_ptr->pclass)
3300                         {
3301                         case CLASS_MONK:
3302                         case CLASS_FORCETRAINER:
3303                         case CLASS_BERSERKER:
3304                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3305                                 {
3306                                         p_ptr->migite = TRUE;
3307                                         p_ptr->ryoute = TRUE;
3308                                 }
3309                                 break;
3310                         }
3311                 }
3312         }
3313
3314         if (!p_ptr->migite && !p_ptr->hidarite)
3315         {
3316                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3317                 else if (empty_hands_status == EMPTY_HAND_LARM)
3318                 {
3319                         p_ptr->hidarite = TRUE;
3320                         default_hand = 1;
3321                 }
3322         }
3323
3324         if (p_ptr->special_defense & KAMAE_MASK)
3325         {
3326                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3327                 {
3328                         set_action(ACTION_NONE);
3329                 }
3330         }
3331
3332         switch (p_ptr->pclass)
3333         {
3334                 case CLASS_WARRIOR:
3335                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3336                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3337                         break;
3338                 case CLASS_PALADIN:
3339                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3340                         break;
3341                 case CLASS_CHAOS_WARRIOR:
3342                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3343                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3344                         break;
3345                 case CLASS_MINDCRAFTER:
3346                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3347                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3348                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3349                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3350                         break;
3351                 case CLASS_MONK:
3352                 case CLASS_FORCETRAINER:
3353                         /* Unencumbered Monks become faster every 10 levels */
3354                         if (!(heavy_armor()))
3355                         {
3356                                 if (!(prace_is_(RACE_KLACKON) ||
3357                                       prace_is_(RACE_SPRITE) ||
3358                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3359                                         new_speed += (p_ptr->lev) / 10;
3360
3361                                 /* Free action if unencumbered at level 25 */
3362                                 if  (p_ptr->lev > 24)
3363                                         p_ptr->free_act = TRUE;
3364                         }
3365                         break;
3366                 case CLASS_SORCERER:
3367                         p_ptr->to_a -= 50;
3368                         p_ptr->dis_to_a -= 50;
3369                         break;
3370                 case CLASS_BARD:
3371                         p_ptr->resist_sound = TRUE;
3372                         break;
3373                 case CLASS_SAMURAI:
3374                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3375                         break;
3376                 case CLASS_BERSERKER:
3377                         p_ptr->shero = 1;
3378                         p_ptr->sustain_str = TRUE;
3379                         p_ptr->sustain_dex = TRUE;
3380                         p_ptr->sustain_con = TRUE;
3381                         p_ptr->regenerate = TRUE;
3382                         p_ptr->free_act = TRUE;
3383                         new_speed += 2;
3384                         if (p_ptr->lev > 29) new_speed++;
3385                         if (p_ptr->lev > 39) new_speed++;
3386                         if (p_ptr->lev > 44) new_speed++;
3387                         if (p_ptr->lev > 49) new_speed++;
3388                         p_ptr->to_a += 10+p_ptr->lev/2;
3389                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3390                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3391                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3392                         p_ptr->redraw |= PR_STATUS;
3393                         break;
3394                 case CLASS_MIRROR_MASTER:
3395                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3396                         break;
3397                 case CLASS_NINJA:
3398                         /* Unencumbered Ninjas become faster every 10 levels */
3399                         if (heavy_armor())
3400                         {
3401                                 new_speed -= (p_ptr->lev) / 10;
3402                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3403                         }
3404                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3405                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3406                         {
3407                                 new_speed += 3;
3408                                 if (!(prace_is_(RACE_KLACKON) ||
3409                                       prace_is_(RACE_SPRITE) ||
3410                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3411                                         new_speed += (p_ptr->lev) / 10;
3412                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3413
3414                                 /* Free action if unencumbered at level 25 */
3415                                 if  (p_ptr->lev > 24)
3416                                         p_ptr->free_act = TRUE;
3417                         }
3418                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3419                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3420                         {
3421                                 p_ptr->to_a += p_ptr->lev/2+5;
3422                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3423                         }
3424                         p_ptr->slow_digest = TRUE;
3425                         p_ptr->resist_fear = TRUE;
3426                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3427                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3428                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3429                         if (p_ptr->lev > 44)
3430                         {
3431                                 p_ptr->oppose_pois = 1;
3432                                 p_ptr->redraw |= PR_STATUS;
3433                         }
3434                         p_ptr->see_nocto = TRUE;
3435                         break;
3436         }
3437
3438         /***** Races ****/
3439         if (p_ptr->mimic_form)
3440         {
3441                 switch (p_ptr->mimic_form)
3442                 {
3443                 case MIMIC_DEMON:
3444                         p_ptr->hold_exp = TRUE;
3445                         p_ptr->resist_chaos = TRUE;
3446                         p_ptr->resist_neth = TRUE;
3447                         p_ptr->resist_fire = TRUE;
3448                         p_ptr->oppose_fire = 1;
3449                         p_ptr->see_inv=TRUE;
3450                         new_speed += 3;
3451                         p_ptr->redraw |= PR_STATUS;
3452                         p_ptr->to_a += 10;
3453                         p_ptr->dis_to_a += 10;
3454                         p_ptr->align -= 200;
3455                         break;
3456                 case MIMIC_DEMON_LORD:
3457                         p_ptr->hold_exp = TRUE;
3458                         p_ptr->resist_chaos = TRUE;
3459                         p_ptr->resist_neth = TRUE;
3460                         p_ptr->immune_fire = TRUE;
3461                         p_ptr->resist_acid = TRUE;
3462                         p_ptr->resist_fire = TRUE;
3463                         p_ptr->resist_cold = TRUE;
3464                         p_ptr->resist_elec = TRUE;
3465                         p_ptr->resist_pois = TRUE;
3466                         p_ptr->resist_conf = TRUE;
3467                         p_ptr->resist_disen = TRUE;
3468                         p_ptr->resist_nexus = TRUE;
3469                         p_ptr->resist_fear = TRUE;
3470                         p_ptr->sh_fire = TRUE;
3471                         p_ptr->see_inv = TRUE;
3472                         p_ptr->telepathy = TRUE;
3473                         p_ptr->levitation = TRUE;
3474                         p_ptr->kill_wall = TRUE;
3475                         new_speed += 5;
3476                         p_ptr->to_a += 20;
3477                         p_ptr->dis_to_a += 20;
3478                         p_ptr->align -= 200;
3479                         break;
3480                 case MIMIC_VAMPIRE:
3481                         p_ptr->resist_dark = TRUE;
3482                         p_ptr->hold_exp = TRUE;
3483                         p_ptr->resist_neth = TRUE;
3484                         p_ptr->resist_cold = TRUE;
3485                         p_ptr->resist_pois = TRUE;
3486                         p_ptr->see_inv = TRUE;
3487                         new_speed += 3;
3488                         p_ptr->to_a += 10;
3489                         p_ptr->dis_to_a += 10;
3490                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3491                         break;
3492                 }
3493         }
3494         else
3495         {
3496                 switch (p_ptr->prace)
3497                 {
3498                 case RACE_ELF:
3499                         p_ptr->resist_lite = TRUE;
3500                         break;
3501                 case RACE_HOBBIT:
3502                         p_ptr->hold_exp = TRUE;
3503                         break;
3504                 case RACE_GNOME:
3505                         p_ptr->free_act = TRUE;
3506                         break;
3507                 case RACE_DWARF:
3508                         p_ptr->resist_blind = TRUE;
3509                         break;
3510                 case RACE_HALF_ORC:
3511                         p_ptr->resist_dark = TRUE;
3512                         break;
3513                 case RACE_HALF_TROLL:
3514                         p_ptr->sustain_str = TRUE;
3515
3516                         if (p_ptr->lev > 14)
3517                         {
3518                                 /* High level trolls heal fast... */
3519                                 p_ptr->regenerate = TRUE;
3520
3521                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3522                                 {
3523                                         p_ptr->slow_digest = TRUE;
3524                                         /* Let's not make Regeneration
3525                                          * a disadvantage for the poor warriors who can
3526                                          * never learn a spell that satisfies hunger (actually
3527                                          * neither can rogues, but half-trolls are not
3528                                          * supposed to play rogues) */
3529                                 }
3530                         }
3531                         break;
3532                 case RACE_AMBERITE:
3533                         p_ptr->sustain_con = TRUE;
3534                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3535                         break;
3536                 case RACE_HIGH_ELF:
3537                         p_ptr->resist_lite = TRUE;
3538                         p_ptr->see_inv = TRUE;
3539                         break;
3540                 case RACE_BARBARIAN:
3541                         p_ptr->resist_fear = TRUE;
3542                         break;
3543                 case RACE_HALF_OGRE:
3544                         p_ptr->resist_dark = TRUE;
3545                         p_ptr->sustain_str = TRUE;
3546                         break;
3547                 case RACE_HALF_GIANT:
3548                         p_ptr->sustain_str = TRUE;
3549                         p_ptr->resist_shard = TRUE;
3550                         break;
3551                 case RACE_HALF_TITAN:
3552                         p_ptr->resist_chaos = TRUE;
3553                         break;
3554                 case RACE_CYCLOPS:
3555                         p_ptr->resist_sound = TRUE;
3556                         break;
3557                 case RACE_YEEK:
3558                         p_ptr->resist_acid = TRUE;
3559                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3560                         break;
3561                 case RACE_KLACKON:
3562                         p_ptr->resist_conf = TRUE;
3563                         p_ptr->resist_acid = TRUE;
3564
3565                         /* Klackons become faster */
3566                         new_speed += (p_ptr->lev) / 10;
3567                         break;
3568                 case RACE_KOBOLD:
3569                         p_ptr->resist_pois = TRUE;
3570                         break;
3571                 case RACE_NIBELUNG:
3572                         p_ptr->resist_disen = TRUE;
3573                         p_ptr->resist_dark = TRUE;
3574                         break;
3575                 case RACE_DARK_ELF:
3576                         p_ptr->resist_dark = TRUE;
3577                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3578                         break;
3579                 case RACE_DRACONIAN:
3580                         p_ptr->levitation = TRUE;
3581                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3582                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3583                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3584                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3585                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3586                         break;
3587                 case RACE_MIND_FLAYER:
3588                         p_ptr->sustain_int = TRUE;
3589                         p_ptr->sustain_wis = TRUE;
3590                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3591                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3592                         break;
3593                 case RACE_IMP:
3594                         p_ptr->resist_fire = TRUE;
3595                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3596                         break;
3597                 case RACE_GOLEM:
3598                         p_ptr->slow_digest = TRUE;
3599                         p_ptr->free_act = TRUE;
3600                         p_ptr->see_inv = TRUE;
3601                         p_ptr->resist_pois = TRUE;
3602                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3603                         break;
3604                 case RACE_SKELETON:
3605                         p_ptr->resist_shard = TRUE;
3606                         p_ptr->hold_exp = TRUE;
3607                         p_ptr->see_inv = TRUE;
3608                         p_ptr->resist_pois = TRUE;
3609                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3610                         break;
3611                 case RACE_ZOMBIE:
3612                         p_ptr->resist_neth = TRUE;
3613                         p_ptr->hold_exp = TRUE;
3614                         p_ptr->see_inv = TRUE;
3615                         p_ptr->resist_pois = TRUE;
3616                         p_ptr->slow_digest = TRUE;
3617                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3618                         break;
3619                 case RACE_VAMPIRE:
