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[Refactor] #37353 コメント整理。 / Refactor comments.
[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(cptr info, int row, int 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 cptr 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         cptr dungeon_name;
171         int 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         byte attr;
299         cptr sstr;
300         cptr 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         u32b bar_flags[3];
470         TERM_LEN wid, hgt, row_statbar, max_col_statbar;
471         int i, col = 0, num = 0;
472         int space = 2;
473
474         Term_get_size(&wid, &hgt);
475         row_statbar = hgt + ROW_STATBAR;
476         max_col_statbar = wid + MAX_COL_STATBAR;
477
478         Term_erase(0, row_statbar, max_col_statbar);
479
480         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
481
482         /* Tsuyoshi  */
483         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
484
485         /* Hallucinating */
486         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
487
488         /* Blindness */
489         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
490
491         /* Paralysis */
492         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
493
494         /* Confusion */
495         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
496
497         /* Posioned */
498         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
499
500         /* Times see-invisible */
501         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
502
503         /* Timed esp */
504         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
505
506         /* Timed regenerate */
507         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
508
509         /* Timed infra-vision */
510         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
511
512         /* Protection from evil */
513         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
514
515         /* Invulnerability */
516         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
517
518         /* Wraith form */
519         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
520
521         /* Kabenuke */
522         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
523
524         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
525
526         /* Heroism */
527         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
528
529         /* Super Heroism / berserk */
530         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
531
532         /* Blessed */
533         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
534
535         /* Shield */
536         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
537
538         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
539
540         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
541         
542         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
543
544         /* Oppose Acid */
545         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
546         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
547
548         /* Oppose Lightning */
549         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
550         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
551
552         /* Oppose Fire */
553         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
554         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
555
556         /* Oppose Cold */
557         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
558         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
559
560         /* Oppose Poison */
561         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
562
563         /* Word of Recall */
564         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
565
566         /* Alter realiry */
567         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
568
569         /* Afraid */
570         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
571
572         /* Resist time */
573         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
574
575         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
576
577         /* Confusing Hands */
578         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
579
580         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
581
582         /* Ultimate-resistance */
583         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
584
585         /* tim levitation */
586         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
587
588         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
589
590         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
591
592         /* Mahouken */
593         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
594         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
595         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
596         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
597         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
598         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
599
600         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
601
602         /* tim stealth */
603         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
604
605         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
606
607         /* Holy aura */
608         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
609
610         /* An Eye for an Eye */
611         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
612
613         /* Hex spells */
614         if (p_ptr->realm1 == REALM_HEX)
615         {
616                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
617                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
618                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
619                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
620                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
621                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
622                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
623                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
624                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
625                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
626                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
627                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
628                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
629                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
630                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
631                 if (hex_spelling(HEX_CURE_LIGHT) ||
632                         hex_spelling(HEX_CURE_SERIOUS) ||
633                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
634
635                 if (HEX_REVENGE_TURN(p_ptr))
636                 {
637                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
638                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
639                 }
640         }
641
642         /* Calcurate length */
643         for (i = 0; bar[i].sstr; i++)
644         {
645                 if (IS_FLG(i))
646                 {
647                         col += strlen(bar[i].lstr) + 1;
648                         num++;
649                 }
650         }
651
652         /* If there are not excess spaces for long strings, use short one */
653         if (col - 1 > max_col_statbar)
654         {
655                 space = 0;
656                 col = 0;
657
658                 for (i = 0; bar[i].sstr; i++)
659                 {
660                         if (IS_FLG(i))
661                         {
662                                 col += strlen(bar[i].sstr);
663                         }
664                 }
665
666                 /* If there are excess spaces for short string, use more */
667                 if (col - 1 <= max_col_statbar - (num-1))
668                 {
669                         space = 1;
670                         col += num - 1;
671                 }
672         }
673
674
675         /* Centering display column */
676         col = (max_col_statbar - col) / 2;
677
678         /* Display status bar */
679         for (i = 0; bar[i].sstr; i++)
680         {
681                 if (IS_FLG(i))
682                 {
683                         cptr str;
684                         if (space == 2) str = bar[i].lstr;
685                         else str = bar[i].sstr;
686
687                         c_put_str(bar[i].attr, str, row_statbar, col);
688                         col += strlen(str);
689                         if (space > 0) col++;
690                         if (col > max_col_statbar) break;
691                 }
692         }
693 }
694
695
696 /*!
697  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
698  * @return なし
699  */
700 static void prt_title(void)
701 {
702         cptr p = "";
703         char str[14];
704
705         if (p_ptr->wizard)
706         {
707                 p = _("[ウィザード]", "[=-WIZARD-=]");
708         }
709         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
710         {
711                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
712                 {
713                         p = _("*真・勝利者*", "*TRUEWINNER*");
714                 }
715                 else
716                 {
717                         p = _("***勝利者***", "***WINNER***");
718                 }
719         }
720
721         /* Normal */
722         else
723         {
724                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
725                 p = str;
726         }
727
728         prt_field(p, ROW_TITLE, COL_TITLE);
729 }
730
731
732 /*!
733  * @brief プレイヤーのレベルを表示する / Prints level
734  * @return なし
735  */
736 static void prt_level(void)
737 {
738         char tmp[32];
739
740         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
741
742         if (p_ptr->lev >= p_ptr->max_plv)
743         {
744 #ifdef JP
745                 put_str("レベル ", ROW_LEVEL, 0);
746                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
747 #else
748                 put_str("LEVEL ", ROW_LEVEL, 0);
749                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
750 #endif
751
752         }
753         else
754         {
755 #ifdef JP
756                 put_str("xレベル", ROW_LEVEL, 0);
757                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
758 #else
759                 put_str("Level ", ROW_LEVEL, 0);
760                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
761 #endif
762
763         }
764 }
765
766
767 /*!
768  * @brief プレイヤーの経験値を表示する / Display the experience
769  * @return なし
770  */
771 static void prt_exp(void)
772 {
773         char out_val[32];
774
775         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
776         {
777                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
778         }
779         else
780         {
781                 if (p_ptr->lev >= PY_MAX_LEVEL)
782                 {
783                         (void)sprintf(out_val, "********");
784                 }
785                 else
786                 {
787 #ifdef JP
788                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
789 #else      
790                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
791 #endif
792                 }
793         }
794
795         if (p_ptr->exp >= p_ptr->max_exp)
796         {
797 #ifdef JP
798                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
799                 else put_str("経験 ", ROW_EXP, 0);
800                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
801 #else
802                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
803                 else put_str("EXP ", ROW_EXP, 0);
804                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
805 #endif
806
807         }
808         else
809         {
810                 put_str(_("x経験", "Exp "), ROW_EXP, 0);
811 #ifdef JP
812                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
813 #else
814                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
815 #endif
816
817         }
818 }
819
820 /*!
821  * @brief プレイヤーの所持金を表示する / Prints current gold
822  * @return なし
823  */
824 static void prt_gold(void)
825 {
826         char tmp[32];
827         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
828         sprintf(tmp, "%9ld", (long)p_ptr->au);
829         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
830 }
831
832
833 /*!
834  * @brief プレイヤーのACを表示する / Prints current AC
835  * @return なし
836  */
837 static void prt_ac(void)
838 {
839         char tmp[32];
840
841 #ifdef JP
842 /* AC の表示方式を変更している */
843         put_str(" AC(     )", ROW_AC, COL_AC);
844         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
845         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
846 #else
847         put_str("Cur AC ", ROW_AC, COL_AC);
848         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
849         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
850 #endif
851
852 }
853
854
855 /*!
856  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
857  * @return なし
858  */
859 static void prt_hp(void)
860 {
861 /* ヒットポイントの表示方法を変更 */
862         char tmp[32];
863   
864         TERM_COLOR color;
865   
866         /* タイトル */
867         put_str("HP", ROW_CURHP, COL_CURHP);
868
869         /* 現在のヒットポイント */
870         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
871
872         if (p_ptr->chp >= p_ptr->mhp)
873         {
874                 color = TERM_L_GREEN;
875         }
876         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
877         {
878                 color = TERM_YELLOW;
879         }
880         else
881         {
882                 color = TERM_RED;
883         }
884
885         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
886
887         /* 区切り */
888         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
889
890         /* 最大ヒットポイント */
891         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
892         color = TERM_L_GREEN;
893
894         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
895 }
896
897
898 /*!
899  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
900  * @return なし
901  */
902 static void prt_sp(void)
903 {
904 /* マジックポイントの表示方法を変更している */
905         char tmp[32];
906         byte color;
907
908
909         /* Do not show mana unless it matters */
910         if (!mp_ptr->spell_book) return;
911
912         /* タイトル */
913         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
914
915         /* 現在のマジックポイント */
916         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
917
918         if (p_ptr->csp >= p_ptr->msp)
919         {
920                 color = TERM_L_GREEN;
921         }
922         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
923         {
924                 color = TERM_YELLOW;
925         }
926         else
927         {
928                 color = TERM_RED;
929         }
930
931         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
932
933         /* 区切り */
934         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
935
936         /* 最大マジックポイント */
937         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
938         color = TERM_L_GREEN;
939
940         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
941 }
942
943
944 /*!
945  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
946  * @return なし
947  */
948 static void prt_depth(void)
949 {
950         char depths[32];
951         TERM_LEN wid, hgt, row_depth, col_depth;
952         byte attr = TERM_WHITE;
953
954         Term_get_size(&wid, &hgt);
955         col_depth = wid + COL_DEPTH;
956         row_depth = hgt + ROW_DEPTH;
957
958         if (!dun_level)
959         {
960                 strcpy(depths, _("地上", "Surf."));
961         }
962         else if (p_ptr->inside_quest && !dungeon_type)
963         {
964                 strcpy(depths, _("地上", "Quest"));
965         }
966         else
967         {
968                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
969                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
970
971                 /* Get color of level based on feeling  -JSV- */
972                 switch (p_ptr->feeling)
973                 {
974                 case  0: attr = TERM_SLATE;   break; /* Unknown */
975                 case  1: attr = TERM_L_BLUE;  break; /* Special */
976                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
977                 case  3: attr = TERM_RED;     break; /* Very dangerous */
978                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
979                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
980                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
981                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
982                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
983                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
984                 case 10: attr = TERM_WHITE;   break; /* Boring place */
985                 }
986         }
987
988         /* Right-Adjust the "depth", and clear old values */
989         c_prt(attr, format("%7s", depths), row_depth, col_depth);
990 }
991
992
993 /*!
994  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
995  * @return なし
996  */
997 static void prt_hunger(void)
998 {
999         if(p_ptr->wizard && p_ptr->inside_arena) return;
1000
1001         /* Fainting / Starving */
1002         if (p_ptr->food < PY_FOOD_FAINT)
1003         {
1004                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1005         }
1006
1007         /* Weak */
1008         else if (p_ptr->food < PY_FOOD_WEAK)
1009         {
1010                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1011         }
1012
1013         /* Hungry */
1014         else if (p_ptr->food < PY_FOOD_ALERT)
1015         {
1016                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1017         }
1018
1019         /* Normal */
1020         else if (p_ptr->food < PY_FOOD_FULL)
1021         {
1022                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1023         }
1024
1025         /* Full */
1026         else if (p_ptr->food < PY_FOOD_MAX)
1027         {
1028                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1029         }
1030
1031         /* Gorged */
1032         else
1033         {
1034                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1035         }
1036 }
1037
1038
1039 /*!
1040  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1041  * @return なし
1042  * @details
1043  * Display is always exactly 10 characters wide (see below)
1044  * This function was a major bottleneck when resting, so a lot of
1045  * the text formatting code was optimized in place below.
1046  */
1047 static void prt_state(void)
1048 {
1049         byte attr = TERM_WHITE;
1050
1051         char text[16];
1052
1053         /* Repeating */
1054         if (command_rep)
1055         {
1056                 if (command_rep > 999)
1057                 {
1058                         (void)sprintf(text, "%2d00", command_rep / 100);
1059                 }
1060                 else
1061                 {
1062                         (void)sprintf(text, "  %2d", command_rep);
1063                 }
1064         }
1065
1066         /* Action */
1067         else
1068         {
1069                 switch(p_ptr->action)
1070                 {
1071                         case ACTION_SEARCH:
1072                         {
1073                                 strcpy(text, _("探索", "Sear"));
1074                                 break;
1075                         }
1076                         case ACTION_REST:
1077                         {
1078                                 int i;
1079
1080                                 /* Start with "Rest" */
1081                                 strcpy(text, _("    ", "    "));
1082
1083                                 /* Extensive (timed) rest */
1084                                 if (resting >= 1000)
1085                                 {
1086                                         i = resting / 100;
1087                                         text[3] = '0';
1088                                         text[2] = '0';
1089                                         text[1] = '0' + (i % 10);
1090                                         text[0] = '0' + (i / 10);
1091                                 }
1092
1093                                 /* Long (timed) rest */
1094                                 else if (resting >= 100)
1095                                 {
1096                                         i = resting;
1097                                         text[3] = '0' + (i % 10);
1098                                         i = i / 10;
1099                                         text[2] = '0' + (i % 10);
1100                                         text[1] = '0' + (i / 10);
1101                                 }
1102
1103                                 /* Medium (timed) rest */
1104                                 else if (resting >= 10)
1105                                 {
1106                                         i = resting;
1107                                         text[3] = '0' + (i % 10);
1108                                         text[2] = '0' + (i / 10);
1109                                 }
1110
1111                                 /* Short (timed) rest */
1112                                 else if (resting > 0)
1113                                 {
1114                                         i = resting;
1115                                         text[3] = '0' + (i);
1116                                 }
1117
1118                                 /* Rest until healed */
1119                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1120                                 {
1121                                         text[0] = text[1] = text[2] = text[3] = '*';
1122                                 }
1123
1124                                 /* Rest until done */
1125                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1126                                 {
1127                                         text[0] = text[1] = text[2] = text[3] = '&';
1128                                 }
1129                                 break;
1130                         }
1131                         case ACTION_LEARN:
1132                         {
1133                                 strcpy(text, _("学習", "lear"));
1134                                 if (new_mane) attr = TERM_L_RED;
1135                                 break;
1136                         }
1137                         case ACTION_FISH:
1138                         {
1139                                 strcpy(text, _("釣り", "fish"));
1140                                 break;
1141                         }
1142                         case ACTION_KAMAE:
1143                         {
1144                                 int i;
1145                                 for (i = 0; i < MAX_KAMAE; i++)
1146                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1147                                 switch (i)
1148                                 {
1149                                         case 0: attr = TERM_GREEN;break;
1150                                         case 1: attr = TERM_WHITE;break;
1151                                         case 2: attr = TERM_L_BLUE;break;
1152                                         case 3: attr = TERM_L_RED;break;
1153                                 }
1154                                 strcpy(text, kamae_shurui[i].desc);
1155                                 break;
1156                         }
1157                         case ACTION_KATA:
1158                         {
1159                                 int i;
1160                                 for (i = 0; i < MAX_KATA; i++)
1161                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1162                                 strcpy(text, kata_shurui[i].desc);
1163                                 break;
1164                         }
1165                         case ACTION_SING:
1166                         {
1167                                 strcpy(text, _("歌  ", "Sing"));
1168                                 break;
1169                         }
1170                         case ACTION_HAYAGAKE:
1171                         {
1172                                 strcpy(text, _("速駆", "Fast"));
1173                                 break;
1174                         }
1175                         case ACTION_SPELL:
1176                         {
1177                                 strcpy(text, _("詠唱", "Spel"));
1178                                 break;
1179                         }
1180                         default:
1181                         {
1182                                 strcpy(text, "    ");
1183                                 break;
1184                         }
1185                 }
1186         }
1187
1188         /* Display the info (or blanks) */
1189         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1190 }
1191
1192
1193 /*!
1194  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1195  * @return なし
1196  */
1197 static void prt_speed(void)
1198 {
1199         int i = p_ptr->pspeed;
1200         bool is_fast = IS_FAST();
1201
1202         byte attr = TERM_WHITE;
1203         char buf[32] = "";
1204         TERM_LEN wid, hgt, row_speed, col_speed;
1205
1206         Term_get_size(&wid, &hgt);
1207         col_speed = wid + COL_SPEED;
1208         row_speed = hgt + ROW_SPEED;
1209
1210         /* Hack -- Visually "undo" the Search Mode Slowdown */
1211         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1212
1213         /* Fast */
1214         if (i > 110)
1215         {
1216                 if (p_ptr->riding)
1217                 {
1218                         monster_type *m_ptr = &m_list[p_ptr->riding];
1219                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1220                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1221                         else attr = TERM_GREEN;
1222                 }
1223                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1224                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1225                 else attr = TERM_L_GREEN;
1226 #ifdef JP
1227                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1228 #else
1229                 sprintf(buf, "Fast(+%d)", (i - 110));
1230 #endif
1231
1232         }
1233
1234         /* Slow */
1235         else if (i < 110)
1236         {
1237                 if (p_ptr->riding)
1238                 {
1239                         monster_type *m_ptr = &m_list[p_ptr->riding];
1240                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1241                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1242                         else attr = TERM_RED;
1243                 }
1244                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1245                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1246                 else attr = TERM_L_UMBER;
1247 #ifdef JP
1248                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1249 #else
1250                 sprintf(buf, "Slow(-%d)", (110 - i));
1251 #endif
1252         }
1253         else if (p_ptr->riding)
1254         {
1255                 attr = TERM_GREEN;
1256                 strcpy(buf, _("乗馬中", "Riding"));
1257         }
1258
1259         /* Display the speed */
1260         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1261 }
1262
1263
1264 /*!
1265  * @brief プレイヤーの呪文学習可能状態を表示する
1266  * @return なし
1267  */
1268 static void prt_study(void)
1269 {
1270         TERM_LEN wid, hgt, row_study, col_study;
1271
1272         Term_get_size(&wid, &hgt);
1273         col_study = wid + COL_STUDY;
1274         row_study = hgt + ROW_STUDY;
1275
1276         if (p_ptr->new_spells)
1277         {
1278                 put_str(_("学習", "Stud"), row_study, col_study);
1279         }
1280         else
1281         {
1282                 put_str("    ", row_study, col_study);
1283         }
1284 }
1285
1286
1287 /*!
1288  * @brief プレイヤーのものまね可能状態を表示する
1289  * @return なし
1290  */
1291 static void prt_imitation(void)
1292 {
1293         TERM_LEN wid, hgt, row_study, col_study;
1294
1295         Term_get_size(&wid, &hgt);
1296         col_study = wid + COL_STUDY;
1297         row_study = hgt + ROW_STUDY;
1298
1299         if (p_ptr->pclass == CLASS_IMITATOR)
1300         {
1301                 if (p_ptr->mane_num)
1302                 {
1303                         byte attr;
1304                         if (new_mane) attr = TERM_L_RED;
1305                         else attr = TERM_WHITE;
1306                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1307                 }
1308                 else
1309                 {
1310                         put_str("    ", row_study, col_study);
1311                 }
1312         }
1313 }
1314
1315 /*!
1316  * @brief プレイヤーの負傷状態を表示する
1317  * @return なし
1318  */
1319 static void prt_cut(void)
1320 {
1321         int c = p_ptr->cut;
1322
1323         if (c > 1000)
1324         {
1325                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1326         }
1327         else if (c > 200)
1328         {
1329                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1330         }
1331         else if (c > 100)
1332         {
1333                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1334         }
1335         else if (c > 50)
1336         {
1337                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1338         }
1339         else if (c > 25)
1340         {
1341                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1342         }
1343         else if (c > 10)
1344         {
1345                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1346         }
1347         else if (c)
1348         {
1349                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1350         }
1351         else
1352         {
1353                 put_str("            ", ROW_CUT, COL_CUT);
1354         }
1355 }
1356
1357
1358 /*!
1359  * @brief プレイヤーの朦朧状態を表示する
1360  * @return なし
1361  */
1362 static void prt_stun(void)
1363 {
1364         int s = p_ptr->stun;
1365
1366         if (s > 100)
1367         {
1368                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1369         }
1370         else if (s > 50)
1371         {
1372                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1373         }
1374         else if (s)
1375         {
1376                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1377         }
1378         else
1379         {
1380                 put_str("            ", ROW_STUN, COL_STUN);
1381         }
1382 }
1383
1384
1385
1386 /*!
1387  * @brief モンスターの体力ゲージを表示する
1388  * @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。
1389  * @return なし
1390  * @details
1391  * <pre>
1392  * Redraw the "monster health bar"      -DRS-
1393  * Rather extensive modifications by    -BEN-
1394  *
1395  * The "monster health bar" provides visual feedback on the "health"
1396  * of the monster currently being "tracked".  There are several ways
1397  * to "track" a monster, including targetting it, attacking it, and
1398  * affecting it (and nobody else) with a ranged attack.
1399  *
1400  * Display the monster health bar (affectionately known as the
1401  * "health-o-meter").  Clear health bar if nothing is being tracked.
1402  * Auto-track current target monster when bored.  Note that the
1403  * health-bar stops tracking any monster that "disappears".
1404  * </pre>
1405  */
1406 static void health_redraw(bool riding)
1407 {
1408         s16b health_who;
1409         int row, col;
1410         monster_type *m_ptr;
1411
1412         if (riding)
1413         {
1414                 health_who = p_ptr->riding;
1415                 row = ROW_RIDING_INFO;
1416                 col = COL_RIDING_INFO;
1417         }
1418         else
1419         {
1420                 health_who = p_ptr->health_who;
1421                 row = ROW_INFO;
1422                 col = COL_INFO;
1423         }
1424
1425         m_ptr = &m_list[health_who];
1426
1427         if (p_ptr->wizard && p_ptr->inside_battle)
1428         {
1429                 row = ROW_INFO - 2;
1430                 col = COL_INFO + 2;
1431
1432                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1433                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1434                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1435                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1436
1437                 if(m_list[1].r_idx)
1438                 {
1439                         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));
1440                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1441                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1442                 }
1443
1444                 if(m_list[2].r_idx)
1445                 {
1446                         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));
1447                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1448                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1449                 }
1450
1451                 if(m_list[3].r_idx)
1452                 {
1453                         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));
1454                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1455                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1456                 }
1457
1458                 if(m_list[4].r_idx)
1459                 {
1460                         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));
1461                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1462                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1463                 }
1464         }
1465         else
1466         {
1467
1468                 /* Not tracking */
1469                 if (!health_who)
1470                 {
1471                         /* Erase the health bar */
1472                         Term_erase(col, row, 12);
1473                 }
1474
1475                 /* Tracking an unseen monster */
1476                 else if (!m_ptr->ml)
1477                 {
1478                         /* Indicate that the monster health is "unknown" */
1479                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1480                 }
1481
1482                 /* Tracking a hallucinatory monster */
1483                 else if (p_ptr->image)
1484                 {
1485                         /* Indicate that the monster health is "unknown" */
1486                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1487                 }
1488
1489                 /* Tracking a dead monster (???) */
1490                 else if (m_ptr->hp < 0)
1491                 {
1492                         /* Indicate that the monster health is "unknown" */
1493                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1494                 }
1495
1496                 /* Tracking a visible monster */
1497                 else
1498                 {
1499                         /* Extract the "percent" of health */
1500                         int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1501                         int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1502
1503                         /* Convert percent into "health" */
1504                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1505
1506                         /* Default to almost dead */
1507                         byte attr = TERM_RED;
1508
1509                         /* Invulnerable */
1510                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1511
1512                         /* Asleep */
1513                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1514
1515                         /* Afraid */
1516                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1517
1518                         /* Healthy */
1519                         else if (pct >= 100) attr = TERM_L_GREEN;
1520
1521                         /* Somewhat Wounded */
1522                         else if (pct >= 60) attr = TERM_YELLOW;
1523
1524                         /* Wounded */
1525                         else if (pct >= 25) attr = TERM_ORANGE;
1526
1527                         /* Badly wounded */
1528                         else if (pct >= 10) attr = TERM_L_RED;
1529
1530                         /* Default to "unknown" */
1531                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1532
1533                         /* Dump the current "health" (use '*' symbols) */
1534                         Term_putstr(col + 1, row, len, attr, "**********");
1535                 }
1536         }
1537 }
1538
1539
1540
1541 /*!
1542  * @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)
1543  * @return なし
1544  */
1545 static void prt_frame_basic(void)
1546 {
1547         int i;
1548
1549         /* Race and Class */
1550         if (p_ptr->mimic_form)
1551                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1552         else
1553         {
1554                 char str[14];
1555                 my_strcpy(str, rp_ptr->title, sizeof(str));
1556                 prt_field(str, ROW_RACE, COL_RACE);
1557         }
1558 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1559 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1560
1561
1562         /* Title */
1563         prt_title();
1564
1565         /* Level/Experience */
1566         prt_level();
1567         prt_exp();
1568
1569         /* All Stats */
1570         for (i = 0; i < 6; i++) prt_stat(i);
1571
1572         /* Armor */
1573         prt_ac();
1574
1575         /* Hitpoints */
1576         prt_hp();
1577
1578         /* Spellpoints */
1579         prt_sp();
1580
1581         /* Gold */
1582         prt_gold();
1583
1584         /* Current depth */
1585         prt_depth();
1586
1587         /* Special */
1588         health_redraw(FALSE);
1589         health_redraw(TRUE);
1590 }
1591
1592
1593 /*!