3620                         p_ptr->resist_dark = TRUE;
3621                         p_ptr->hold_exp = TRUE;
3622                         p_ptr->resist_neth = TRUE;
3623                         p_ptr->resist_cold = TRUE;
3624                         p_ptr->resist_pois = TRUE;
3625                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3626                         break;
3627                 case RACE_SPECTRE:
3628                         p_ptr->levitation = TRUE;
3629                         p_ptr->free_act = TRUE;
3630                         p_ptr->resist_neth = TRUE;
3631                         p_ptr->hold_exp = TRUE;
3632                         p_ptr->see_inv = TRUE;
3633                         p_ptr->resist_pois = TRUE;
3634                         p_ptr->slow_digest = TRUE;
3635                         p_ptr->resist_cold = TRUE;
3636                         p_ptr->pass_wall = TRUE;
3637                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3638                         break;
3639                 case RACE_SPRITE:
3640                         p_ptr->levitation = TRUE;
3641                         p_ptr->resist_lite = TRUE;
3642
3643                         /* Sprites become faster */
3644                         new_speed += (p_ptr->lev) / 10;
3645                         break;
3646                 case RACE_BEASTMAN:
3647                         p_ptr->resist_conf  = TRUE;
3648                         p_ptr->resist_sound = TRUE;
3649                         break;
3650                 case RACE_ENT:
3651                         /* Ents dig like maniacs, but only with their hands. */
3652                         if (!inventory[INVEN_RARM].k_idx) 
3653                                 p_ptr->skill_dig += p_ptr->lev * 10;
3654                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3655                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3656                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3657                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3658
3659                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3660                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3661                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3662
3663                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3664                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3665                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3666                         break;
3667                 case RACE_ANGEL:
3668                         p_ptr->levitation = TRUE;
3669                         p_ptr->see_inv = TRUE;
3670                         p_ptr->align += 200;
3671                         break;
3672                 case RACE_DEMON:
3673                         p_ptr->resist_fire  = TRUE;
3674                         p_ptr->resist_neth  = TRUE;
3675                         p_ptr->hold_exp = TRUE;
3676                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3677                         if (p_ptr->lev > 44)
3678                         {
3679                                 p_ptr->oppose_fire = 1;
3680                                 p_ptr->redraw |= PR_STATUS;
3681                         }
3682                         p_ptr->align -= 200;
3683                         break;
3684                 case RACE_DUNADAN:
3685                         p_ptr->sustain_con = TRUE;
3686                         break;
3687                 case RACE_S_FAIRY:
3688                         p_ptr->levitation = TRUE;
3689                         break;
3690                 case RACE_KUTAR:
3691                         p_ptr->resist_conf = TRUE;
3692                         break;
3693                 case RACE_ANDROID:
3694                         p_ptr->slow_digest = TRUE;
3695                         p_ptr->free_act = TRUE;
3696                         p_ptr->resist_pois = TRUE;
3697                         p_ptr->hold_exp = TRUE;
3698                         break;
3699                 default:
3700                         /* Do nothing */
3701                         ;
3702                 }
3703         }
3704
3705         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3706         {
3707                 p_ptr->see_inv = TRUE;
3708                 p_ptr->free_act = TRUE;
3709                 p_ptr->slow_digest = TRUE;
3710                 p_ptr->regenerate = TRUE;
3711                 p_ptr->levitation = TRUE;
3712                 p_ptr->hold_exp = TRUE;
3713                 p_ptr->telepathy = TRUE;
3714                 p_ptr->lite = TRUE;
3715                 p_ptr->sustain_str = TRUE;
3716                 p_ptr->sustain_int = TRUE;
3717                 p_ptr->sustain_wis = TRUE;
3718                 p_ptr->sustain_con = TRUE;
3719                 p_ptr->sustain_dex = TRUE;
3720                 p_ptr->sustain_chr = TRUE;
3721                 p_ptr->resist_acid = TRUE;
3722                 p_ptr->resist_elec = TRUE;
3723                 p_ptr->resist_fire = TRUE;
3724                 p_ptr->resist_cold = TRUE;
3725                 p_ptr->resist_pois = TRUE;
3726                 p_ptr->resist_conf = TRUE;
3727                 p_ptr->resist_sound = TRUE;
3728                 p_ptr->resist_lite = TRUE;
3729                 p_ptr->resist_dark = TRUE;
3730                 p_ptr->resist_chaos = TRUE;
3731                 p_ptr->resist_disen = TRUE;
3732                 p_ptr->resist_shard = TRUE;
3733                 p_ptr->resist_nexus = TRUE;
3734                 p_ptr->resist_blind = TRUE;
3735                 p_ptr->resist_neth = TRUE;
3736                 p_ptr->resist_fear = TRUE;
3737                 p_ptr->reflect = TRUE;
3738                 p_ptr->sh_fire = TRUE;
3739                 p_ptr->sh_elec = TRUE;
3740                 p_ptr->sh_cold = TRUE;
3741                 p_ptr->to_a += 100;
3742                 p_ptr->dis_to_a += 100;
3743         }
3744         /* Temporary shield */
3745         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3746         {
3747                 p_ptr->to_a += 50;
3748                 p_ptr->dis_to_a += 50;
3749         }
3750
3751         if (p_ptr->tim_res_nether)
3752         {
3753                 p_ptr->resist_neth = TRUE;
3754         }
3755         if (p_ptr->tim_sh_fire)
3756         {
3757                 p_ptr->sh_fire = TRUE;
3758         }
3759         if (p_ptr->tim_res_time)
3760         {
3761                 p_ptr->resist_time = TRUE;
3762         }
3763
3764         /* Sexy Gal */
3765         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3766         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3767         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3768         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3769
3770         /* Lucky man */
3771         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3772
3773         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3774         {
3775                 p_ptr->resist_blind = TRUE;
3776                 p_ptr->resist_conf  = TRUE;
3777                 p_ptr->hold_exp = TRUE;
3778                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3779
3780                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3781                         /* Munchkin become faster */
3782                         new_speed += (p_ptr->lev) / 10 + 5;
3783         }
3784
3785         if (music_singing(MUSIC_WALL))
3786         {
3787                 p_ptr->kill_wall = TRUE;
3788         }
3789
3790         /* Hack -- apply racial/class stat maxes */
3791         /* Apply the racial modifiers */
3792         for (i = 0; i < A_MAX; i++)
3793         {
3794                 /* Modify the stats for "race" */
3795                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3796         }
3797
3798
3799         /* I'm adding the mutations here for the lack of a better place... */
3800         if (p_ptr->muta3)
3801         {
3802                 /* Hyper Strength */
3803                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3804                 {
3805                         p_ptr->stat_add[A_STR] += 4;
3806                 }
3807
3808                 /* Puny */
3809                 if (p_ptr->muta3 & MUT3_PUNY)
3810                 {
3811                         p_ptr->stat_add[A_STR] -= 4;
3812                 }
3813
3814                 /* Living computer */
3815                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3816                 {
3817                         p_ptr->stat_add[A_INT] += 4;
3818                         p_ptr->stat_add[A_WIS] += 4;
3819                 }
3820
3821                 /* Moronic */
3822                 if (p_ptr->muta3 & MUT3_MORONIC)
3823                 {
3824                         p_ptr->stat_add[A_INT] -= 4;
3825                         p_ptr->stat_add[A_WIS] -= 4;
3826                 }
3827
3828                 if (p_ptr->muta3 & MUT3_RESILIENT)
3829                 {
3830                         p_ptr->stat_add[A_CON] += 4;
3831                 }
3832
3833                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3834                 {
3835                         p_ptr->stat_add[A_CON] += 2;
3836                         new_speed -= 2;
3837                 }
3838
3839                 if (p_ptr->muta3 & MUT3_ALBINO)
3840                 {
3841                         p_ptr->stat_add[A_CON] -= 4;
3842                 }
3843
3844                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3845                 {
3846                         p_ptr->stat_add[A_CON] -= 2;
3847                         p_ptr->stat_add[A_CHR] -= 1;
3848                         p_ptr->regenerate = FALSE;
3849                         /* Cancel innate regeneration */
3850                 }
3851
3852                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3853                 {
3854                         p_ptr->stat_add[A_CHR] -= 4;
3855                 }
3856
3857                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3858                 {
3859                         p_ptr->stat_add[A_CHR] -= 1;
3860                 }
3861
3862                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3863                 {
3864                         p_ptr->skill_fos += 15;
3865                         p_ptr->skill_srh += 15;
3866                 }
3867
3868                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3869                 {
3870                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3871                 }
3872
3873                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3874                 {
3875                         p_ptr->skill_stl -= 3;
3876                 }
3877
3878                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3879                 {
3880                         p_ptr->see_infra += 3;
3881                 }
3882
3883                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3884                 {
3885                         new_speed += 3;
3886                 }
3887
3888                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3889                 {
3890                         new_speed -= 3;
3891                 }
3892
3893                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3894                 {
3895                         p_ptr->sh_elec = TRUE;
3896                 }
3897
3898                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3899                 {
3900                         p_ptr->sh_fire = TRUE;
3901                         p_ptr->lite = TRUE;
3902                 }
3903
3904                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3905                 {
3906                         p_ptr->stat_add[A_CHR] -= 2;
3907                         p_ptr->to_a += 5;
3908                         p_ptr->dis_to_a += 5;
3909                 }
3910
3911                 if (p_ptr->muta3 & MUT3_SCALES)
3912                 {
3913                         p_ptr->stat_add[A_CHR] -= 1;
3914                         p_ptr->to_a += 10;
3915                         p_ptr->dis_to_a += 10;
3916                 }
3917
3918                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3919                 {
3920                         p_ptr->stat_add[A_DEX] -= 1;
3921                         p_ptr->to_a += 25;
3922                         p_ptr->dis_to_a += 25;
3923                 }
3924
3925                 if (p_ptr->muta3 & MUT3_WINGS)
3926                 {
3927                         p_ptr->levitation = TRUE;
3928                 }
3929
3930                 if (p_ptr->muta3 & MUT3_FEARLESS)
3931                 {
3932                         p_ptr->resist_fear = TRUE;
3933                 }
3934
3935                 if (p_ptr->muta3 & MUT3_REGEN)
3936                 {
3937                         p_ptr->regenerate = TRUE;
3938                 }
3939
3940                 if (p_ptr->muta3 & MUT3_ESP)
3941                 {
3942                         p_ptr->telepathy = TRUE;
3943                 }
3944
3945                 if (p_ptr->muta3 & MUT3_LIMBER)
3946                 {
3947                         p_ptr->stat_add[A_DEX] += 3;
3948                 }
3949
3950                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3951                 {
3952                         p_ptr->stat_add[A_DEX] -= 3;
3953                 }
3954
3955                 if (p_ptr->muta3 & MUT3_MOTION)
3956                 {
3957                         p_ptr->free_act = TRUE;
3958                         p_ptr->skill_stl += 1;
3959                 }
3960
3961                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3962                 {
3963                         p_ptr->stat_add[A_CHR] = 0;
3964                 }
3965         }
3966
3967         if (p_ptr->tsuyoshi)
3968         {
3969                 p_ptr->stat_add[A_STR] += 4;
3970                 p_ptr->stat_add[A_CON] += 4;
3971         }
3972
3973         /* Scan the usable inventory */
3974         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3975         {
3976                 int bonus_to_h, bonus_to_d;
3977                 o_ptr = &inventory[i];
3978
3979                 /* Skip non-objects */
3980                 if (!o_ptr->k_idx) continue;
3981
3982                 /* Extract the item flags */
3983                 object_flags(o_ptr, flgs);
3984
3985                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3986                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3987
3988                 /* Affect stats */
3989                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3990                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3991                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3992                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3993                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3994                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3995
3996                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
3997
3998                 /* Affect stealth */
3999                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4000
4001                 /* Affect searching ability (factor of five) */
4002                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4003
4004                 /* Affect searching frequency (factor of five) */
4005                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4006
4007                 /* Affect infravision */
4008                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4009
4010                 /* Affect digging (factor of 20) */