1594  * @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)
1595  * @return なし
1596  */
1597 static void prt_frame_extra(void)
1598 {
1599         /* Cut/Stun */
1600         prt_cut();
1601         prt_stun();
1602
1603         /* Food */
1604         prt_hunger();
1605
1606         /* State */
1607         prt_state();
1608
1609         /* Speed */
1610         prt_speed();
1611
1612         /* Study spells */
1613         prt_study();
1614
1615         prt_imitation();
1616
1617         prt_status();
1618 }
1619
1620
1621 /*!
1622  * @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
1623  * @return なし
1624  */
1625 static void fix_inven(void)
1626 {
1627         int j;
1628
1629         /* Scan windows */
1630         for (j = 0; j < 8; j++)
1631         {
1632                 term *old = Term;
1633
1634                 /* No window */
1635                 if (!angband_term[j]) continue;
1636
1637                 /* No relevant flags */
1638                 if (!(window_flag[j] & (PW_INVEN))) continue;
1639
1640                 /* Activate */
1641                 Term_activate(angband_term[j]);
1642
1643                 /* Display inventory */
1644                 display_inven();
1645                 Term_fresh();
1646
1647                 /* Restore */
1648                 Term_activate(old);
1649         }
1650 }
1651
1652
1653 /*!
1654  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1655  * @param x 表示列
1656  * @param y 表示行
1657  * @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
1658  * @param n_same モンスターの数の現在数
1659  * @details
1660  * <pre>
1661  * nnn X LV name
1662  *  nnn : number or unique(U) or wanted unique(W)
1663  *  X   : symbol of monster
1664  *  LV  : monster lv if known
1665  *  name: name of monster
1666  * @return なし
1667  * </pre>
1668  */
1669 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1670         char buf[256];
1671         int i;
1672         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1673         monster_race* r_ptr = &r_info[r_idx];
1674  
1675         Term_gotoxy(x, y);
1676         if(!r_ptr)return;
1677         //Number of 'U'nique
1678         if(r_ptr->flags1&RF1_UNIQUE){//unique
1679                 bool is_kubi = FALSE;
1680                 for(i=0;i<MAX_KUBI;i++){
1681                         if(kubi_r_idx[i] == r_idx){
1682                                 is_kubi = TRUE;
1683                                 break;
1684                         }
1685                 }
1686                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1687         }else{
1688                 sprintf(buf, "%3d", n_same);
1689                 Term_addstr(-1, TERM_WHITE, buf);
1690         }
1691         //symbol
1692         Term_addstr(-1, TERM_WHITE, " ");
1693         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1694         //Term_addstr(-1, TERM_WHITE, "/");
1695         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1696         //LV
1697         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1698                 sprintf(buf, " %2d", (int)r_ptr->level);
1699         }else{
1700                 strcpy(buf, " ??");
1701         }
1702         Term_addstr(-1, TERM_WHITE, buf);
1703         //name
1704         sprintf(buf, " %s ", r_name+r_ptr->name);
1705         Term_addstr(-1, TERM_WHITE, buf);
1706  
1707         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1708 }
1709
1710 /*!
1711  * @brief モンスターの出現リストを表示する / Print monster info in line
1712  * @param x 表示列
1713  * @param y 表示行
1714  * @param max_lines 最大何行描画するか
1715  */
1716 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1717         TERM_LEN line = y;
1718         monster_type* last_mons = NULL;
1719         monster_type* m_ptr = NULL;
1720         int n_same = 0;
1721         int i;
1722
1723         for(i=0;i<temp_n;i++){
1724                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1725                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1726                 m_ptr = &m_list[c_ptr->m_idx];
1727                 if(is_pet(m_ptr))continue;//pet
1728                 if(!m_ptr->r_idx)continue;//dead?
1729                 {
1730                         /*
1731                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1732                         monster_race* r_ptr = &r_info[r_idx];
1733                         cptr name = (r_name + r_ptr->name);
1734                         cptr ename = (r_name + r_ptr->name);
1735                         //ミミック類や「それ」等は、一覧に出てはいけない
1736                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1737                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1738                         //『ヌル』は、一覧に出てはいけない
1739                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1740                            (strcmp(ename, "Null the Living Void")==0))continue;
1741                         //"金無垢の指輪"は、一覧に出てはいけない
1742                         if((strcmp(name, "金無垢の指輪")==0)||
1743                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1744                         */
1745                 }
1746
1747                 //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.
1748                 if(!last_mons){//先頭モンスター
1749                         last_mons = m_ptr;
1750                         n_same = 1;
1751                         continue;
1752                 }
1753                 //same race?
1754                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1755                         n_same++;
1756                         continue;//表示処理を次に回す
1757                 }
1758                 //print last mons info
1759                 print_monster_line(x, line++, last_mons, n_same);
1760                 n_same = 1;
1761                 last_mons = m_ptr;
1762                 if(line-y-1==max_lines){//残り1行
1763                         break;
1764                 }
1765         }
1766         if(line-y-1==max_lines && i!=temp_n){
1767                 Term_gotoxy(x, line);
1768                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1769         }else{
1770                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1771         }
1772 }
1773
1774 /*!
1775  * @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
1776  * @return なし
1777  */
1778 static void fix_monster_list(void)
1779 {
1780         int j;
1781         int w, h;
1782
1783         /* Scan windows */
1784         for (j = 0; j < 8; j++)
1785         {
1786                 term *old = Term;
1787
1788                 /* No window */
1789                 if (!angband_term[j]) continue;
1790
1791                 /* No relevant flags */
1792                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1793
1794                 /* Activate */
1795                 Term_activate(angband_term[j]);
1796                 Term_get_size(&w, &h);
1797
1798                 Term_clear();
1799
1800                 target_set_prepare_look();//モンスター一覧を生成,ソート
1801                 print_monster_list(0, 0, h);
1802                 Term_fresh();
1803
1804                 /* Restore */
1805                 Term_activate(old);
1806         }
1807 }
1808
1809
1810
1811 /*!
1812  * @brief 現在の装備品をサブウィンドウに表示する / 
1813  * Hack -- display equipment in sub-windows
1814  * @return なし
1815  */
1816 static void fix_equip(void)
1817 {
1818         int j;
1819
1820         /* Scan windows */
1821         for (j = 0; j < 8; j++)
1822         {
1823                 term *old = Term;
1824
1825                 /* No window */
1826                 if (!angband_term[j]) continue;
1827
1828                 /* No relevant flags */
1829                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1830
1831                 /* Activate */
1832                 Term_activate(angband_term[j]);
1833
1834                 /* Display equipment */
1835                 display_equip();
1836                 Term_fresh();
1837
1838                 /* Restore */
1839                 Term_activate(old);
1840         }
1841 }
1842
1843
1844 /*!
1845  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1846  * Hack -- display spells in sub-windows
1847  * @return なし
1848  */
1849 static void fix_spell(void)
1850 {
1851         int j;
1852
1853         /* Scan windows */
1854         for (j = 0; j < 8; j++)
1855         {
1856                 term *old = Term;
1857
1858                 /* No window */
1859                 if (!angband_term[j]) continue;
1860
1861                 /* No relevant flags */
1862                 if (!(window_flag[j] & (PW_SPELL))) continue;
1863
1864                 /* Activate */
1865                 Term_activate(angband_term[j]);
1866
1867                 /* Display spell list */
1868                 display_spell_list();
1869                 Term_fresh();
1870
1871                 /* Restore */
1872                 Term_activate(old);
1873         }
1874 }
1875
1876
1877 /*!
1878  * @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 / 
1879  * Hack -- display character in sub-windows
1880  * @return なし
1881  */
1882 static void fix_player(void)
1883 {
1884         int j;
1885
1886         /* Scan windows */
1887         for (j = 0; j < 8; j++)
1888         {
1889                 term *old = Term;
1890
1891                 /* No window */
1892                 if (!angband_term[j]) continue;
1893
1894                 /* No relevant flags */
1895                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1896
1897                 /* Activate */
1898                 Term_activate(angband_term[j]);
1899
1900                 update_playtime();
1901                 display_player(0);
1902                 Term_fresh();
1903
1904                 /* Restore */
1905                 Term_activate(old);
1906         }
1907 }
1908
1909 /*!
1910  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1911  * Hack -- display recent messages in sub-windows
1912  * Adjust for width and split messages
1913  * @return なし
1914  */
1915 static void fix_message(void)
1916 {
1917         int j, i;
1918         TERM_LEN w, h;
1919         TERM_LEN x, y;
1920
1921         /* Scan windows */
1922         for (j = 0; j < 8; j++)
1923         {
1924                 term *old = Term;
1925
1926                 /* No window */
1927                 if (!angband_term[j]) continue;
1928
1929                 /* No relevant flags */
1930                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1931
1932                 /* Activate */
1933                 Term_activate(angband_term[j]);
1934
1935                 Term_get_size(&w, &h);
1936
1937                 /* Dump messages */
1938                 for (i = 0; i < h; i++)
1939                 {
1940                         /* Dump the message on the appropriate line */
1941                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1942
1943                         /* Cursor */
1944                         Term_locate(&x, &y);
1945
1946                         /* Clear to end of line */
1947                         Term_erase(x, y, 255);
1948                 }
1949                 Term_fresh();
1950
1951                 /* Restore */
1952                 Term_activate(old);
1953         }
1954 }
1955
1956
1957 /*!
1958  * @brief 簡易マップをサブウィンドウに表示する / 
1959  * Hack -- display overhead view in sub-windows
1960  * Adjust for width and split messages
1961  * @return なし
1962  * @details
1963  * Note that the "player" symbol does NOT appear on the map.
1964  */
1965 static void fix_overhead(void)
1966 {
1967         int j;
1968         int cy, cx;
1969
1970         /* Scan windows */
1971         for (j = 0; j < 8; j++)
1972         {
1973                 term *old = Term;
1974                 TERM_LEN wid, hgt;
1975
1976                 /* No window */
1977                 if (!angband_term[j]) continue;
1978
1979                 /* No relevant flags */
1980                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1981
1982                 /* Activate */
1983                 Term_activate(angband_term[j]);
1984
1985                 /* Full map in too small window is useless  */
1986                 Term_get_size(&wid, &hgt);
1987                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1988                 {
1989
1990                         display_map(&cy, &cx);
1991                         Term_fresh();
1992                 }
1993
1994                 /* Restore */
1995                 Term_activate(old);
1996         }
1997 }
1998
1999
2000 /*!
2001  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2002  * Hack -- display dungeon view in sub-windows
2003  * @return なし
2004  */
2005 static void fix_dungeon(void)
2006 {
2007         int j;
2008
2009         /* Scan windows */
2010         for (j = 0; j < 8; j++)
2011         {
2012                 term *old = Term;
2013
2014                 /* No window */
2015                 if (!angband_term[j]) continue;
2016
2017                 /* No relevant flags */
2018                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2019
2020                 /* Activate */
2021                 Term_activate(angband_term[j]);
2022
2023                 /* Redraw dungeon view */
2024                 display_dungeon();
2025                 Term_fresh();
2026
2027                 /* Restore */
2028                 Term_activate(old);
2029         }
2030 }
2031
2032
2033 /*!
2034  * @brief モンスターの思い出をサブウィンドウに表示する / 
2035  * Hack -- display dungeon view in sub-windows
2036  * @return なし
2037  */
2038 static void fix_monster(void)
2039 {
2040         int j;
2041
2042         /* Scan windows */
2043         for (j = 0; j < 8; j++)
2044         {
2045                 term *old = Term;
2046
2047                 /* No window */
2048                 if (!angband_term[j]) continue;
2049
2050                 /* No relevant flags */
2051                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2052
2053                 /* Activate */
2054                 Term_activate(angband_term[j]);
2055
2056                 /* Display monster race info */
2057                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2058                 Term_fresh();
2059
2060                 /* Restore */
2061                 Term_activate(old);
2062         }
2063 }
2064
2065
2066 /*!
2067  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2068  * Hack -- display object recall in sub-windows
2069  * @return なし
2070  */
2071 static void fix_object(void)
2072 {
2073         int j;
2074
2075         /* Scan windows */
2076         for (j = 0; j < 8; j++)
2077         {
2078                 term *old = Term;
2079
2080                 /* No window */
2081                 if (!angband_term[j]) continue;
2082
2083                 /* No relevant flags */
2084                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2085
2086                 /* Activate */
2087                 Term_activate(angband_term[j]);
2088
2089                 /* Display monster race info */
2090                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2091                 Term_fresh();
2092
2093                 /* Restore */
2094                 Term_activate(old);
2095         }
2096 }
2097
2098
2099
2100 /*!
2101  * @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。 /
2102  * Calculate number of spells player should have, and forget,
2103  * or remember, spells until that number is properly reflected.
2104  * @return なし
2105  * @details
2106  * Note that this function induces various "status" messages,
2107  * which must be bypasses until the character is created.