4011                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4012
4013                 /* Affect speed */
4014                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4015
4016                 /* Affect blows */
4017                 if (have_flag(flgs, TR_BLOWS))
4018                 {
4019                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4020                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4021                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4022                 }
4023
4024                 /* Hack -- cause earthquakes */
4025                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4026
4027                 /* Various flags */
4028                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4029                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4030                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4031                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4032                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4033                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4034                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4035                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4036                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4037                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4038                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4039                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4040                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4041                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4042                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4043                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4044                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4045                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4046                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4047                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4048                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4049                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4050                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4051                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4052                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4053                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4054                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4055                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4056                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4057                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4058                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4059                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4060                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4061                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4062                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4063
4064                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4065                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4066                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4067                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4068                 if (have_flag(flgs, TR_WARNING)){
4069                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4070                           p_ptr->warning = TRUE;
4071                 }
4072
4073                 if (have_flag(flgs, TR_TELEPORT))
4074                 {
4075                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4076                         else
4077                         {
4078                                 concptr insc = quark_str(o_ptr->inscription);
4079
4080                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4081                                 {
4082                                         /*
4083                                          * {.} will stop random teleportation.
4084                                          */
4085                                 }
4086                                 else
4087                                 {
4088                                         /* Controlled random teleportation */
4089                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4090                                 }
4091                         }
4092                 }
4093
4094                 /* Immunity flags */
4095                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4096                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4097                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4098                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4099
4100                 /* Resistance flags */
4101                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4102                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4103                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4104                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4105                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4106                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4107                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4108                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4109                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4110                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4111                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4112                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4113                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4114                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4115                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4116                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4117
4118                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4119                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4120                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4121                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4122                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4123                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4124
4125                 /* Sustain flags */
4126                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4127                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4128                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4129                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4130                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4131                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4132
4133                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4134                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4135                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4136                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4137                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4138                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4139                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4140
4141                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4142                 {
4143                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4144                         {
4145                                 p_ptr->to_m_chance += 10;
4146                         }
4147                         else
4148                         {
4149                                 p_ptr->to_m_chance += 3;
4150                         }
4151                 }
4152
4153                 if (o_ptr->tval == TV_CAPTURE) continue;
4154
4155                 /* Modify the base armor class */
4156                 p_ptr->ac += o_ptr->ac;
4157
4158                 /* The base armor class is always known */
4159                 p_ptr->dis_ac += o_ptr->ac;
4160
4161                 /* Apply the bonuses to armor class */
4162                 p_ptr->to_a += o_ptr->to_a;
4163
4164                 /* Apply the mental bonuses to armor class, if known */
4165                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4166
4167                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4168                 {
4169                         int slot = i - INVEN_RARM;
4170                         if (slot < 2)
4171                         {
4172                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4173                                 {
4174                                         p_ptr->to_h[slot] -= 15;
4175                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4176                                 }
4177                                 else
4178                                 {
4179                                         p_ptr->to_h[slot] -= 5;
4180                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4181                                 }
4182                         }
4183                         else
4184                         {
4185                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4186                                 {
4187                                         p_ptr->to_h_b -= 15;
4188                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4189                                 }
4190                                 else
4191                                 {
4192                                         p_ptr->to_h_b -= 5;
4193                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4194                                 }
4195                         }
4196                 }
4197
4198                 if (o_ptr->curse_flags & TRC_LOW_AC)
4199                 {
4200                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4201                         {
4202                                 p_ptr->to_a -= 30;
4203                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4204                         }
4205                         else
4206                         {
4207                                 p_ptr->to_a -= 10;
4208                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4209                         }
4210                 }
4211
4212                 /* Hack -- do not apply "weapon" bonuses */
4213                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4214                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4215
4216                 /* Hack -- do not apply "bow" bonuses */
4217                 if (i == INVEN_BOW) continue;
4218
4219                 bonus_to_h = o_ptr->to_h;
4220                 bonus_to_d = o_ptr->to_d;
4221
4222                 if (p_ptr->pclass == CLASS_NINJA)
4223                 {
4224                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4225                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4226                 }
4227
4228                 /* To Bow and Natural attack */
4229
4230                 /* Apply the bonuses to hit/damage */
4231                 p_ptr->to_h_b += (s16b)bonus_to_h;
4232                 p_ptr->to_h_m += (s16b)bonus_to_h;
4233                 p_ptr->to_d_m += (s16b)bonus_to_d;
4234
4235                 /* Apply the mental bonuses tp hit/damage, if known */
4236                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4237
4238                 /* To Melee */
4239                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4240                 {
4241                         /* Apply the bonuses to hit/damage */
4242                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4243                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4244
4245                         /* Apply the mental bonuses tp hit/damage, if known */
4246                         if (object_is_known(o_ptr))
4247                         {
4248                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4249                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4250                         }
4251                 }
4252                 else if (p_ptr->migite && p_ptr->hidarite)
4253                 {
4254                         /* Apply the bonuses to hit/damage */
4255                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4256                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4257                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4258                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4259
4260                         /* Apply the mental bonuses tp hit/damage, if known */
4261                         if (object_is_known(o_ptr))
4262                         {
4263                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4264                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4265                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4266                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4267                         }
4268                 }
4269                 else
4270                 {
4271                         /* Apply the bonuses to hit/damage */
4272                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4273                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4274
4275                         /* Apply the mental bonuses to hit/damage, if known */
4276                         if (object_is_known(o_ptr))
4277                         {
4278                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4279                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4280                         }
4281                 }
4282         }
4283
4284         if (old_mighty_throw != p_ptr->mighty_throw)
4285         {
4286                 /* Redraw average damege display of Shuriken */
4287                 p_ptr->window |= PW_INVEN;
4288         }
4289
4290         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4291
4292         /* Monks get extra ac for armour _not worn_ */
4293         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4294         {
4295                 if (!(inventory[INVEN_BODY].k_idx))
4296                 {
4297                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4298                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4299                 }
4300                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4301                 {
4302                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4303                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4304                 }
4305                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4306                 {
4307                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4308                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4309                 }
4310                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4311                 {
4312                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4313                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4314                 }
4315                 if (!(inventory[INVEN_HANDS].k_idx))
4316                 {
4317                         p_ptr->to_a += (p_ptr->lev / 2);
4318                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4319                 }
4320                 if (!(inventory[INVEN_FEET].k_idx))
4321                 {
4322                         p_ptr->to_a += (p_ptr->lev / 3);
4323                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4324                 }
4325                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4326                 {
4327                         p_ptr->stat_add[A_STR] += 2;
4328                         p_ptr->stat_add[A_DEX] += 2;
4329                         p_ptr->stat_add[A_CON] -= 3;
4330                 }
4331                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4332                 {
4333                 }
4334                 else if (p_ptr->special_defense & KAMAE_GENBU)
4335                 {
4336                         p_ptr->stat_add[A_INT] -= 1;
4337                         p_ptr->stat_add[A_WIS] -= 1;
4338                         p_ptr->stat_add[A_DEX] -= 2;
4339                         p_ptr->stat_add[A_CON] += 3;
4340                 }
4341                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4342                 {
4343                         p_ptr->stat_add[A_STR] -= 2;
4344                         p_ptr->stat_add[A_INT] += 1;
4345                         p_ptr->stat_add[A_WIS] += 1;
4346                         p_ptr->stat_add[A_DEX] += 2;
4347                         p_ptr->stat_add[A_CON] -= 2;
4348                 }
4349         }
4350
4351         if (p_ptr->special_defense & KATA_KOUKIJIN)
4352         {
4353                 for (i = 0; i < A_MAX; i++)
4354                         p_ptr->stat_add[i] += 5;
4355                 p_ptr->to_a -= 50;
4356                 p_ptr->dis_to_a -= 50;
4357         }
4358
4359         /* Hack -- aura of fire also provides light */
4360         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4361
4362         /* Golems also get an intrinsic AC bonus */
4363         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4364         {
4365                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4366                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4367         }
4368
4369         /* Hex bonuses */
4370         if (p_ptr->realm1 == REALM_HEX)
4371         {
4372                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4373                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4374                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4375                 if (hex_spelling(HEX_BUILDING))
4376                 {
4377                         p_ptr->stat_add[A_STR] += 4;
4378                         p_ptr->stat_add[A_DEX] += 4;
4379                         p_ptr->stat_add[A_CON] += 4;
4380                 }
4381                 if (hex_spelling(HEX_DEMON_AURA))
4382                 {
4383                         p_ptr->sh_fire = TRUE;
4384                         p_ptr->regenerate = TRUE;
4385                 }
4386                 if (hex_spelling(HEX_ICE_ARMOR))
4387                 {
4388                         p_ptr->sh_cold = TRUE; 
4389                         p_ptr->to_a += 30;
4390                         p_ptr->dis_to_a += 30;
4391                 }
4392                 if (hex_spelling(HEX_SHOCK_CLOAK))
4393                 {
4394                         p_ptr->sh_elec = TRUE;
4395                         new_speed += 3;
4396                 }
4397                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4398                 {
4399                         ARMOUR_CLASS ac = 0;
4400                         o_ptr = &inventory[i];
4401                         if (!o_ptr->k_idx) continue;
4402                         if (!object_is_armour(o_ptr)) continue;
4403                         if (!object_is_cursed(o_ptr)) continue;
4404                         ac += 5;
4405                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4406                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4407                         p_ptr->to_a += (s16b)ac;
4408                         p_ptr->dis_to_a += (s16b)ac;
4409                 }
4410         }
4411
4412         /* Calculate stats */
4413         for (i = 0; i < A_MAX; i++)
4414         {
4415                 int top, use, ind;
4416
4417                 /* Extract the new "stat_use" value for the stat */
4418                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4419
4420                 /* Notice changes */
4421                 if (p_ptr->stat_top[i] != top)
4422                 {
4423                         /* Save the new value */
4424                         p_ptr->stat_top[i] = (s16b)top;
4425
4426                         /* Redisplay the stats later */
4427                         p_ptr->redraw |= (PR_STATS);
4428
4429                         p_ptr->window |= (PW_PLAYER);
4430                 }
4431
4432
4433                 /* Extract the new "stat_use" value for the stat */
4434                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4435
4436                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4437                 {
4438                         /* 10 to 18/90 charisma, guaranteed, based on level */
4439                         if (use < 8 + 2 * p_ptr->lev)
4440                         {
4441                                 use = 8 + 2 * p_ptr->lev;
4442                         }
4443                 }
4444
4445                 /* Notice changes */
4446                 if (p_ptr->stat_use[i] != use)
4447                 {
4448                         /* Save the new value */
4449                         p_ptr->stat_use[i] = (s16b)use;
4450
4451                         /* Redisplay the stats later */
4452                         p_ptr->redraw |= (PR_STATS);
4453
4454                         p_ptr->window |= (PW_PLAYER);
4455                 }
4456
4457
4458                 /* Values: 3, 4, ..., 17 */
4459                 if (use <= 18) ind = (use - 3);
4460
4461                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4462                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4463
4464                 /* Range: 18/220+ */
4465                 else ind = (37);
4466
4467                 /* Notice changes */
4468                 if (p_ptr->stat_ind[i] != ind)
4469                 {
4470                         /* Save the new index */
4471                         p_ptr->stat_ind[i] = (s16b)ind;
4472
4473                         /* Change in CON affects Hitpoints */
4474                         if (i == A_CON)
4475                         {
4476                                 p_ptr->update |= (PU_HP);
4477                         }
4478
4479                         /* Change in INT may affect Mana/Spells */
4480                         else if (i == A_INT)
4481                         {
4482                                 if (mp_ptr->spell_stat == A_INT)
4483                                 {
4484                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4485                                 }
4486                         }
4487
4488                         /* Change in WIS may affect Mana/Spells */
4489                         else if (i == A_WIS)
4490                         {
4491                                 if (mp_ptr->spell_stat == A_WIS)
4492                                 {
4493                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4494                                 }
4495                         }
4496
4497                         /* Change in WIS may affect Mana/Spells */
4498                         else if (i == A_CHR)
4499                         {
4500                                 if (mp_ptr->spell_stat == A_CHR)
4501                                 {
4502                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4503                                 }
4504                         }
4505
4506                         p_ptr->window |= (PW_PLAYER);
4507                 }
4508         }
4509
4510
4511         /* Apply temporary "stun" */
4512         if (p_ptr->stun > 50)
4513         {
4514                 p_ptr->to_h[0] -= 20;
4515                 p_ptr->to_h[1] -= 20;
4516                 p_ptr->to_h_b  -= 20;
4517                 p_ptr->to_h_m  -= 20;
4518                 p_ptr->dis_to_h[0] -= 20;
4519                 p_ptr->dis_to_h[1] -= 20;
4520                 p_ptr->dis_to_h_b  -= 20;
4521                 p_ptr->to_d[0] -= 20;
4522                 p_ptr->to_d[1] -= 20;
4523                 p_ptr->to_d_m -= 20;
4524                 p_ptr->dis_to_d[0] -= 20;
4525                 p_ptr->dis_to_d[1] -= 20;
4526         }
4527         else if (p_ptr->stun)
4528         {
4529                 p_ptr->to_h[0] -= 5;
4530                 p_ptr->to_h[1] -= 5;
4531                 p_ptr->to_h_b -= 5;
4532                 p_ptr->to_h_m -= 5;
4533                 p_ptr->dis_to_h[0] -= 5;
4534                 p_ptr->dis_to_h[1] -= 5;
4535                 p_ptr->dis_to_h_b -= 5;
4536                 p_ptr->to_d[0] -= 5;
4537                 p_ptr->to_d[1] -= 5;
4538                 p_ptr->to_d_m -= 5;
4539                 p_ptr->dis_to_d[0] -= 5;
4540                 p_ptr->dis_to_d[1] -= 5;
4541         }
4542
4543         /* Wraith form */
4544         if (p_ptr->wraith_form)
4545         {
4546                 p_ptr->reflect = TRUE;
4547                 p_ptr->pass_wall = TRUE;
4548         }
4549
4550         if (p_ptr->kabenuke)
4551         {
4552                 p_ptr->pass_wall = TRUE;
4553         }
4554
4555         /* Temporary blessing */
4556         if (IS_BLESSED())
4557         {
4558                 p_ptr->to_a += 5;
4559                 p_ptr->dis_to_a += 5;
4560                 p_ptr->to_h[0] += 10;
4561                 p_ptr->to_h[1] += 10;
4562                 p_ptr->to_h_b  += 10;
4563                 p_ptr->to_h_m  += 10;
4564                 p_ptr->dis_to_h[0] += 10;
4565                 p_ptr->dis_to_h[1] += 10;
4566                 p_ptr->dis_to_h_b += 10;
4567         }
4568
4569         if (p_ptr->magicdef)
4570         {
4571                 p_ptr->resist_blind = TRUE;
4572                 p_ptr->resist_conf = TRUE;
4573                 p_ptr->reflect = TRUE;
4574                 p_ptr->free_act = TRUE;
4575                 p_ptr->levitation = TRUE;
4576         }
4577
4578         /* Temporary "Hero" */
4579         if (IS_HERO())
4580         {
4581                 p_ptr->to_h[0] += 12;
4582                 p_ptr->to_h[1] += 12;
4583                 p_ptr->to_h_b  += 12;
4584                 p_ptr->to_h_m  += 12;
4585                 p_ptr->dis_to_h[0] += 12;
4586                 p_ptr->dis_to_h[1] += 12;
4587                 p_ptr->dis_to_h_b  += 12;
4588         }
4589
4590         /* Temporary "Beserk" */
4591         if (p_ptr->shero)
4592         {
4593                 p_ptr->to_h[0] += 12;
4594                 p_ptr->to_h[1] += 12;
4595                 p_ptr->to_h_b  -= 12;
4596                 p_ptr->to_h_m  += 12;
4597                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4598                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4599                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4600                 p_ptr->dis_to_h[0] += 12;
4601                 p_ptr->dis_to_h[1] += 12;
4602                 p_ptr->dis_to_h_b  -= 12;
4603                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4604                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4605                 p_ptr->to_a -= 10;
4606                 p_ptr->dis_to_a -= 10;
4607                 p_ptr->skill_stl -= 7;
4608                 p_ptr->skill_dev -= 20;
4609                 p_ptr->skill_sav -= 30;
4610                 p_ptr->skill_srh -= 15;
4611                 p_ptr->skill_fos -= 15;
4612                 p_ptr->skill_tht -= 20;
4613                 p_ptr->skill_dig += 30;
4614         }
4615
4616         /* Temporary "fast" */
4617         if (IS_FAST())
4618         {
4619                 new_speed += 10;
4620         }
4621
4622         /* Temporary "slow" */
4623         if (p_ptr->slow)
4624         {
4625                 new_speed -= 10;
4626         }
4627
4628         /* Temporary "telepathy" */
4629         if (IS_TIM_ESP())
4630         {
4631                 p_ptr->telepathy = TRUE;
4632         }
4633
4634         if (p_ptr->ele_immune)
4635         {
4636                 if (p_ptr->special_defense & DEFENSE_ACID)
4637                         p_ptr->immune_acid = TRUE;
4638                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4639                         p_ptr->immune_elec = TRUE;
4640                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4641                         p_ptr->immune_fire = TRUE;
4642                 else if (p_ptr->special_defense & DEFENSE_COLD)
4643                         p_ptr->immune_cold = TRUE;
4644         }
4645
4646         /* Temporary see invisible */
4647         if (p_ptr->tim_invis)
4648         {
4649                 p_ptr->see_inv = TRUE;
4650         }
4651
4652         /* Temporary infravision boost */
4653         if (p_ptr->tim_infra)
4654         {
4655                 p_ptr->see_infra+=3;
4656         }
4657
4658         /* Temporary regeneration boost */
4659         if (p_ptr->tim_regen)
4660         {
4661                 p_ptr->regenerate = TRUE;
4662         }
4663
4664         /* Temporary levitation */
4665         if (p_ptr->tim_levitation)
4666         {
4667                 p_ptr->levitation = TRUE;
4668         }
4669
4670         /* Temporary reflection */
4671         if (p_ptr->tim_reflect)
4672         {
4673                 p_ptr->reflect = TRUE;
4674         }
4675
4676         /* Hack -- Hero/Shero -> Res fear */
4677         if (IS_HERO() || p_ptr->shero)
4678         {
4679                 p_ptr->resist_fear = TRUE;
4680         }
4681
4682
4683         /* Hack -- Telepathy Change */
4684         if (p_ptr->telepathy != old_telepathy)
4685         {
4686                 p_ptr->update |= (PU_MONSTERS);
4687         }
4688
4689         if ((p_ptr->esp_animal != old_esp_animal) ||
4690             (p_ptr->esp_undead != old_esp_undead) ||
4691             (p_ptr->esp_demon != old_esp_demon) ||
4692             (p_ptr->esp_orc != old_esp_orc) ||
4693             (p_ptr->esp_troll != old_esp_troll) ||
4694             (p_ptr->esp_giant != old_esp_giant) ||
4695             (p_ptr->esp_dragon != old_esp_dragon) ||
4696             (p_ptr->esp_human != old_esp_human) ||
4697             (p_ptr->esp_evil != old_esp_evil) ||
4698             (p_ptr->esp_good != old_esp_good) ||
4699             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4700             (p_ptr->esp_unique != old_esp_unique))
4701         {
4702                 p_ptr->update |= (PU_MONSTERS);
4703         }
4704
4705         /* Hack -- See Invis Change */
4706         if (p_ptr->see_inv != old_see_inv)
4707         {
4708                 p_ptr->update |= (PU_MONSTERS);
4709         }
4710
4711         /* Bloating slows the player down (a little) */
4712         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4713
4714         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4715
4716         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4717             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4718         {
4719                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4720                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4721         }
4722
4723         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4724         {
4725                 int penalty1, penalty2;
4726                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4727                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4728                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4729                 {