2108  */
2109 static void calc_spells(void)
2110 {
2111         int i, j, k, levels;
2112         int num_allowed;
2113         int num_boukyaku = 0;
2114
2115         const magic_type        *s_ptr;
2116         REALM_IDX which;
2117         int bonus = 0;
2118
2119
2120         cptr p;
2121
2122         /* Hack -- must be literate */
2123         if (!mp_ptr->spell_book) return;
2124
2125         /* Hack -- wait for creation */
2126         if (!character_generated) return;
2127
2128         /* Hack -- handle "xtra" mode */
2129         if (character_xtra) return;
2130
2131         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2132         {
2133                 p_ptr->new_spells = 0;
2134                 return;
2135         }
2136
2137         p = spell_category_name(mp_ptr->spell_book);
2138
2139         /* Determine the number of spells allowed */
2140         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2141
2142         /* Hack -- no negative spells */
2143         if (levels < 0) levels = 0;
2144
2145         /* Extract total allowed spells */
2146         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2147
2148         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2149         {
2150                 bonus = 4;
2151         }
2152         if (p_ptr->pclass == CLASS_SAMURAI)
2153         {
2154                 num_allowed = 32;
2155         }
2156         else if (p_ptr->realm2 == REALM_NONE)
2157         {
2158                 num_allowed = (num_allowed+1)/2;
2159                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2160         }
2161         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2162         {
2163                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2164         }
2165         else
2166         {
2167                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2168         }
2169
2170         /* Count the number of spells we know */
2171         for (j = 0; j < 64; j++)
2172         {
2173                 /* Count known spells */
2174                 if ((j < 32) ?
2175                     (p_ptr->spell_forgotten1 & (1L << j)) :
2176                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2177                 {
2178                         num_boukyaku++;
2179                 }
2180         }
2181
2182         /* See how many spells we must forget or may learn */
2183         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2184
2185         /* Forget spells which are too hard */
2186         for (i = 63; i >= 0; i--)
2187         {
2188                 /* Efficiency -- all done */
2189                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2190
2191                 /* Access the spell */
2192                 j = p_ptr->spell_order[i];
2193
2194                 /* Skip non-spells */
2195                 if (j >= 99) continue;
2196
2197
2198                 /* Get the spell */
2199                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2200                 {
2201                         if (j < 32)
2202                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2203                         else
2204                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2205                 }
2206                 else if (j < 32)
2207                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2208                 else
2209                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2210
2211                 /* Skip spells we are allowed to know */
2212                 if (s_ptr->slevel <= p_ptr->lev) continue;
2213
2214                 /* Is it known? */
2215                 if ((j < 32) ?
2216                     (p_ptr->spell_learned1 & (1L << j)) :
2217                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2218                 {
2219                         /* Mark as forgotten */
2220                         if (j < 32)
2221                         {
2222                                 p_ptr->spell_forgotten1 |= (1L << j);
2223                                 which = p_ptr->realm1;
2224                         }
2225                         else
2226                         {
2227                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2228                                 which = p_ptr->realm2;
2229                         }
2230
2231                         /* No longer known */
2232                         if (j < 32)
2233                         {
2234                                 p_ptr->spell_learned1 &= ~(1L << j);
2235                                 which = p_ptr->realm1;
2236                         }
2237                         else
2238                         {
2239                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2240                                 which = p_ptr->realm2;
2241                         }
2242
2243 #ifdef JP
2244                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2245 #else
2246                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2247 #endif
2248
2249
2250                         /* One more can be learned */
2251                         p_ptr->new_spells++;
2252                 }
2253         }
2254
2255
2256         /* Forget spells if we know too many spells */
2257         for (i = 63; i >= 0; i--)
2258         {
2259                 /* Stop when possible */
2260                 if (p_ptr->new_spells >= 0) break;
2261
2262                 /* Efficiency -- all done */
2263                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2264
2265                 /* Get the (i+1)th spell learned */
2266                 j = p_ptr->spell_order[i];
2267
2268                 /* Skip unknown spells */
2269                 if (j >= 99) continue;
2270
2271                 /* Forget it (if learned) */
2272                 if ((j < 32) ?
2273                     (p_ptr->spell_learned1 & (1L << j)) :
2274                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2275                 {
2276                         /* Mark as forgotten */
2277                         if (j < 32)
2278                         {
2279                                 p_ptr->spell_forgotten1 |= (1L << j);
2280                                 which = p_ptr->realm1;
2281                         }
2282                         else
2283                         {
2284                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2285                                 which = p_ptr->realm2;
2286                         }
2287
2288                         /* No longer known */
2289                         if (j < 32)
2290                         {
2291                                 p_ptr->spell_learned1 &= ~(1L << j);
2292                                 which = p_ptr->realm1;
2293                         }
2294                         else
2295                         {
2296                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2297                                 which = p_ptr->realm2;
2298                         }
2299
2300 #ifdef JP
2301                         msg_format("%sの%sを忘れてしまった。",
2302                                    do_spell(which, j%32, SPELL_NAME), p );
2303 #else
2304                         msg_format("You have forgotten the %s of %s.", p,
2305                                    do_spell(which, j%32, SPELL_NAME));
2306 #endif
2307
2308
2309                         /* One more can be learned */
2310                         p_ptr->new_spells++;
2311                 }
2312         }
2313
2314
2315         /* Check for spells to remember */
2316         for (i = 0; i < 64; i++)
2317         {
2318                 /* None left to remember */
2319                 if (p_ptr->new_spells <= 0) break;
2320
2321                 /* Efficiency -- all done */
2322                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2323
2324                 /* Get the next spell we learned */
2325                 j = p_ptr->spell_order[i];
2326
2327                 /* Skip unknown spells */
2328                 if (j >= 99) break;
2329
2330                 /* Access the spell */
2331                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2332                 {
2333                         if (j < 32)
2334                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2335                         else
2336                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2337                 }
2338                 else if (j<32)
2339                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2340                 else
2341                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2342
2343                 /* Skip spells we cannot remember */
2344                 if (s_ptr->slevel > p_ptr->lev) continue;
2345
2346                 /* First set of spells */
2347                 if ((j < 32) ?
2348                     (p_ptr->spell_forgotten1 & (1L << j)) :
2349                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2350                 {
2351                         /* No longer forgotten */
2352                         if (j < 32)
2353                         {
2354                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2355                                 which = p_ptr->realm1;
2356                         }
2357                         else
2358                         {
2359                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2360                                 which = p_ptr->realm2;
2361                         }
2362
2363                         /* Known once more */
2364                         if (j < 32)
2365                         {
2366                                 p_ptr->spell_learned1 |= (1L << j);
2367                                 which = p_ptr->realm1;
2368                         }
2369                         else
2370                         {
2371                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2372                                 which = p_ptr->realm2;
2373                         }
2374
2375 #ifdef JP
2376                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2377 #else
2378                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2379 #endif
2380
2381
2382                         /* One less can be learned */
2383                         p_ptr->new_spells--;
2384                 }
2385         }
2386
2387         k = 0;
2388
2389         if (p_ptr->realm2 == REALM_NONE)
2390         {
2391                 /* Count spells that can be learned */
2392                 for (j = 0; j < 32; j++)
2393                 {
2394                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2395                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2396
2397                         /* Skip spells we cannot remember */
2398                         if (s_ptr->slevel > p_ptr->lev) continue;
2399
2400                         /* Skip spells we already know */
2401                         if (p_ptr->spell_learned1 & (1L << j))
2402                         {
2403                                 continue;
2404                         }
2405
2406                         /* Count it */
2407                         k++;
2408                 }
2409                 if (k > 32) k = 32;
2410                 if ((p_ptr->new_spells > k) &&
2411                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2412                 {
2413                         p_ptr->new_spells = (s16b)k;
2414                 }
2415         }
2416
2417         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2418
2419         /* Spell count changed */
2420         if (p_ptr->old_spells != p_ptr->new_spells)
2421         {
2422                 /* Message if needed */
2423                 if (p_ptr->new_spells)
2424                 {
2425 #ifdef JP
2426                         if( p_ptr->new_spells < 10 ){
2427                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2428                         }else{
2429                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2430                         }
2431 #else
2432                         msg_format("You can learn %d more %s%s.",
2433                                    p_ptr->new_spells, p,
2434                                    (p_ptr->new_spells != 1) ? "s" : "");
2435 #endif
2436
2437                 }
2438
2439                 /* Save the new_spells value */
2440                 p_ptr->old_spells = p_ptr->new_spells;
2441
2442                 /* Redraw Study Status */
2443                 p_ptr->redraw |= (PR_STUDY);
2444
2445                 /* Redraw object recall */
2446                 p_ptr->window |= (PW_OBJECT);
2447         }
2448 }
2449
2450 /*!
2451  * @brief プレイヤーの最大MPを計算する /
2452  * Calculate maximum mana.  You do not need to know any spells.
2453  * Note that mana is lowered by heavy (or inappropriate) armor.
2454  * @return なし
2455  * @details
2456  * This function induces status messages.
2457  */
2458 static void calc_mana(void)
2459 {
2460         int msp, levels, cur_wgt, max_wgt;
2461
2462         object_type     *o_ptr;
2463
2464
2465         /* Hack -- Must be literate */
2466         if (!mp_ptr->spell_book) return;
2467
2468         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2469             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2470             (p_ptr->pclass == CLASS_BLUE_MAGE))
2471         {
2472                 levels = p_ptr->lev;
2473         }
2474         else
2475         {
2476                 if(mp_ptr->spell_first > p_ptr->lev)
2477                 {
2478                         /* Save new mana */
2479                         p_ptr->msp = 0;
2480
2481                         /* Display mana later */
2482                         p_ptr->redraw |= (PR_MANA);
2483                         return;
2484                 }
2485
2486                 /* Extract "effective" player level */
2487                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2488         }
2489
2490         if (p_ptr->pclass == CLASS_SAMURAI)
2491         {
2492                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2493                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2494         }
2495         else
2496         {
2497                 /* Extract total mana */
2498                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2499
2500                 /* Hack -- usually add one mana */
2501                 if (msp) msp++;
2502
2503                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2504
2505                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2506
2507                 /* Hack: High mages have a 25% mana bonus */
2508                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2509
2510                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2511         }
2512
2513         /* Only mages are affected */
2514         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2515         {
2516                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2517
2518                 /* Assume player is not encumbered by gloves */
2519                 p_ptr->cumber_glove = FALSE;
2520
2521                 /* Get the gloves */
2522                 o_ptr = &inventory[INVEN_HANDS];
2523
2524                 /* Examine the gloves */
2525                 object_flags(o_ptr, flgs);
2526
2527                 /* Normal gloves hurt mage-type spells */
2528                 if (o_ptr->k_idx &&
2529                     !(have_flag(flgs, TR_FREE_ACT)) &&
2530                         !(have_flag(flgs, TR_DEC_MANA)) &&
2531                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2532                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2533                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2534                 {
2535                         /* Encumbered */
2536                         p_ptr->cumber_glove = TRUE;
2537
2538                         /* Reduce mana */
2539                         msp = (3 * msp) / 4;
2540                 }
2541         }
2542
2543
2544         /* Assume player not encumbered by armor */
2545         p_ptr->cumber_armor = FALSE;
2546
2547         /* Weigh the armor */
2548         cur_wgt = 0;
2549         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2550         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2551         cur_wgt += inventory[INVEN_BODY].weight;
2552         cur_wgt += inventory[INVEN_HEAD].weight;
2553         cur_wgt += inventory[INVEN_OUTER].weight;
2554         cur_wgt += inventory[INVEN_HANDS].weight;
2555         cur_wgt += inventory[INVEN_FEET].weight;
2556
2557         /* Subtract a percentage of maximum mana. */
2558         switch (p_ptr->pclass)
2559         {
2560                 /* For these classes, mana is halved if armour 
2561                  * is 30 pounds over their weight limit. */
2562                 case CLASS_MAGE:
2563                 case CLASS_HIGH_MAGE:
2564                 case CLASS_BLUE_MAGE:
2565                 case CLASS_MONK:
2566                 case CLASS_FORCETRAINER:
2567                 case CLASS_SORCERER:
2568                 {
2569                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2570                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2571                         break;
2572                 }
2573
2574                 /* Mana halved if armour is 40 pounds over weight limit. */
2575                 case CLASS_PRIEST:
2576                 case CLASS_BARD:
2577                 case CLASS_TOURIST:
2578                 {
2579                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2580                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2581                         break;
2582                 }
2583
2584                 case CLASS_MINDCRAFTER:
2585                 case CLASS_BEASTMASTER:
2586                 case CLASS_MIRROR_MASTER:
2587                 {