4730                         penalty1 = penalty1 / 2 - 5;
4731                         penalty2 = penalty2 / 2 - 5;
4732                         new_speed += 7;
4733                         p_ptr->to_a += 10;
4734                         p_ptr->dis_to_a += 10;
4735                 }
4736                 if (easy_2weapon)
4737                 {
4738                         if (penalty1 > 0) penalty1 /= 2;
4739                         if (penalty2 > 0) penalty2 /= 2;
4740                 }
4741                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4742                 {
4743                         penalty1 = MAX(0, penalty1 - 10);
4744                         penalty2 = MAX(0, penalty2 - 10);
4745                 }
4746                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4747                 {
4748                         penalty1 = MIN(0, penalty1);
4749                         penalty2 = MIN(0, penalty2);
4750                         p_ptr->to_a += 10;
4751                         p_ptr->dis_to_a += 10;
4752                 }
4753                 else
4754                 {
4755                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4756                                 penalty1 /= 2;
4757                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4758                                 penalty2 /= 2;
4759                 }
4760                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4761                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4762                 p_ptr->to_h[0] -= (s16b)penalty1;
4763                 p_ptr->to_h[1] -= (s16b)penalty2;
4764                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4765                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4766         }
4767
4768         /* Extract the current weight (in tenth pounds) */
4769         j = p_ptr->total_weight;
4770
4771         if (!p_ptr->riding)
4772         {
4773                 /* Extract the "weight limit" (in tenth pounds) */
4774                 i = (int)weight_limit();
4775         }
4776         else
4777         {
4778                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4779                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4780                 SPEED speed = riding_m_ptr->mspeed;
4781
4782                 if (riding_m_ptr->mspeed > 110)
4783                 {
4784                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4785                         if (new_speed < 110) new_speed = 110;
4786                 }
4787                 else
4788                 {
4789                         new_speed = speed;
4790                 }
4791                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4792                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4793                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4794                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4795                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4796
4797                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4798                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4799
4800                 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;
4801
4802                 /* Extract the "weight limit" */
4803                 i = 1500 + riding_r_ptr->level * 25;
4804         }
4805
4806         /* Apply "encumbrance" from weight */
4807         if (j > i) new_speed -= ((j - i) / (i / 5));
4808
4809         /* Searching slows the player down */
4810         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4811
4812         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4813         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4814         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4815         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4816         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4817         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4818         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4819         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4820         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4821         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4822         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4823         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4824         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4825
4826         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4827         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4828         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4829         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4830         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4831         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4832         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4833         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4834         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4835         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4836
4837
4838         /* Obtain the "hold" value */
4839         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4840
4841
4842         /* Examine the "current bow" */
4843         o_ptr = &inventory[INVEN_BOW];
4844
4845         /* It is hard to carholdry a heavy bow */
4846         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4847         if (p_ptr->heavy_shoot)
4848         {
4849                 /* Hard to wield a heavy bow */
4850                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4851                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4852         }
4853
4854         /* Compute "extra shots" if needed */
4855         if (o_ptr->k_idx)
4856         {
4857                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4858
4859                 /* Apply special flags */
4860                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4861                 {
4862                         /* Extra shots */
4863                         p_ptr->num_fire = calc_num_fire(o_ptr);
4864
4865                         /* Snipers love Cross bows */
4866                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4867                                 (p_ptr->tval_ammo == TV_BOLT))
4868                         {
4869                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4870                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4871                         }
4872                 }
4873         }
4874
4875         if (p_ptr->ryoute) hold *= 2;
4876
4877         for(i = 0 ; i < 2 ; i++)
4878         {
4879                 /* Examine the "main weapon" */
4880                 o_ptr = &inventory[INVEN_RARM+i];
4881
4882                 object_flags(o_ptr, flgs);
4883
4884                 /* Assume not heavy */
4885                 p_ptr->heavy_wield[i] = FALSE;
4886                 p_ptr->icky_wield[i] = FALSE;
4887                 p_ptr->riding_wield[i] = FALSE;
4888
4889                 if (!buki_motteruka(INVEN_RARM+i))
4890                 {
4891                         p_ptr->num_blow[i] = 1;
4892                         continue;
4893                 }
4894                 /* It is hard to hold a heavy weapon */
4895                 if (hold < o_ptr->weight / 10)
4896                 {
4897                         /* Hard to wield a heavy weapon */
4898                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4899                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4900
4901                         /* Heavy weapon */
4902                         p_ptr->heavy_wield[i] = TRUE;
4903                 }
4904                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4905
4906                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4907                 {
4908                         p_ptr->to_a += 5;
4909                         p_ptr->dis_to_a += 5;
4910                 }
4911
4912                 /* Normal weapons */
4913                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4914                 {
4915                         int str_index, dex_index;
4916
4917                         int num = 0, wgt = 0, mul = 0, div = 0;
4918
4919                         /* Analyze the class */
4920                         switch (p_ptr->pclass)
4921                         {
4922                                 /* Warrior */
4923                                 case CLASS_WARRIOR:
4924                                         num = 6; wgt = 70; mul = 5; break;
4925
4926                                 /* Berserker */
4927                                 case CLASS_BERSERKER:
4928                                         num = 6; wgt = 70; mul = 7; break;
4929
4930                                 /* Mage */
4931                                 case CLASS_MAGE:
4932                                 case CLASS_HIGH_MAGE:
4933                                 case CLASS_BLUE_MAGE:
4934                                         num = 3; wgt = 100; mul = 2; break;
4935
4936                                 /* Priest, Mindcrafter, Magic-Eater */
4937                                 case CLASS_PRIEST:
4938                                 case CLASS_MAGIC_EATER:
4939                                 case CLASS_MINDCRAFTER:
4940                                         num = 5; wgt = 100; mul = 3; break;
4941
4942                                 /* Rogue */
4943                                 case CLASS_ROGUE:
4944                                         num = 5; wgt = 40; mul = 3; break;
4945
4946                                 /* Ranger */
4947                                 case CLASS_RANGER:
4948                                         num = 5; wgt = 70; mul = 4; break;
4949
4950                                 /* Paladin */
4951                                 case CLASS_PALADIN:
4952                                 case CLASS_SAMURAI:
4953                                         num = 5; wgt = 70; mul = 4; break;
4954
4955                                 /* Weaponsmith */
4956                                 case CLASS_SMITH:
4957                                         num = 5; wgt = 150; mul = 5; break;
4958
4959                                 /* Warrior-Mage */
4960                                 case CLASS_WARRIOR_MAGE:
4961                                 case CLASS_RED_MAGE:
4962                                         num = 5; wgt = 70; mul = 3; break;
4963
4964                                 /* Chaos Warrior */
4965                                 case CLASS_CHAOS_WARRIOR:
4966                                         num = 5; wgt = 70; mul = 4; break;
4967
4968                                 /* Monk */
4969                                 case CLASS_MONK:
4970                                         num = 5; wgt = 60; mul = 3; break;
4971
4972                                 /* Tourist */
4973                                 case CLASS_TOURIST:
4974                                         num = 4; wgt = 100; mul = 3; break;
4975
4976                                 /* Imitator */
4977                                 case CLASS_IMITATOR:
4978                                         num = 5; wgt = 70; mul = 4; break;
4979
4980                                 /* Beastmaster */
4981                                 case CLASS_BEASTMASTER:
4982                                         num = 5; wgt = 70; mul = 3; break;
4983
4984                                 /* Cavalry */
4985                                 case CLASS_CAVALRY:
4986                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4987                                         else {num = 5; wgt = 100; mul = 3;}
4988                                         break;
4989
4990                                 /* Sorcerer */
4991                                 case CLASS_SORCERER:
4992                                         num = 1; wgt = 1; mul = 1; break;
4993
4994                                 /* Archer, Bard, Sniper */
4995                                 case CLASS_ARCHER:
4996                                 case CLASS_BARD:
4997                                 case CLASS_SNIPER:
4998                                         num = 4; wgt = 70; mul = 2; break;
4999
5000                                 /* ForceTrainer */
5001                                 case CLASS_FORCETRAINER:
5002                                         num = 4; wgt = 60; mul = 2; break;
5003
5004                                 /* Mirror Master */
5005                                 case CLASS_MIRROR_MASTER:
5006                                         num = 3; wgt = 100; mul = 3; break;
5007
5008                                 /* Ninja */
5009                                 case CLASS_NINJA:
5010                                         num = 4; wgt = 20; mul = 1; break;
5011                         }
5012
5013                         /* Hex - extra mights gives +1 bonus to max blows */
5014                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5015
5016                         /* Enforce a minimum "weight" (tenth pounds) */
5017                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5018
5019                         /* Access the strength vs weight */
5020                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5021
5022                         if (p_ptr->ryoute && !omoi) str_index++;
5023                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5024
5025                         /* Maximal value */
5026                         if (str_index > 11) str_index = 11;
5027
5028                         /* Index by dexterity */
5029                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5030
5031                         /* Maximal value */
5032                         if (dex_index > 11) dex_index = 11;
5033
5034                         /* Use the blows table */
5035                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5036
5037                         /* Maximal value */
5038                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5039
5040                         /* Add in the "bonus blows" */
5041                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5042
5043
5044                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5045                         else if (p_ptr->pclass == CLASS_BERSERKER)
5046                         {
5047                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5048                         }
5049                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5050
5051                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5052
5053                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5054
5055
5056                         /* Require at least one blow */
5057                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5058
5059                         /* Boost digging skill by weapon weight */
5060                         p_ptr->skill_dig += (o_ptr->weight / 10);
5061                 }
5062
5063                 /* Assume okay */
5064                 /* Priest weapon penalty for non-blessed edged weapons */
5065                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5066                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5067                 {
5068                         /* Reduce the real bonuses */
5069                         p_ptr->to_h[i] -= 2;
5070                         p_ptr->to_d[i] -= 2;
5071
5072                         /* Reduce the mental bonuses */