2588                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2589                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2590                         break;
2591                 }
2592
2593                 /* Mana halved if armour is 50 pounds over weight limit. */
2594                 case CLASS_ROGUE:
2595                 case CLASS_RANGER:
2596                 case CLASS_RED_MAGE:
2597                 case CLASS_WARRIOR_MAGE:
2598                 {
2599                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2600                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2601                         break;
2602                 }
2603
2604                 /* Mana halved if armour is 60 pounds over weight limit. */
2605                 case CLASS_PALADIN:
2606                 case CLASS_CHAOS_WARRIOR:
2607                 {
2608                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2609                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2610                         break;
2611                 }
2612
2613                 /* For new classes created, but not yet added to this formula. */
2614                 default:
2615                 {
2616                         break;
2617                 }
2618         }
2619
2620         /* Determine the weight allowance */
2621         max_wgt = mp_ptr->spell_weight;
2622
2623         /* Heavy armor penalizes mana by a percentage.  -LM- */
2624         if ((cur_wgt - max_wgt) > 0)
2625         {
2626                 /* Encumbered */
2627                 p_ptr->cumber_armor = TRUE;
2628
2629                 /* Subtract a percentage of maximum mana. */
2630                 switch (p_ptr->pclass)
2631                 {
2632                         /* For these classes, mana is halved if armour 
2633                          * is 30 pounds over their weight limit. */
2634                         case CLASS_MAGE:
2635                         case CLASS_HIGH_MAGE:
2636                         case CLASS_BLUE_MAGE:
2637                         {
2638                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2639                                 break;
2640                         }
2641
2642                         /* Mana halved if armour is 40 pounds over weight limit. */
2643                         case CLASS_PRIEST:
2644                         case CLASS_MINDCRAFTER:
2645                         case CLASS_BEASTMASTER:
2646                         case CLASS_BARD:
2647                         case CLASS_FORCETRAINER:
2648                         case CLASS_TOURIST:
2649                         case CLASS_MIRROR_MASTER:
2650                         {
2651                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2652                                 break;
2653                         }
2654
2655                         case CLASS_SORCERER:
2656                         {
2657                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2658                                 break;
2659                         }
2660
2661                         /* Mana halved if armour is 50 pounds over weight limit. */
2662                         case CLASS_ROGUE:
2663                         case CLASS_RANGER:
2664                         case CLASS_MONK:
2665                         case CLASS_RED_MAGE:
2666                         {
2667                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2668                                 break;
2669                         }
2670
2671                         /* Mana halved if armour is 60 pounds over weight limit. */
2672                         case CLASS_PALADIN:
2673                         case CLASS_CHAOS_WARRIOR:
2674                         case CLASS_WARRIOR_MAGE:
2675                         {
2676                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2677                                 break;
2678                         }
2679
2680                         case CLASS_SAMURAI:
2681                         {
2682                                 p_ptr->cumber_armor = FALSE;
2683                                 break;
2684                         }
2685
2686                         /* For new classes created, but not yet added to this formula. */
2687                         default:
2688                         {
2689                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2690                                 break;
2691                         }
2692                 }
2693         }
2694
2695         /* Mana can never be negative */
2696         if (msp < 0) msp = 0;
2697
2698
2699         /* Maximum mana has changed */
2700         if (p_ptr->msp != msp)
2701         {
2702                 /* Enforce maximum */
2703                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2704                 {
2705                         p_ptr->csp = msp;
2706                         p_ptr->csp_frac = 0;
2707                 }
2708
2709 #ifdef JP
2710                 /* レベルアップの時は上昇量を表示する */
2711                 if ((level_up == 1) && (msp > p_ptr->msp))
2712                 {
2713                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2714                 }
2715 #endif
2716                 /* Save new mana */
2717                 p_ptr->msp = msp;
2718
2719                 /* Display mana later */
2720                 p_ptr->redraw |= (PR_MANA);
2721
2722                 p_ptr->window |= (PW_PLAYER);
2723                 p_ptr->window |= (PW_SPELL);
2724         }
2725
2726
2727         /* Hack -- handle "xtra" mode */
2728         if (character_xtra) return;
2729
2730         /* Take note when "glove state" changes */
2731         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2732         {
2733                 if (p_ptr->cumber_glove)
2734                 {
2735                         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."));
2736                 }
2737                 else
2738                 {
2739                         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."));
2740                 }
2741
2742                 /* Save it */
2743                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2744         }
2745
2746
2747         /* Take note when "armor state" changes */
2748         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2749         {
2750                 if (p_ptr->cumber_armor)
2751                 {
2752                         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."));
2753                 }
2754                 else
2755                 {
2756                         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."));
2757                 }
2758
2759                 /* Save it */
2760                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2761         }
2762 }
2763
2764
2765
2766 /*!
2767  * @brief プレイヤーの最大HPを計算する /
2768  * Calculate the players (maximal) hit points
2769  * Adjust current hitpoints if necessary
2770  * @return なし
2771  * @details
2772  */
2773 static void calc_hitpoints(void)
2774 {
2775         int bonus, mhp;
2776         byte tmp_hitdie;
2777
2778         /* Un-inflate "half-hitpoint bonus per level" value */
2779         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2780
2781         /* Calculate hitpoints */
2782         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2783
2784         if (p_ptr->mimic_form)
2785         {
2786                 if (p_ptr->pclass == CLASS_SORCERER)
2787                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2788                 else
2789                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2790                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2791         }
2792
2793         if (p_ptr->pclass == CLASS_SORCERER)
2794         {
2795                 if (p_ptr->lev < 30)
2796                         mhp = (mhp * (45+p_ptr->lev) / 100);
2797                 else
2798                         mhp = (mhp * 75 / 100);
2799                 bonus = (bonus * 65 / 100);
2800         }
2801
2802         mhp += bonus;
2803
2804         if (p_ptr->pclass == CLASS_BERSERKER)
2805         {
2806                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2807         }
2808
2809         /* Always have at least one hitpoint per level */
2810         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2811
2812         /* Factor in the hero / superhero settings */
2813         if (IS_HERO()) mhp += 10;
2814         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2815         if (p_ptr->tsuyoshi) mhp += 50;
2816
2817         /* Factor in the hex spell settings */
2818         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2819         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2820
2821         /* New maximum hitpoints */
2822         if (p_ptr->mhp != mhp)
2823         {
2824                 /* Enforce maximum */
2825                 if (p_ptr->chp >= mhp)
2826                 {
2827                         p_ptr->chp = mhp;
2828                         p_ptr->chp_frac = 0;
2829                 }
2830
2831 #ifdef JP
2832                 /* レベルアップの時は上昇量を表示する */
2833                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2834                 {
2835                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2836                 }
2837 #endif
2838                 /* Save the new max-hitpoints */
2839                 p_ptr->mhp = mhp;
2840
2841                 /* Display hitpoints (later) */
2842                 p_ptr->redraw |= (PR_HP);
2843
2844                 p_ptr->window |= (PW_PLAYER);
2845         }
2846 }
2847
2848 /*!
2849  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2850  * @return なし
2851  * @details
2852  * SWD: Experimental modification: multiple light sources have additive effect.
2853  */
2854 static void calc_torch(void)
2855 {
2856         int i, rad;
2857         object_type *o_ptr;
2858         BIT_FLAGS flgs[TR_FLAG_SIZE];
2859
2860         /* Assume no light */
2861         p_ptr->cur_lite = 0;
2862
2863         /* Loop through all wielded items */
2864         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2865         {
2866                 o_ptr = &inventory[i];
2867                 /* Skip empty slots */
2868                 if (!o_ptr->k_idx) continue;
2869                 
2870                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2871                 
2872                 /* Need Fuels */
2873                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2874                 {
2875                         if (o_ptr->tval == TV_LITE)
2876                         {
2877                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2878                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2879                         }
2880                 }
2881
2882                 /* Extract the flags */
2883                 object_flags(o_ptr, flgs);
2884
2885                 /* calc the lite_radius */
2886                 
2887                 rad = 0;
2888                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2889                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2890                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2891                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2892                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2893                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2894                 p_ptr->cur_lite += (s16b)rad;
2895         }
2896
2897         /* max radius is 14 (was 5) without rewriting other code -- */
2898         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2899         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2900                 p_ptr->cur_lite = 1;
2901
2902         /*
2903          * check if the player doesn't have light radius, 
2904          * but does weakly glow as an intrinsic.
2905          */
2906         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2907
2908         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2909         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2910
2911         /* end experimental mods */
2912
2913         /* Notice changes in the "lite radius" */
2914         if (p_ptr->old_lite != p_ptr->cur_lite)
2915         {
2916                 /* Hack -- PU_MON_LITE for monsters' darkness */
2917                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2918
2919                 /* Remember the old lite */
2920                 p_ptr->old_lite = p_ptr->cur_lite;
2921
2922                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2923                         set_superstealth(FALSE);
2924         }
2925 }
2926
2927
2928 /*!
2929  * @brief プレイヤーの所持重量制限を計算する /
2930  * Computes current weight limit.
2931  * @return 制限重量(ポンド)
2932  */
2933 WEIGHT weight_limit(void)
2934 {
2935         WEIGHT i;
2936
2937         /* Weight limit based only on strength */
2938         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2939         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2940
2941         /* Return the result */
2942         return i;
2943 }
2944
2945 /*!
2946  * @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 /
2947  * @param i 判定する手のID(右手:0 左手:1)
2948  * @return 持っているならばTRUE
2949  */
2950 bool buki_motteruka(int i)
2951 {
2952         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2953 }
2954
2955 /*!
2956  * @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 /
2957  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2958  * @return 重すぎるならばTRUE
2959  */
2960 bool is_heavy_shoot(object_type *o_ptr)
2961 {
2962         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2963         /* It is hard to carholdry a heavy bow */
2964         return (hold < o_ptr->weight / 10);
2965 }
2966
2967 /*!
2968  * @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 /
2969  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2970  * @return 対応する矢/弾薬のベースアイテムID
2971  */
2972 int bow_tval_ammo(object_type *o_ptr)
2973 {
2974         /* Analyze the launcher */
2975         switch (o_ptr->sval)
2976         {
2977                 case SV_SLING:
2978                 {
2979                         return TV_SHOT;
2980                 }
2981
2982                 case SV_SHORT_BOW:
2983                 case SV_LONG_BOW:
2984                 case SV_NAMAKE_BOW:
2985                 {
2986                         return TV_ARROW;
2987                 }
2988
2989                 case SV_LIGHT_XBOW:
2990                 case SV_HEAVY_XBOW:
2991                 {
2992                         return TV_BOLT;
2993                 }
2994                 case SV_CRIMSON:
2995                 case SV_HARP:
2996                 {
2997                         return TV_NO_AMMO;
2998                 }
2999         }
3000         
3001         return 0;
3002 }
3003
3004 /*!
3005  * @brief 装備中の射撃武器の威力倍率を返す /
3006  * calcurate the fire rate of target object
3007  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3008  * @return 射撃倍率の値(100で1.00倍)
3009  */
3010 s16b calc_num_fire(object_type *o_ptr)
3011 {
3012         int extra_shots = 0;
3013         int i;
3014         int num = 0;
3015         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3016         object_type *q_ptr;
3017         BIT_FLAGS flgs[TR_FLAG_SIZE];
3018         
3019         /* Scan the usable inventory */
3020         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3021         {
3022                 q_ptr = &inventory[i];
3023
3024                 /* Skip non-objects */
3025                 if (!q_ptr->k_idx) continue;
3026                 
3027                 /* Do not apply current equip */
3028                 if (i == INVEN_BOW) continue;
3029
3030                 /* Extract the item flags */
3031                 object_flags(q_ptr, flgs);
3032
3033                 /* Boost shots */
3034                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3035         }
3036         
3037         object_flags(o_ptr, flgs);
3038         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3039         
3040         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3041         {
3042                 num = 100;
3043                 /* Extra shots */
3044                 num += (extra_shots * 100);
3045
3046                 /* Hack -- Rangers love Bows */
3047                 if ((p_ptr->pclass == CLASS_RANGER) && 
3048                                         (tval_ammo == TV_ARROW))
3049                 {
3050                         num += (p_ptr->lev * 4);
3051                 }
3052
3053                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3054                     (tval_ammo == TV_ARROW))
3055                 {
3056                         num += (p_ptr->lev * 3);
3057                 }
3058
3059                 if (p_ptr->pclass == CLASS_ARCHER)
3060                 {
3061                         if (tval_ammo == TV_ARROW)
3062                                 num += ((p_ptr->lev * 5)+50);
3063                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3064                                 num += (p_ptr->lev * 4);
3065                 }
3066
3067                 /*
3068                  * Addendum -- also "Reward" high level warriors,
3069                  * with _any_ missile weapon -- TY
3070                  */
3071                 if (p_ptr->pclass == CLASS_WARRIOR &&
3072                    (tval_ammo <= TV_BOLT) &&
3073                    (tval_ammo >= TV_SHOT))
3074                 {
3075                         num += (p_ptr->lev * 2);
3076                 }
3077                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3078                     (tval_ammo == TV_SHOT))
3079                 {
3080                         num += (p_ptr->lev * 4);
3081                 }
3082         }
3083         return (s16b)num;
3084 }
3085
3086 /*!