5073                         p_ptr->dis_to_h[i] -= 2;
5074                         p_ptr->dis_to_d[i] -= 2;
5075
5076                         /* Icky weapon */
5077                         p_ptr->icky_wield[i] = TRUE;
5078                 }
5079                 else if (p_ptr->pclass == CLASS_BERSERKER)
5080                 {
5081                         p_ptr->to_h[i] += p_ptr->lev/5;
5082                         p_ptr->to_d[i] += p_ptr->lev/6;
5083                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5084                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5085                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5086                         {
5087                                 p_ptr->to_h[i] += p_ptr->lev/5;
5088                                 p_ptr->to_d[i] += p_ptr->lev/6;
5089                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5090                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5091                         }
5092                 }
5093                 else if (p_ptr->pclass == CLASS_SORCERER)
5094                 {
5095                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5096                         {
5097                                 /* Reduce the real bonuses */
5098                                 p_ptr->to_h[i] -= 200;
5099                                 p_ptr->to_d[i] -= 200;
5100
5101                                 /* Reduce the mental bonuses */
5102                                 p_ptr->dis_to_h[i] -= 200;
5103                                 p_ptr->dis_to_d[i] -= 200;
5104
5105                                 /* Icky weapon */
5106                                 p_ptr->icky_wield[i] = TRUE;
5107                         }
5108                         else
5109                         {
5110                                 /* Reduce the real bonuses */
5111                                 p_ptr->to_h[i] -= 30;
5112                                 p_ptr->to_d[i] -= 10;
5113
5114                                 /* Reduce the mental bonuses */
5115                                 p_ptr->dis_to_h[i] -= 30;
5116                                 p_ptr->dis_to_d[i] -= 10;
5117                         }
5118                 }
5119                 /* Hex bonuses */
5120                 if (p_ptr->realm1 == REALM_HEX)
5121                 {
5122                         if (object_is_cursed(o_ptr))
5123                         {
5124                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5125                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5126                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5127                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5128                                 if (hex_spelling(HEX_RUNESWORD))
5129                                 {
5130                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5131                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5132                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5133                                 }
5134                         }
5135                 }
5136                 if (p_ptr->riding)
5137                 {
5138                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5139                         {
5140                                 p_ptr->to_h[i] +=15;
5141                                 p_ptr->dis_to_h[i] +=15;
5142                                 p_ptr->to_dd[i] += 2;
5143                         }
5144                         else if (!(have_flag(flgs, TR_RIDING)))
5145                         {
5146                                 int penalty;
5147                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5148                                 {
5149                                         penalty = 5;
5150                                 }
5151                                 else
5152                                 {
5153                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5154                                         penalty += 30;
5155                                         if (penalty < 30) penalty = 30;
5156                                 }
5157                                 p_ptr->to_h[i] -= (s16b)penalty;
5158                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5159
5160                                 /* Riding weapon */
5161                                 p_ptr->riding_wield[i] = TRUE;
5162                         }
5163                 }
5164         }
5165
5166         if (p_ptr->riding)
5167         {
5168                 int penalty = 0;
5169
5170                 p_ptr->riding_ryoute = FALSE;
5171
5172                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5173                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5174                 {
5175                         switch (p_ptr->pclass)
5176                         {
5177                         case CLASS_MONK:
5178                         case CLASS_FORCETRAINER:
5179                         case CLASS_BERSERKER:
5180                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5181                                         p_ptr->riding_ryoute = TRUE;
5182                                 break;
5183                         }
5184                 }
5185
5186                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5187                 {
5188                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5189                 }
5190                 else
5191                 {
5192                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5193                         penalty += 30;
5194                         if (penalty < 30) penalty = 30;
5195                 }
5196                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5197                 p_ptr->to_h_b -= (s16b)penalty;
5198                 p_ptr->dis_to_h_b -= (s16b)penalty;
5199         }
5200
5201         /* Different calculation for monks with empty hands */
5202         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5203                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5204         {
5205                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5206                 p_ptr->num_blow[0] = 0;
5207
5208                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5209                 {
5210                         if (blow_base > 18) p_ptr->num_blow[0]++;
5211                         if (blow_base > 31) p_ptr->num_blow[0]++;
5212                         if (blow_base > 44) p_ptr->num_blow[0]++;
5213                         if (blow_base > 58) p_ptr->num_blow[0]++;
5214                         if (P_PTR_KI)
5215                         {
5216                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5217                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5218                         }
5219                 }
5220                 else
5221                 {
5222                         if (blow_base > 12) p_ptr->num_blow[0]++;
5223                         if (blow_base > 22) p_ptr->num_blow[0]++;
5224                         if (blow_base > 31) p_ptr->num_blow[0]++;
5225                         if (blow_base > 39) p_ptr->num_blow[0]++;
5226                         if (blow_base > 46) p_ptr->num_blow[0]++;
5227                         if (blow_base > 53) p_ptr->num_blow[0]++;
5228                         if (blow_base > 59) p_ptr->num_blow[0]++;
5229                 }
5230
5231                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5232                         p_ptr->num_blow[0] /= 2;
5233                 else
5234                 {
5235                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5236                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5237
5238                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5239                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5240                 }
5241
5242                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5243                 {
5244                         p_ptr->to_a -= 40;
5245                         p_ptr->dis_to_a -= 40;
5246                         
5247                 }
5248                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5249                 {
5250                         p_ptr->to_a -= 50;
5251                         p_ptr->dis_to_a -= 50;
5252                         p_ptr->resist_acid = TRUE;
5253                         p_ptr->resist_fire = TRUE;
5254                         p_ptr->resist_elec = TRUE;
5255                         p_ptr->resist_cold = TRUE;
5256                         p_ptr->resist_pois = TRUE;
5257                         p_ptr->sh_fire = TRUE;
5258                         p_ptr->sh_elec = TRUE;
5259                         p_ptr->sh_cold = TRUE;
5260                         p_ptr->levitation = TRUE;
5261                 }
5262                 else if (p_ptr->special_defense & KAMAE_GENBU)
5263                 {
5264                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5265                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5266                         p_ptr->reflect = TRUE;
5267                         p_ptr->num_blow[0] -= 2;
5268                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5269                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5270                 }
5271                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5272                 {
5273                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5274                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5275
5276                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5277                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5278                         p_ptr->num_blow[0] /= 2;
5279                         p_ptr->levitation = TRUE;
5280                 }
5281
5282                 p_ptr->num_blow[0] += 1+extra_blows[0];
5283         }
5284
5285         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5286
5287         monk_armour_aux = FALSE;
5288
5289         if (heavy_armor())
5290         {
5291                 monk_armour_aux = TRUE;
5292         }
5293
5294         for (i = 0; i < 2; i++)
5295         {
5296                 if (buki_motteruka(INVEN_RARM+i))
5297                 {
5298                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5299                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5300
5301                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5302                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5303                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5304                         {
5305                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5306                                 {
5307                                         p_ptr->to_h[i] -= 40;
5308                                         p_ptr->dis_to_h[i] -= 40;
5309                                         p_ptr->icky_wield[i] = TRUE;
5310                                 }
5311                         }
5312                         else if (p_ptr->pclass == CLASS_NINJA)
5313                         {
5314                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5315                                 {
5316                                         p_ptr->to_h[i] -= 40;
5317                                         p_ptr->dis_to_h[i] -= 40;
5318                                         p_ptr->icky_wield[i] = TRUE;
5319                                         p_ptr->num_blow[i] /= 2;
5320                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5321                                 }
5322                         }
5323
5324                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5325                 }
5326         }
5327
5328         /* Maximum speed is (+99). (internally it's 110 + 99) */
5329         /* Temporary lightspeed forces to be maximum speed */
5330         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5331         {
5332                 new_speed = 209;
5333         }
5334
5335         /* Minimum speed is (-99). (internally it's 110 - 99) */
5336         if (new_speed < 11) new_speed = 11;
5337
5338         /* Display the speed (if needed) */
5339         if (p_ptr->pspeed != (byte)new_speed)
5340         {
5341                 p_ptr->pspeed = (byte)new_speed;
5342                 p_ptr->redraw |= (PR_SPEED);
5343         }
5344
5345         if (yoiyami)
5346         {
5347                 if (p_ptr->to_a > (0 - p_ptr->ac))
5348                         p_ptr->to_a = 0 - p_ptr->ac;
5349                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5350                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5351         }
5352
5353         /* Redraw armor (if needed) */
5354         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5355         {
5356                 p_ptr->redraw |= (PR_ARMOR);
5357                 p_ptr->window |= (PW_PLAYER);
5358         }
5359
5360         if (p_ptr->ryoute && !omoi)
5361         {
5362                 int bonus_to_h=0, bonus_to_d=0;
5363                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5364                 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);
5365
5366                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5367                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5368                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5369                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5370         }
5371
5372         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;
5373
5374         /* Affect Skill -- stealth (bonus one) */
5375         p_ptr->skill_stl += 1;
5376
5377         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5378
5379         /* Affect Skill -- disarming (DEX and INT) */
5380         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5381         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5382
5383         /* Affect Skill -- magic devices (INT) */
5384         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5385
5386         /* Affect Skill -- saving throw (WIS) */
5387         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5388
5389         /* Affect Skill -- digging (STR) */
5390         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5391
5392         /* Affect Skill -- disarming (Level, by Class) */
5393         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5394
5395         /* Affect Skill -- magic devices (Level, by Class) */
5396         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5397
5398         /* Affect Skill -- saving throw (Level, by Class) */
5399         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5400
5401         /* Affect Skill -- stealth (Level, by Class) */
5402         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5403
5404         /* Affect Skill -- search ability (Level, by Class) */
5405         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5406
5407         /* Affect Skill -- search frequency (Level, by Class) */
5408         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5409
5410         /* Affect Skill -- combat (normal) (Level, by Class) */
5411         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5412
5413         /* Affect Skill -- combat (shooting) (Level, by Class) */
5414         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5415
5416         /* Affect Skill -- combat (throwing) (Level, by Class) */
5417         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5418
5419