3087  * @brief プレイヤーの全ステータスを更新する / 
3088  * Calculate the players current "state", taking into account
3089  * not only race/class intrinsics, but also objects being worn
3090  * and temporary spell effects.
3091  * @return なし
3092  * @details
3093  * <pre>
3094  * See also calc_mana() and calc_hitpoints().
3095  *
3096  * Take note of the new "speed code", in particular, a very strong
3097  * player will start slowing down as soon as he reaches 150 pounds,
3098  * but not until he reaches 450 pounds will he be half as fast as
3099  * a normal kobold.  This both hurts and helps the player, hurts
3100  * because in the old days a player could just avoid 300 pounds,
3101  * and helps because now carrying 300 pounds is not very painful.
3102  *
3103  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3104  * damage, since that would affect non-combat things.  These values
3105  * are actually added in later, at the appropriate place.
3106  *
3107  * This function induces various "status" messages.
3108  * </pre>
3109  */
3110 void calc_bonuses(void)
3111 {
3112         int             i, j, hold, neutral[2];
3113         int             new_speed;
3114         int             default_hand = 0;
3115         int             empty_hands_status = empty_hands(TRUE);
3116         int             extra_blows[2];
3117         object_type     *o_ptr;
3118         BIT_FLAGS flgs[TR_FLAG_SIZE];
3119         bool            omoi = FALSE;
3120         bool            yoiyami = FALSE;
3121         bool            down_saving = FALSE;
3122 #if 0
3123         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3124 #endif
3125         bool            have_sw = FALSE, have_kabe = FALSE;
3126         bool            easy_2weapon = FALSE;
3127         bool            riding_levitation = FALSE;
3128         OBJECT_IDX this_o_idx, next_o_idx = 0;
3129         const player_race *tmp_rp_ptr;
3130
3131         /* Save the old vision stuff */
3132         bool old_telepathy = p_ptr->telepathy;
3133         bool old_esp_animal = p_ptr->esp_animal;
3134         bool old_esp_undead = p_ptr->esp_undead;
3135         bool old_esp_demon = p_ptr->esp_demon;
3136         bool old_esp_orc = p_ptr->esp_orc;
3137         bool old_esp_troll = p_ptr->esp_troll;
3138         bool old_esp_giant = p_ptr->esp_giant;
3139         bool old_esp_dragon = p_ptr->esp_dragon;
3140         bool old_esp_human = p_ptr->esp_human;
3141         bool old_esp_evil = p_ptr->esp_evil;
3142         bool old_esp_good = p_ptr->esp_good;
3143         bool old_esp_nonliving = p_ptr->esp_nonliving;
3144         bool old_esp_unique = p_ptr->esp_unique;
3145         bool old_see_inv = p_ptr->see_inv;
3146         bool old_mighty_throw = p_ptr->mighty_throw;
3147
3148         /* Save the old armor class */
3149         s16b old_dis_ac = p_ptr->dis_ac;
3150         s16b old_dis_to_a = p_ptr->dis_to_a;
3151
3152
3153         /* Clear extra blows/shots */
3154         extra_blows[0] = extra_blows[1] = 0;
3155
3156         /* Clear the stat modifiers */
3157         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3158
3159
3160         /* Clear the Displayed/Real armor class */
3161         p_ptr->dis_ac = p_ptr->ac = 0;
3162
3163         /* Clear the Displayed/Real Bonuses */
3164         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3165         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3166         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3167         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3168         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3169         p_ptr->dis_to_a = p_ptr->to_a = 0;
3170         p_ptr->to_h_m = 0;
3171         p_ptr->to_d_m = 0;
3172
3173         p_ptr->to_m_chance = 0;
3174
3175         /* Clear the Extra Dice Bonuses */
3176         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3177         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3178
3179         /* Start with "normal" speed */
3180         new_speed = 110;
3181
3182         /* Start with a single blow per turn */
3183         p_ptr->num_blow[0] = 1;
3184         p_ptr->num_blow[1] = 1;
3185
3186         /* Start with a single shot per turn */
3187         p_ptr->num_fire = 100;
3188
3189         /* Reset the "xtra" tval */
3190         p_ptr->tval_xtra = 0;
3191
3192         /* Reset the "ammo" tval */
3193         p_ptr->tval_ammo = 0;
3194
3195         /* Clear all the flags */
3196         p_ptr->cursed = 0L;
3197         p_ptr->bless_blade = FALSE;
3198         p_ptr->xtra_might = FALSE;
3199         p_ptr->impact[0] = FALSE;
3200         p_ptr->impact[1] = FALSE;
3201         p_ptr->pass_wall = FALSE;
3202         p_ptr->kill_wall = FALSE;
3203         p_ptr->dec_mana = FALSE;
3204         p_ptr->easy_spell = FALSE;
3205         p_ptr->heavy_spell = FALSE;
3206         p_ptr->see_inv = FALSE;
3207         p_ptr->free_act = FALSE;
3208         p_ptr->slow_digest = FALSE;
3209         p_ptr->regenerate = FALSE;
3210         p_ptr->can_swim = FALSE;
3211         p_ptr->levitation = FALSE;
3212         p_ptr->hold_exp = FALSE;
3213         p_ptr->telepathy = FALSE;
3214         p_ptr->esp_animal = FALSE;
3215         p_ptr->esp_undead = FALSE;
3216         p_ptr->esp_demon = FALSE;
3217         p_ptr->esp_orc = FALSE;
3218         p_ptr->esp_troll = FALSE;
3219         p_ptr->esp_giant = FALSE;
3220         p_ptr->esp_dragon = FALSE;
3221         p_ptr->esp_human = FALSE;
3222         p_ptr->esp_evil = FALSE;
3223         p_ptr->esp_good = FALSE;
3224         p_ptr->esp_nonliving = FALSE;
3225         p_ptr->esp_unique = FALSE;
3226         p_ptr->lite = FALSE;
3227         p_ptr->sustain_str = FALSE;
3228         p_ptr->sustain_int = FALSE;
3229         p_ptr->sustain_wis = FALSE;
3230         p_ptr->sustain_con = FALSE;
3231         p_ptr->sustain_dex = FALSE;
3232         p_ptr->sustain_chr = FALSE;
3233         p_ptr->resist_acid = FALSE;
3234         p_ptr->resist_elec = FALSE;
3235         p_ptr->resist_fire = FALSE;
3236         p_ptr->resist_cold = FALSE;
3237         p_ptr->resist_pois = FALSE;
3238         p_ptr->resist_conf = FALSE;
3239         p_ptr->resist_sound = FALSE;
3240         p_ptr->resist_lite = FALSE;
3241         p_ptr->resist_dark = FALSE;
3242         p_ptr->resist_chaos = FALSE;
3243         p_ptr->resist_disen = FALSE;
3244         p_ptr->resist_shard = FALSE;
3245         p_ptr->resist_nexus = FALSE;
3246         p_ptr->resist_blind = FALSE;
3247         p_ptr->resist_neth = FALSE;
3248         p_ptr->resist_time = FALSE;
3249         p_ptr->resist_fear = FALSE;
3250         p_ptr->reflect = FALSE;
3251         p_ptr->sh_fire = FALSE;
3252         p_ptr->sh_elec = FALSE;
3253         p_ptr->sh_cold = FALSE;
3254         p_ptr->anti_magic = FALSE;
3255         p_ptr->anti_tele = FALSE;
3256         p_ptr->warning = FALSE;
3257         p_ptr->mighty_throw = FALSE;
3258         p_ptr->see_nocto = FALSE;
3259
3260         p_ptr->immune_acid = FALSE;
3261         p_ptr->immune_elec = FALSE;
3262         p_ptr->immune_fire = FALSE;
3263         p_ptr->immune_cold = FALSE;
3264
3265         p_ptr->ryoute = FALSE;
3266         p_ptr->migite = FALSE;
3267         p_ptr->hidarite = FALSE;
3268         p_ptr->no_flowed = FALSE;
3269
3270         p_ptr->align = friend_align;
3271
3272         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3273         else tmp_rp_ptr = &race_info[p_ptr->prace];
3274
3275         /* Base infravision (purely racial) */
3276         p_ptr->see_infra = tmp_rp_ptr->infra;
3277
3278         /* Base skill -- disarming */
3279         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3280
3281         /* Base skill -- magic devices */
3282         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3283
3284         /* Base skill -- saving throw */
3285         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3286
3287         /* Base skill -- stealth */
3288         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3289
3290         /* Base skill -- searching ability */
3291         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3292
3293         /* Base skill -- searching frequency */
3294         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3295
3296         /* Base skill -- combat (normal) */
3297         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3298
3299         /* Base skill -- combat (shooting) */
3300         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3301
3302         /* Base skill -- combat (throwing) */
3303         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3304
3305         /* Base skill -- digging */
3306         p_ptr->skill_dig = 0;
3307
3308         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3309         if (buki_motteruka(INVEN_LARM))
3310         {
3311                 p_ptr->hidarite = TRUE;
3312                 if (!p_ptr->migite) default_hand = 1;
3313         }
3314
3315         if (CAN_TWO_HANDS_WIELDING())
3316         {
3317                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3318                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3319                 {
3320                         p_ptr->ryoute = TRUE;
3321                 }
3322                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3323                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3324                 {
3325                         p_ptr->ryoute = TRUE;
3326                 }
3327                 else
3328                 {
3329                         switch (p_ptr->pclass)
3330                         {
3331                         case CLASS_MONK:
3332                         case CLASS_FORCETRAINER:
3333                         case CLASS_BERSERKER:
3334                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3335                                 {
3336                                         p_ptr->migite = TRUE;
3337                                         p_ptr->ryoute = TRUE;
3338                                 }
3339                                 break;
3340                         }
3341                 }
3342         }
3343
3344         if (!p_ptr->migite && !p_ptr->hidarite)
3345         {
3346                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3347                 else if (empty_hands_status == EMPTY_HAND_LARM)
3348                 {
3349                         p_ptr->hidarite = TRUE;
3350                         default_hand = 1;
3351                 }
3352         }
3353
3354         if (p_ptr->special_defense & KAMAE_MASK)
3355         {
3356                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3357                 {
3358                         set_action(ACTION_NONE);
3359                 }
3360         }
3361
3362         switch (p_ptr->pclass)
3363         {
3364                 case CLASS_WARRIOR:
3365                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3366                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3367                         break;
3368                 case CLASS_PALADIN:
3369                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3370                         break;
3371                 case CLASS_CHAOS_WARRIOR:
3372                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3373                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3374                         break;
3375                 case CLASS_MINDCRAFTER:
3376                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3377                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3378                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3379                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3380                         break;
3381                 case CLASS_MONK:
3382                 case CLASS_FORCETRAINER:
3383                         /* Unencumbered Monks become faster every 10 levels */
3384                         if (!(heavy_armor()))
3385                         {
3386                                 if (!(prace_is_(RACE_KLACKON) ||
3387                                       prace_is_(RACE_SPRITE) ||
3388                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3389                                         new_speed += (p_ptr->lev) / 10;
3390
3391                                 /* Free action if unencumbered at level 25 */
3392                                 if  (p_ptr->lev > 24)
3393                                         p_ptr->free_act = TRUE;
3394                         }
3395                         break;
3396                 case CLASS_SORCERER:
3397                         p_ptr->to_a -= 50;
3398                         p_ptr->dis_to_a -= 50;
3399                         break;
3400                 case CLASS_BARD:
3401                         p_ptr->resist_sound = TRUE;
3402                         break;
3403                 case CLASS_SAMURAI:
3404                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3405                         break;
3406                 case CLASS_BERSERKER:
3407                         p_ptr->shero = 1;
3408                         p_ptr->sustain_str = TRUE;
3409                         p_ptr->sustain_dex = TRUE;
3410                         p_ptr->sustain_con = TRUE;
3411                         p_ptr->regenerate = TRUE;
3412                         p_ptr->free_act = TRUE;
3413                         new_speed += 2;
3414                         if (p_ptr->lev > 29) new_speed++;
3415                         if (p_ptr->lev > 39) new_speed++;
3416                         if (p_ptr->lev > 44) new_speed++;
3417                         if (p_ptr->lev > 49) new_speed++;
3418                         p_ptr->to_a += 10+p_ptr->lev/2;
3419                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3420                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3421                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3422                         p_ptr->redraw |= PR_STATUS;
3423                         break;
3424                 case CLASS_MIRROR_MASTER:
3425                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3426                         break;
3427                 case CLASS_NINJA:
3428                         /* Unencumbered Ninjas become faster every 10 levels */
3429                         if (heavy_armor())
3430                         {
3431                                 new_speed -= (p_ptr->lev) / 10;
3432                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3433                         }
3434                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3435                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3436                         {
3437                                 new_speed += 3;
3438                                 if (!(prace_is_(RACE_KLACKON) ||
3439                                       prace_is_(RACE_SPRITE) ||
3440                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3441                                         new_speed += (p_ptr->lev) / 10;
3442                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3443
3444                                 /* Free action if unencumbered at level 25 */
3445                                 if  (p_ptr->lev > 24)
3446                                         p_ptr->free_act = TRUE;
3447                         }
3448                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3449                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3450                         {
3451                                 p_ptr->to_a += p_ptr->lev/2+5;
3452                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3453                         }
3454                         p_ptr->slow_digest = TRUE;
3455                         p_ptr->resist_fear = TRUE;
3456                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3457                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3458                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3459                         if (p_ptr->lev > 44)
3460                         {
3461                                 p_ptr->oppose_pois = 1;
3462                                 p_ptr->redraw |= PR_STATUS;
3463                         }
3464                         p_ptr->see_nocto = TRUE;
3465                         break;
3466         }
3467
3468         /***** Races ****/
3469         if (p_ptr->mimic_form)
3470         {
3471                 switch (p_ptr->mimic_form)
3472                 {
3473                 case MIMIC_DEMON:
3474                         p_ptr->hold_exp = TRUE;
3475                         p_ptr->resist_chaos = TRUE;
3476                         p_ptr->resist_neth = TRUE;
3477                         p_ptr->resist_fire = TRUE;
3478                         p_ptr->oppose_fire = 1;
3479                         p_ptr->see_inv=TRUE;
3480                         new_speed += 3;
3481                         p_ptr->redraw |= PR_STATUS;
3482                         p_ptr->to_a += 10;
3483                         p_ptr->dis_to_a += 10;
3484                         p_ptr->align -= 200;
3485                         break;
3486                 case MIMIC_DEMON_LORD:
3487                         p_ptr->hold_exp = TRUE;
3488                         p_ptr->resist_chaos = TRUE;
3489                         p_ptr->resist_neth = TRUE;
3490                         p_ptr->immune_fire = TRUE;
3491                         p_ptr->resist_acid = TRUE;
3492                         p_ptr->resist_fire = TRUE;
3493                         p_ptr->resist_cold = TRUE;
3494                         p_ptr->resist_elec = TRUE;
3495                         p_ptr->resist_pois = TRUE;
3496                         p_ptr->resist_conf = TRUE;
3497                         p_ptr->resist_disen = TRUE;
3498                         p_ptr->resist_nexus = TRUE;
3499                         p_ptr->resist_fear = TRUE;
3500                         p_ptr->sh_fire = TRUE;
3501                         p_ptr->see_inv = TRUE;
3502                         p_ptr->telepathy = TRUE;
3503                         p_ptr->levitation = TRUE;
3504                         p_ptr->kill_wall = TRUE;
3505                         new_speed += 5;
3506                         p_ptr->to_a += 20;
3507                         p_ptr->dis_to_a += 20;
3508                         p_ptr->align -= 200;
3509                         break;
3510                 case MIMIC_VAMPIRE:
3511                         p_ptr->resist_dark = TRUE;
3512                         p_ptr->hold_exp = TRUE;
3513                         p_ptr->resist_neth = TRUE;
3514                         p_ptr->resist_cold = TRUE;
3515                         p_ptr->resist_pois = TRUE;
3516                         p_ptr->see_inv = TRUE;
3517                         new_speed += 3;
3518                         p_ptr->to_a += 10;
3519                         p_ptr->dis_to_a += 10;
3520                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3521                         break;
3522                 }
3523         }
3524         else
3525         {
3526                 switch (p_ptr->prace)
3527                 {
3528                 case RACE_ELF:
3529                         p_ptr->resist_lite = TRUE;
3530                         break;
3531                 case RACE_HOBBIT:
3532                         p_ptr->hold_exp = TRUE;
3533                         break;
3534                 case RACE_GNOME:
3535                         p_ptr->free_act = TRUE;
3536                         break;
3537                 case RACE_DWARF:
3538                         p_ptr->resist_blind = TRUE;
3539                         break;
3540                 case RACE_HALF_ORC:
3541                         p_ptr->resist_dark = TRUE;
3542                         break;
3543                 case RACE_HALF_TROLL:
3544                         p_ptr->sustain_str = TRUE;
3545
3546                         if (p_ptr->lev > 14)
3547                         {
3548                                 /* High level trolls heal fast... */
3549                                 p_ptr->regenerate = TRUE;
3550
3551                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3552                                 {
3553                                         p_ptr->slow_digest = TRUE;
3554                                         /* Let's not make Regeneration
3555                                          * a disadvantage for the poor warriors who can
3556                                          * never learn a spell that satisfies hunger (actually
3557                                          * neither can rogues, but half-trolls are not
3558                                          * supposed to play rogues) */
3559                                 }
3560                         }
3561                         break;
3562                 case RACE_AMBERITE:
3563                         p_ptr->sustain_con = TRUE;
3564                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3565                         break;
3566                 case RACE_HIGH_ELF:
3567                         p_ptr->resist_lite = TRUE;
3568                         p_ptr->see_inv = TRUE;
3569                         break;
3570                 case RACE_BARBARIAN:
3571                         p_ptr->resist_fear = TRUE;
3572                         break;
3573                 case RACE_HALF_OGRE:
3574                         p_ptr->resist_dark = TRUE;
3575                         p_ptr->sustain_str = TRUE;
3576                         break;
3577                 case RACE_HALF_GIANT:
3578                         p_ptr->sustain_str = TRUE;
3579                         p_ptr->resist_shard = TRUE;
3580                         break;
3581                 case RACE_HALF_TITAN:
3582                         p_ptr->resist_chaos = TRUE;
3583                         break;
3584                 case RACE_CYCLOPS:
3585                         p_ptr->resist_sound = TRUE;
3586                         break;
3587                 case RACE_YEEK:
3588                         p_ptr->resist_acid = TRUE;
3589                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3590                         break;
3591                 case RACE_KLACKON:
3592                         p_ptr->resist_conf = TRUE;
3593                         p_ptr->resist_acid = TRUE;
3594
3595                         /* Klackons become faster */
3596                         new_speed += (p_ptr->lev) / 10;
3597                         break;
3598                 case RACE_KOBOLD:
3599                         p_ptr->resist_pois = TRUE;
3600                         break;
3601                 case RACE_NIBELUNG:
3602                         p_ptr->resist_disen = TRUE;
3603                         p_ptr->resist_dark = TRUE;
3604                         break;
3605                 case RACE_DARK_ELF:
3606                         p_ptr->resist_dark = TRUE;
3607                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3608                         break;
3609                 case RACE_DRACONIAN:
3610                         p_ptr->levitation = TRUE;
3611                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3612                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3613                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3614                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3615                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3616                         break;
3617                 case RACE_MIND_FLAYER:
3618                         p_ptr->sustain_int = TRUE;
3619                         p_ptr->sustain_wis = TRUE;
3620                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3621                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3622                         break;
3623                 case RACE_IMP:
3624                         p_ptr->resist_fire = TRUE;
3625                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3626                         break;
3627                 case RACE_GOLEM:
3628                         p_ptr->slow_digest = TRUE;
3629                         p_ptr->free_act = TRUE;
3630                         p_ptr->see_inv = TRUE;
3631                         p_ptr->resist_pois = TRUE;
3632                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3633                         break;
3634                 case RACE_SKELETON:
3635                         p_ptr->resist_shard = TRUE;
3636                         p_ptr->hold_exp = TRUE;
3637                         p_ptr->see_inv = TRUE;
3638                         p_ptr->resist_pois = TRUE;
3639                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3640                         break;
3641                 case RACE_ZOMBIE:
3642                         p_ptr->resist_neth = TRUE;
3643                         p_ptr->hold_exp = TRUE;
3644                         p_ptr->see_inv = TRUE;
3645                         p_ptr->resist_pois = TRUE;
3646                         p_ptr->slow_digest = TRUE;
3647                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3648                         break;
3649                 case RACE_VAMPIRE:
3650                         p_ptr->resist_dark = TRUE;
3651                         p_ptr->hold_exp = TRUE;
3652                         p_ptr->resist_neth = TRUE;
3653                         p_ptr->resist_cold = TRUE;
3654                         p_ptr->resist_pois = TRUE;
3655                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3656                         break;
3657                 case RACE_SPECTRE:
3658                         p_ptr->levitation = TRUE;
3659                         p_ptr->free_act = TRUE;
3660                         p_ptr->resist_neth = TRUE;
3661                         p_ptr->hold_exp = TRUE;
3662                         p_ptr->see_inv = TRUE;
3663                         p_ptr->resist_pois = TRUE;
3664                         p_ptr->slow_digest = TRUE;
3665                         p_ptr->resist_cold = TRUE;
3666                         p_ptr->pass_wall = TRUE;
3667                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3668                         break;
3669                 case RACE_SPRITE:
3670                         p_ptr->levitation = TRUE;
3671                         p_ptr->resist_lite = TRUE;
3672
3673                         /* Sprites become faster */
3674                         new_speed += (p_ptr->lev) / 10;
3675                         break;
3676                 case RACE_BEASTMAN:
3677                         p_ptr->resist_conf  = TRUE;
3678                         p_ptr->resist_sound = TRUE;
3679                         break;
3680                 case RACE_ENT:
3681                         /* Ents dig like maniacs, but only with their hands. */
3682                         if (!inventory[INVEN_RARM].k_idx) 
3683                                 p_ptr->skill_dig += p_ptr->lev * 10;
3684                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3685                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3686                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3687                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3688
3689                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3690                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3691                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3692
3693                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3694                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3695                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3696                         break;
3697                 case RACE_ANGEL:
3698                         p_ptr->levitation = TRUE;
3699                         p_ptr->see_inv = TRUE;
3700                         p_ptr->align += 200;
3701                         break;
3702                 case RACE_DEMON:
3703                         p_ptr->resist_fire  = TRUE;
3704                         p_ptr->resist_neth  = TRUE;
3705                         p_ptr->hold_exp = TRUE;
3706                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3707                         if (p_ptr->lev > 44)
3708                         {
3709                                 p_ptr->oppose_fire = 1;
3710                                 p_ptr->redraw |= PR_STATUS;
3711                         }
3712                         p_ptr->align -= 200;
3713                         break;
3714                 case RACE_DUNADAN:
3715                         p_ptr->sustain_con = TRUE;
3716                         break;
3717                 case RACE_S_FAIRY:
3718                         p_ptr->levitation = TRUE;
3719                         break;
3720                 case RACE_KUTAR:
3721                         p_ptr->resist_conf = TRUE;
3722                         break;
3723                 case RACE_ANDROID:
3724                         p_ptr->slow_digest = TRUE;
3725                         p_ptr->free_act = TRUE;
3726                         p_ptr->resist_pois = TRUE;
3727                         p_ptr->hold_exp = TRUE;
3728                         break;
3729                 default:
3730                         /* Do nothing */
3731                         ;
3732                 }
3733         }
3734
3735         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3736         {
3737                 p_ptr->see_inv = TRUE;
3738                 p_ptr->free_act = TRUE;
3739                 p_ptr->slow_digest = TRUE;
3740                 p_ptr->regenerate = TRUE;
3741                 p_ptr->levitation = TRUE;
3742                 p_ptr->hold_exp = TRUE;
3743                 p_ptr->telepathy = TRUE;
3744                 p_ptr->lite = TRUE;
3745                 p_ptr->sustain_str = TRUE;
3746                 p_ptr->sustain_int = TRUE;
3747                 p_ptr->sustain_wis = TRUE;
3748                 p_ptr->sustain_con = TRUE;
3749                 p_ptr->sustain_dex = TRUE;
3750                 p_ptr->sustain_chr = TRUE;
3751                 p_ptr->resist_acid = TRUE;
3752                 p_ptr->resist_elec = TRUE;
3753                 p_ptr->resist_fire = TRUE;
3754                 p_ptr->resist_cold = TRUE;
3755                 p_ptr->resist_pois = TRUE;
3756                 p_ptr->resist_conf = TRUE;
3757                 p_ptr->resist_sound = TRUE;
3758                 p_ptr->resist_lite = TRUE;
3759                 p_ptr->resist_dark = TRUE;
3760                 p_ptr->resist_chaos = TRUE;
3761                 p_ptr->resist_disen = TRUE;
3762                 p_ptr->resist_shard = TRUE;
3763                 p_ptr->resist_nexus = TRUE;
3764                 p_ptr->resist_blind = TRUE;
3765                 p_ptr->resist_neth = TRUE;
3766                 p_ptr->resist_fear = TRUE;
3767                 p_ptr->reflect = TRUE;
3768                 p_ptr->sh_fire = TRUE;
3769                 p_ptr->sh_elec = TRUE;
3770                 p_ptr->sh_cold = TRUE;
3771                 p_ptr->to_a += 100;
3772                 p_ptr->dis_to_a += 100;
3773         }
3774         /* Temporary shield */
3775         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3776         {
3777                 p_ptr->to_a += 50;
3778                 p_ptr->dis_to_a += 50;
3779         }
3780
3781         if (p_ptr->tim_res_nether)
3782         {
3783                 p_ptr->resist_neth = TRUE;
3784         }
3785         if (p_ptr->tim_sh_fire)
3786         {
3787                 p_ptr->sh_fire = TRUE;
3788         }
3789         if (p_ptr->tim_res_time)
3790         {
3791                 p_ptr->resist_time = TRUE;
3792         }
3793
3794         /* Sexy Gal */
3795         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3796         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3797         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3798         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3799
3800         /* Lucky man */
3801         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3802
3803         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3804         {
3805                 p_ptr->resist_blind = TRUE;
3806                 p_ptr->resist_conf  = TRUE;
3807                 p_ptr->hold_exp = TRUE;
3808                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3809
3810                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3811                         /* Munchkin become faster */
3812                         new_speed += (p_ptr->lev) / 10 + 5;
3813         }
3814
3815         if (music_singing(MUSIC_WALL))
3816         {
3817                 p_ptr->kill_wall = TRUE;
3818         }
3819
3820         /* Hack -- apply racial/class stat maxes */
3821         /* Apply the racial modifiers */
3822         for (i = 0; i < 6; i++)
3823         {
3824                 /* Modify the stats for "race" */
3825                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3826         }
3827
3828
3829         /* I'm adding the mutations here for the lack of a better place... */
3830         if (p_ptr->muta3)
3831         {
3832                 /* Hyper Strength */
3833                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3834                 {
3835                         p_ptr->stat_add[A_STR] += 4;
3836                 }
3837
3838                 /* Puny */
3839                 if (p_ptr->muta3 & MUT3_PUNY)
3840                 {
3841                         p_ptr->stat_add[A_STR] -= 4;
3842                 }
3843
3844                 /* Living computer */
3845                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3846                 {
3847                         p_ptr->stat_add[A_INT] += 4;
3848                         p_ptr->stat_add[A_WIS] += 4;
3849                 }
3850
3851                 /* Moronic */
3852                 if (p_ptr->muta3 & MUT3_MORONIC)
3853                 {
3854                         p_ptr->stat_add[A_INT] -= 4;
3855                         p_ptr->stat_add[A_WIS] -= 4;
3856                 }
3857
3858                 if (p_ptr->muta3 & MUT3_RESILIENT)
3859                 {
3860                         p_ptr->stat_add[A_CON] += 4;
3861                 }
3862
3863                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3864                 {
3865                         p_ptr->stat_add[A_CON] += 2;
3866                         new_speed -= 2;
3867                 }
3868
3869                 if (p_ptr->muta3 & MUT3_ALBINO)
3870                 {
3871                         p_ptr->stat_add[A_CON] -= 4;
3872                 }
3873
3874                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3875                 {
3876                         p_ptr->stat_add[A_CON] -= 2;
3877                         p_ptr->stat_add[A_CHR] -= 1;
3878                         p_ptr->regenerate = FALSE;
3879                         /* Cancel innate regeneration */
3880                 }
3881
3882                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3883                 {
3884                         p_ptr->stat_add[A_CHR] -= 4;
3885                 }
3886
3887                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3888                 {
3889                         p_ptr->stat_add[A_CHR] -= 1;
3890                 }
3891
3892                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3893                 {
3894                         p_ptr->skill_fos += 15;
3895                         p_ptr->skill_srh += 15;
3896                 }
3897
3898                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3899                 {
3900                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3901                 }
3902
3903                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3904                 {
3905                         p_ptr->skill_stl -= 3;
3906                 }
3907
3908                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3909                 {
3910                         p_ptr->see_infra += 3;
3911                 }
3912
3913                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3914                 {
3915                         new_speed += 3;
3916                 }
3917
3918                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3919                 {
3920                         new_speed -= 3;
3921                 }
3922
3923                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3924                 {
3925                         p_ptr->sh_elec = TRUE;
3926                 }
3927
3928                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3929                 {
3930                         p_ptr->sh_fire = TRUE;
3931                         p_ptr->lite = TRUE;
3932                 }
3933
3934                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3935                 {
3936                         p_ptr->stat_add[A_CHR] -= 2;
3937                         p_ptr->to_a += 5;
3938                         p_ptr->dis_to_a += 5;
3939                 }
3940
3941                 if (p_ptr->muta3 & MUT3_SCALES)
3942                 {
3943                         p_ptr->stat_add[A_CHR] -= 1;
3944                         p_ptr->to_a += 10;