5420         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5421         {
5422                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5423                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5424         }
5425
5426         /* Limit Skill -- stealth from 0 to 30 */
5427         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5428         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5429
5430         /* Limit Skill -- digging from 1 up */
5431         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5432
5433         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5434
5435         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5436
5437         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;
5438
5439         if (down_saving) p_ptr->skill_sav /= 2;
5440
5441         /* Hack -- Each elemental immunity includes resistance */
5442         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5443         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5444         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5445         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5446
5447         /* Determine player alignment */
5448         for (i = 0, j = 0; i < 8; i++)
5449         {
5450                 switch (p_ptr->vir_types[i])
5451                 {
5452                 case V_JUSTICE:
5453                         p_ptr->align += p_ptr->virtues[i] * 2;
5454                         break;
5455                 case V_CHANCE:
5456                         /* Do nothing */
5457                         break;
5458                 case V_NATURE:
5459                 case V_HARMONY:
5460                         neutral[j++] = i;
5461                         break;
5462                 case V_UNLIFE:
5463                         p_ptr->align -= p_ptr->virtues[i];
5464                         break;
5465                 default:
5466                         p_ptr->align += p_ptr->virtues[i];
5467                         break;
5468                 }
5469         }
5470
5471         for (i = 0; i < j; i++)
5472         {
5473                 if (p_ptr->align > 0)
5474                 {
5475                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5476                         if (p_ptr->align < 0) p_ptr->align = 0;
5477                 }
5478                 else if (p_ptr->align < 0)
5479                 {
5480                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5481                         if (p_ptr->align > 0) p_ptr->align = 0;
5482                 }
5483         }
5484
5485         /* Hack -- handle "xtra" mode */
5486         if (character_xtra) return;
5487
5488         /* Take note when "heavy bow" changes */
5489         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5490         {
5491                 if (p_ptr->heavy_shoot)
5492                 {
5493                         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."));
5494                 }
5495                 else if (inventory[INVEN_BOW].k_idx)
5496                 {
5497                         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."));
5498                 }
5499                 else
5500                 {
5501                         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."));
5502                 }
5503
5504                 /* Save it */
5505                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5506         }
5507
5508         for (i = 0 ; i < 2 ; i++)
5509         {
5510                 /* Take note when "heavy weapon" changes */
5511                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5512                 {
5513                         if (p_ptr->heavy_wield[i])
5514                         {
5515                                 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."));
5516                         }
5517                         else if (buki_motteruka(INVEN_RARM+i))
5518                         {
5519                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5520                         }
5521                         else if (p_ptr->heavy_wield[1-i])
5522                         {
5523                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5524                         }
5525                         else
5526                         {
5527                                 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."));
5528                         }
5529
5530                         /* Save it */
5531                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5532                 }
5533
5534                 /* Take note when "heavy weapon" changes */
5535                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5536                 {
5537                         if (p_ptr->riding_wield[i])
5538                         {
5539                                 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."));
5540                         }
5541                         else if (!p_ptr->riding)
5542                         {
5543                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5544                         }
5545                         else if (buki_motteruka(INVEN_RARM+i))
5546                         {
5547                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5548                         }
5549                         /* Save it */
5550                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5551                 }
5552
5553                 /* Take note when "illegal weapon" changes */
5554                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5555                 {
5556                         if (p_ptr->icky_wield[i])
5557                         {
5558                                 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."));
5559                                 if (is_loading_now)
5560                                 {
5561                                         chg_virtue(V_FAITH, -1);
5562                                 }
5563                         }
5564                         else if (buki_motteruka(INVEN_RARM+i))
5565                         {
5566                                 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."));
5567                         }
5568                         else
5569                         {
5570                                 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."));
5571                         }
5572
5573                         /* Save it */
5574                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5575                 }
5576         }
5577
5578         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5579         {
5580                 if (p_ptr->riding_ryoute)
5581                 {
5582 #ifdef JP
5583                         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" : "");
5584 #else
5585                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5586 #endif
5587                 }
5588                 else
5589                 {
5590 #ifdef JP
5591                         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" : "");
5592 #else
5593                         msg_print("You began to control riding pet with one hand.");
5594 #endif
5595                 }
5596
5597                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5598         }
5599
5600         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5601         {
5602                 if (heavy_armor())
5603                 {
5604                         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."));
5605                         if (is_loading_now)
5606                         {
5607                                 chg_virtue(V_HARMONY, -1);
5608                         }
5609                 }
5610                 else
5611                 {
5612                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5613                 }
5614                 
5615                 monk_notify_aux = monk_armour_aux;
5616         }
5617
5618         for (i = 0; i < INVEN_PACK; i++)
5619         {
5620 #if 0
5621                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5622                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5623 #endif
5624                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5625                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5626         }
5627
5628         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5629         {
5630                 o_ptr = &o_list[this_o_idx];
5631
5632                 /* Acquire next object */
5633                 next_o_idx = o_ptr->next_o_idx;
5634
5635 #if 0
5636                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5637                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5638 #endif
5639                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5640                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5641         }
5642
5643         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5644 #if 0
5645         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5646         {
5647                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5648                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5649         }
5650
5651         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)))
5652         {
5653                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5654                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5655         }
5656 #endif
5657         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5658         {
5659                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5660                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5661         }
5662
5663         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5664         {
5665                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5666                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5667         }
5668 }
5669
5670
5671 /*! 
5672  * @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"
5673  * @return なし
5674  * @details 更新処理の対象はゲーム中の全描画処理
5675  */
5676 static void redraw_stuff(void)
5677 {
5678         if (!p_ptr->redraw) return;
5679
5680         /* Character is not ready yet, no screen updates */
5681         if (!character_generated) return;
5682
5683         /* Character is in "icky" mode, no screen updates */
5684         if (character_icky) return;
5685
5686         /* Hack -- clear the screen */
5687         if (p_ptr->redraw & (PR_WIPE))
5688         {
5689                 p_ptr->redraw &= ~(PR_WIPE);
5690                 msg_print(NULL);
5691                 Term_clear();
5692         }
5693
5694         if (p_ptr->redraw & (PR_MAP))
5695         {
5696                 p_ptr->redraw &= ~(PR_MAP);
5697                 prt_map();
5698         }
5699
5700         if (p_ptr->redraw & (PR_BASIC))
5701         {
5702                 p_ptr->redraw &= ~(PR_BASIC);
5703                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5704                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5705                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5706                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5707                 prt_frame_basic();
5708                 prt_time();
5709                 prt_dungeon();
5710         }
5711
5712         if (p_ptr->redraw & (PR_EQUIPPY))
5713         {
5714                 p_ptr->redraw &= ~(PR_EQUIPPY);
5715                 print_equippy(); /* To draw / delete equippy chars */
5716         }
5717
5718         if (p_ptr->redraw & (PR_MISC))
5719         {
5720                 p_ptr->redraw &= ~(PR_MISC);
5721                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5722 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5723         }
5724
5725         if (p_ptr->redraw & (PR_TITLE))
5726         {
5727                 p_ptr->redraw &= ~(PR_TITLE);
5728                 prt_title();
5729         }
5730
5731         if (p_ptr->redraw & (PR_LEV))
5732         {
5733                 p_ptr->redraw &= ~(PR_LEV);
5734                 prt_level();
5735         }
5736
5737         if (p_ptr->redraw & (PR_EXP))
5738         {
5739                 p_ptr->redraw &= ~(PR_EXP);
5740                 prt_exp();
5741         }
5742
5743         if (p_ptr->redraw & (PR_STATS))
5744         {
5745                 p_ptr->redraw &= ~(PR_STATS);
5746                 prt_stat(A_STR);
5747                 prt_stat(A_INT);
5748                 prt_stat(A_WIS);
5749                 prt_stat(A_DEX);
5750                 prt_stat(A_CON);
5751                 prt_stat(A_CHR);
5752         }
5753
5754         if (p_ptr->redraw & (PR_STATUS))
5755         {
5756                 p_ptr->redraw &= ~(PR_STATUS);
5757                 prt_status();
5758         }
5759
5760         if (p_ptr->redraw & (PR_ARMOR))
5761         {
5762                 p_ptr->redraw &= ~(PR_ARMOR);
5763                 prt_ac();
5764         }
5765
5766         if (p_ptr->redraw & (PR_HP))
5767         {
5768                 p_ptr->redraw &= ~(PR_HP);
5769                 prt_hp();
5770         }
5771
5772         if (p_ptr->redraw & (PR_MANA))
5773         {
5774                 p_ptr->redraw &= ~(PR_MANA);
5775                 prt_sp();
5776         }
5777
5778         if (p_ptr->redraw & (PR_GOLD))
5779         {
5780                 p_ptr->redraw &= ~(PR_GOLD);
5781                 prt_gold();
5782         }
5783
5784         if (p_ptr->redraw & (PR_DEPTH))
5785         {
5786                 p_ptr->redraw &= ~(PR_DEPTH);
5787                 prt_depth();
5788         }
5789
5790         if (p_ptr->redraw & (PR_HEALTH))
5791         {
5792                 p_ptr->redraw &= ~(PR_HEALTH);
5793                 health_redraw(FALSE);
5794         }
5795
5796         if (p_ptr->redraw & (PR_UHEALTH))
5797         {
5798                 p_ptr->redraw &= ~(PR_UHEALTH);
5799                 health_redraw(TRUE);
5800         }
5801
5802         if (p_ptr->redraw & (PR_EXTRA))
5803         {
5804                 p_ptr->redraw &= ~(PR_EXTRA);
5805                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5806                 p_ptr->redraw &= ~(PR_HUNGER);
5807                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5808                 prt_frame_extra();
5809         }
5810
5811         if (p_ptr->redraw & (PR_CUT))
5812         {
5813                 p_ptr->redraw &= ~(PR_CUT);
5814                 prt_cut();
5815         }
5816
5817         if (p_ptr->redraw & (PR_STUN))
5818         {
5819                 p_ptr->redraw &= ~(PR_STUN);
5820                 prt_stun();
5821         }
5822
5823         if (p_ptr->redraw & (PR_HUNGER))
5824         {
5825                 p_ptr->redraw &= ~(PR_HUNGER);
5826                 prt_hunger();
5827         }
5828
5829         if (p_ptr->redraw & (PR_STATE))
5830         {
5831                 p_ptr->redraw &= ~(PR_STATE);
5832                 prt_state();
5833         }
5834
5835         if (p_ptr->redraw & (PR_SPEED))
5836         {
5837                 p_ptr->redraw &= ~(PR_SPEED);
5838                 prt_speed();
5839         }
5840
5841         if (p_ptr->pclass == CLASS_IMITATOR)
5842         {
5843                 if (p_ptr->redraw & (PR_IMITATION))
5844                 {
5845                         p_ptr->redraw &= ~(PR_IMITATION);
5846                         prt_imitation();
5847                 }
5848         }
5849         else if (p_ptr->redraw & (PR_STUDY))
5850         {
5851                 p_ptr->redraw &= ~(PR_STUDY);
5852                 prt_study();
5853         }
5854 }
5855
5856 /*! 
5857  * @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"
5858  * @return なし
5859  * @details 更新処理の対象はサブウィンドウ全般
5860  */
5861 static void window_stuff(void)
5862 {
5863         int j;
5864         BIT_FLAGS mask = 0L;
5865
5866         /* Nothing to do */
5867         if (!p_ptr->window) return;
5868
5869         /* Scan windows */
5870         for (j = 0; j < 8; j++)
5871         {
5872                 /* Save usable flags */
5873                 if (angband_term[j]) mask |= window_flag[j];
5874         }
5875
5876         /* Apply usable flags */
5877         p_ptr->window &= mask;
5878
5879         /* Nothing to do */
5880         if (!p_ptr->window) return;
5881
5882         /* Display inventory */
5883         if (p_ptr->window & (PW_INVEN))
5884         {
5885                 p_ptr->window &= ~(PW_INVEN);
5886                 fix_inven();
5887         }
5888
5889         /* Display equipment */
5890         if (p_ptr->window & (PW_EQUIP))
5891         {
5892                 p_ptr->window &= ~(PW_EQUIP);
5893                 fix_equip();
5894         }
5895
5896         /* Display spell list */
5897         if (p_ptr->window & (PW_SPELL))
5898         {
5899                 p_ptr->window &= ~(PW_SPELL);
5900                 fix_spell();
5901         }
5902
5903         /* Display player */
5904         if (p_ptr->window & (PW_PLAYER))
5905         {
5906                 p_ptr->window &= ~(PW_PLAYER);
5907                 fix_player();
5908         }
5909         
5910         /* Display monster list */
5911         if (p_ptr->window & (PW_MONSTER_LIST))
5912         {
5913                 p_ptr->window &= ~(PW_MONSTER_LIST);
5914                 fix_monster_list();
5915         }
5916         
5917         /* Display overhead view */
5918         if (p_ptr->window & (PW_MESSAGE))
5919         {
5920                 p_ptr->window &= ~(PW_MESSAGE);
5921                 fix_message();
5922         }
5923
5924         /* Display overhead view */
5925         if (p_ptr->window & (PW_OVERHEAD))
5926         {
5927                 p_ptr->window &= ~(PW_OVERHEAD);
5928                 fix_overhead();
5929         }
5930
5931         /* Display overhead view */
5932         if (p_ptr->window & (PW_DUNGEON))
5933         {
5934                 p_ptr->window &= ~(PW_DUNGEON);
5935                 fix_dungeon();
5936         }
5937
5938         /* Display monster recall */
5939         if (p_ptr->window & (PW_MONSTER))
5940         {
5941                 p_ptr->window &= ~(PW_MONSTER);
5942                 fix_monster();
5943         }
5944
5945         /* Display object recall */
5946         if (p_ptr->window & (PW_OBJECT))
5947         {
5948                 p_ptr->window &= ~(PW_OBJECT);
5949                 fix_object();
5950         }
5951 }
5952
5953
5954 /*!
5955  * @brief 全更新処理をチェックして処理していく
5956  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5957  * @return なし
5958  */
5959 void handle_stuff(void)
5960 {
5961         if (p_ptr->update) update_creature(p_ptr);
5962         if (p_ptr->redraw) redraw_stuff();
5963         if (p_ptr->window) window_stuff();
5964 }
5965
5966 void update_output(void)
5967 {
5968         if (p_ptr->redraw) redraw_stuff();
5969         if (p_ptr->window) window_stuff();
5970 }
5971
5972 /*!
5973  * @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"
5974  * @return なし
5975  * @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。
5976  */
5977 void update_creature(player_type *creature_ptr)
5978 {
5979         if (!creature_ptr->update) return;
5980
5981         /* Actually do auto-destroy */
5982         if (creature_ptr->update & (PU_AUTODESTROY))
5983         {
5984                 creature_ptr->update &= ~(PU_AUTODESTROY);
5985                 autopick_delayed_alter();
5986         }
5987
5988         /* Combine the pack */
5989         if (creature_ptr->update & (PU_COMBINE))
5990         {
5991                 creature_ptr->update &= ~(PU_COMBINE);
5992                 combine_pack();
5993         }
5994
5995         /* Reorder the pack */
5996         if (creature_ptr->update & (PU_REORDER))
5997         {
5998                 creature_ptr->update &= ~(PU_REORDER);
5999                 reorder_pack();
6000         }
6001
6002         if (creature_ptr->update & (PU_BONUS))
6003         {
6004                 creature_ptr->update &= ~(PU_BONUS);
6005                 calc_bonuses();
6006         }
6007
6008         if (creature_ptr->update & (PU_TORCH))
6009         {
6010                 creature_ptr->update &= ~(PU_TORCH);
6011                 calc_torch();
6012         }
6013
6014         if (creature_ptr->update & (PU_HP))
6015         {
6016                 creature_ptr->update &= ~(PU_HP);
6017                 calc_hitpoints();
6018         }
6019
6020         if (creature_ptr->update & (PU_MANA))
6021         {
6022                 creature_ptr->update &= ~(PU_MANA);
6023                 calc_mana();
6024         }
6025
6026         if (creature_ptr->update & (PU_SPELLS))
6027         {
6028                 creature_ptr->update &= ~(PU_SPELLS);
6029                 calc_spells();
6030         }
6031
6032         /* Character is not ready yet, no screen updates */
6033         if (!character_generated) return;
6034
6035         /* Character is in "icky" mode, no screen updates */
6036         if (character_icky) return;
6037
6038         if (creature_ptr->update & (PU_UN_LITE))
6039         {
6040                 creature_ptr->update &= ~(PU_UN_LITE);
6041                 forget_lite();
6042         }
6043
6044         if (creature_ptr->update & (PU_UN_VIEW))
6045         {
6046                 creature_ptr->update &= ~(PU_UN_VIEW);
6047                 forget_view();
6048         }
6049
6050         if (creature_ptr->update & (PU_VIEW))
6051         {
6052                 creature_ptr->update &= ~(PU_VIEW);
6053                 update_view();
6054         }
6055
6056         if (creature_ptr->update & (PU_LITE))
6057         {
6058                 creature_ptr->update &= ~(PU_LITE);
6059                 update_lite();
6060         }
6061
6062
6063         if (creature_ptr->update & (PU_FLOW))
6064         {
6065                 creature_ptr->update &= ~(PU_FLOW);
6066                 update_flow();
6067         }
6068
6069         if (creature_ptr->update & (PU_DISTANCE))
6070         {
6071                 creature_ptr->update &= ~(PU_DISTANCE);
6072
6073                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
6074                 /* creature_ptr->update &= ~(PU_MONSTERS); */
6075
6076                 update_monsters(TRUE);
6077         }
6078
6079         if (creature_ptr->update & (PU_MON_LITE))
6080         {
6081                 creature_ptr->update &= ~(PU_MON_LITE);
6082                 update_mon_lite();
6083         }
6084
6085         /*
6086          * Mega-Hack -- Delayed visual update
6087          * Only used if update_view(), update_lite() or update_mon_lite() was called
6088          */
6089         if (creature_ptr->update & (PU_DELAY_VIS))
6090         {
6091                 creature_ptr->update &= ~(PU_DELAY_VIS);
6092                 delayed_visual_update();
6093         }
6094
6095         if (creature_ptr->update & (PU_MONSTERS))
6096         {
6097                 creature_ptr->update &= ~(PU_MONSTERS);
6098                 update_monsters(FALSE);
6099         }
6100 }
6101
6102 /*!
6103  * @brief プレイヤーの現在開いている手の状態を返す
6104  * @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。
6105  * @return 開いている手のビットフラグ
6106  */
6107 BIT_FLAGS16 empty_hands(bool riding_control)
6108 {
6109         BIT_FLAGS16 status = EMPTY_HAND_NONE;
6110
6111         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6112         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6113
6114         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6115         {
6116                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6117                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6118         }
6119
6120         return status;
6121 }
6122
6123
6124 /*!
6125  * @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。
6126  * @return ペナルティが適用されるならばTRUE。
6127  */
6128 bool heavy_armor(void)
6129 {
6130         WEIGHT monk_arm_wgt = 0;
6131
6132         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6133
6134         /* Weight the armor */
6135         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6136         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6137         monk_arm_wgt += inventory[INVEN_BODY].weight;
6138         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6139         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6140         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6141         monk_arm_wgt += inventory[INVEN_FEET].weight;
6142
6143         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6144 }
6145
6146 /*!
6147  * @brief 実ゲームプレイ時間を更新する
6148  */
6149 void update_playtime(void)
6150 {
6151         /* Check if the game has started */
6152         if (start_time != 0)
6153         {
6154                 u32b tmp = (u32b)time(NULL);
6155                 playtime += (tmp - start_time);
6156                 start_time = tmp;
6157         }
6158 }