3945                         p_ptr->dis_to_a += 10;
3946                 }
3947
3948                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3949                 {
3950                         p_ptr->stat_add[A_DEX] -= 1;
3951                         p_ptr->to_a += 25;
3952                         p_ptr->dis_to_a += 25;
3953                 }
3954
3955                 if (p_ptr->muta3 & MUT3_WINGS)
3956                 {
3957                         p_ptr->levitation = TRUE;
3958                 }
3959
3960                 if (p_ptr->muta3 & MUT3_FEARLESS)
3961                 {
3962                         p_ptr->resist_fear = TRUE;
3963                 }
3964
3965                 if (p_ptr->muta3 & MUT3_REGEN)
3966                 {
3967                         p_ptr->regenerate = TRUE;
3968                 }
3969
3970                 if (p_ptr->muta3 & MUT3_ESP)
3971                 {
3972                         p_ptr->telepathy = TRUE;
3973                 }
3974
3975                 if (p_ptr->muta3 & MUT3_LIMBER)
3976                 {
3977                         p_ptr->stat_add[A_DEX] += 3;
3978                 }
3979
3980                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3981                 {
3982                         p_ptr->stat_add[A_DEX] -= 3;
3983                 }
3984
3985                 if (p_ptr->muta3 & MUT3_MOTION)
3986                 {
3987                         p_ptr->free_act = TRUE;
3988                         p_ptr->skill_stl += 1;
3989                 }
3990
3991                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3992                 {
3993                         p_ptr->stat_add[A_CHR] = 0;
3994                 }
3995         }
3996
3997         if (p_ptr->tsuyoshi)
3998         {
3999                 p_ptr->stat_add[A_STR] += 4;
4000                 p_ptr->stat_add[A_CON] += 4;
4001         }
4002
4003         /* Scan the usable inventory */
4004         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4005         {
4006                 int bonus_to_h, bonus_to_d;
4007                 o_ptr = &inventory[i];
4008
4009                 /* Skip non-objects */
4010                 if (!o_ptr->k_idx) continue;
4011
4012                 /* Extract the item flags */
4013                 object_flags(o_ptr, flgs);
4014
4015                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4016                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4017
4018                 /* Affect stats */
4019                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4020                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4021                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4022                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4023                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4024                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4025
4026                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4027
4028                 /* Affect stealth */
4029                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4030
4031                 /* Affect searching ability (factor of five) */
4032                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4033
4034                 /* Affect searching frequency (factor of five) */
4035                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4036
4037                 /* Affect infravision */
4038                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4039
4040                 /* Affect digging (factor of 20) */
4041                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4042
4043                 /* Affect speed */
4044                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4045
4046                 /* Affect blows */
4047                 if (have_flag(flgs, TR_BLOWS))
4048                 {
4049                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4050                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4051                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4052                 }
4053
4054                 /* Hack -- cause earthquakes */
4055                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4056
4057                 /* Various flags */
4058                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4059                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4060                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4061                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4062                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4063                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4064                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4065                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4066                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4067                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4068                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4069                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4070                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4071                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4072                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4073                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4074                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4075                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4076                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4077                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4078                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4079                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4080                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4081                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4082                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4083                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4084                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4085                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4086                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4087                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4088                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4089                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4090                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4091                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4092                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4093
4094                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4095                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4096                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4097                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4098                 if (have_flag(flgs, TR_WARNING)){
4099                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4100                           p_ptr->warning = TRUE;
4101                 }
4102
4103                 if (have_flag(flgs, TR_TELEPORT))
4104                 {
4105                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4106                         else
4107                         {
4108                                 cptr insc = quark_str(o_ptr->inscription);
4109
4110                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4111                                 {
4112                                         /*
4113                                          * {.} will stop random teleportation.
4114                                          */
4115                                 }
4116                                 else
4117                                 {
4118                                         /* Controlled random teleportation */
4119                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4120                                 }
4121                         }
4122                 }
4123
4124                 /* Immunity flags */
4125                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4126                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4127                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4128                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4129
4130                 /* Resistance flags */
4131                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4132                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4133                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4134                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4135                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4136                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4137                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4138                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4139                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4140                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4141                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4142                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4143                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4144                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4145                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4146                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4147
4148                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4149                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4150                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4151                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4152                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4153                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4154
4155                 /* Sustain flags */
4156                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4157                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4158                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4159                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4160                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4161                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4162
4163                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4164                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4165                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4166                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4167                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4168                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4169                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4170
4171                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4172                 {
4173                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4174                         {
4175                                 p_ptr->to_m_chance += 10;
4176                         }
4177                         else
4178                         {
4179                                 p_ptr->to_m_chance += 3;
4180                         }
4181                 }
4182
4183                 if (o_ptr->tval == TV_CAPTURE) continue;
4184
4185                 /* Modify the base armor class */
4186                 p_ptr->ac += o_ptr->ac;
4187
4188                 /* The base armor class is always known */
4189                 p_ptr->dis_ac += o_ptr->ac;
4190
4191                 /* Apply the bonuses to armor class */
4192                 p_ptr->to_a += o_ptr->to_a;
4193
4194                 /* Apply the mental bonuses to armor class, if known */
4195                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4196
4197                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4198                 {
4199                         int slot = i - INVEN_RARM;
4200                         if (slot < 2)
4201                         {
4202                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4203                                 {
4204                                         p_ptr->to_h[slot] -= 15;
4205                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4206                                 }
4207                                 else
4208                                 {
4209                                         p_ptr->to_h[slot] -= 5;
4210                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4211                                 }
4212                         }
4213                         else
4214                         {
4215                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4216                                 {
4217                                         p_ptr->to_h_b -= 15;
4218                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4219                                 }
4220                                 else
4221                                 {
4222                                         p_ptr->to_h_b -= 5;
4223                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4224                                 }
4225                         }
4226                 }
4227
4228                 if (o_ptr->curse_flags & TRC_LOW_AC)
4229                 {
4230                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4231                         {
4232                                 p_ptr->to_a -= 30;
4233                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4234                         }
4235                         else
4236                         {
4237                                 p_ptr->to_a -= 10;
4238                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4239                         }
4240                 }
4241
4242                 /* Hack -- do not apply "weapon" bonuses */
4243                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4244                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4245
4246                 /* Hack -- do not apply "bow" bonuses */
4247                 if (i == INVEN_BOW) continue;
4248
4249                 bonus_to_h = o_ptr->to_h;
4250                 bonus_to_d = o_ptr->to_d;
4251
4252                 if (p_ptr->pclass == CLASS_NINJA)
4253                 {
4254                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4255                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4256                 }
4257
4258                 /* To Bow and Natural attack */
4259
4260                 /* Apply the bonuses to hit/damage */
4261                 p_ptr->to_h_b += (s16b)bonus_to_h;
4262                 p_ptr->to_h_m += (s16b)bonus_to_h;
4263                 p_ptr->to_d_m += (s16b)bonus_to_d;
4264
4265                 /* Apply the mental bonuses tp hit/damage, if known */
4266                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4267
4268                 /* To Melee */
4269                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4270                 {
4271                         /* Apply the bonuses to hit/damage */
4272                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4273                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4274
4275                         /* Apply the mental bonuses tp hit/damage, if known */
4276                         if (object_is_known(o_ptr))
4277                         {
4278                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4279                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4280                         }
4281                 }
4282                 else if (p_ptr->migite && p_ptr->hidarite)
4283                 {
4284                         /* Apply the bonuses to hit/damage */
4285                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4286                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4287                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4288                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4289
4290                         /* Apply the mental bonuses tp hit/damage, if known */
4291                         if (object_is_known(o_ptr))
4292                         {
4293                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4294                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4295                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4296                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4297                         }
4298                 }
4299                 else
4300                 {
4301                         /* Apply the bonuses to hit/damage */
4302                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4303                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4304
4305                         /* Apply the mental bonuses to hit/damage, if known */
4306                         if (object_is_known(o_ptr))
4307                         {
4308                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4309                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4310                         }
4311                 }
4312         }
4313
4314         if (old_mighty_throw != p_ptr->mighty_throw)
4315         {
4316                 /* Redraw average damege display of Shuriken */
4317                 p_ptr->window |= PW_INVEN;
4318         }
4319
4320         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4321
4322         /* Monks get extra ac for armour _not worn_ */
4323         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4324         {
4325                 if (!(inventory[INVEN_BODY].k_idx))
4326                 {
4327                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4328                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4329                 }
4330                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4331                 {
4332                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4333                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4334                 }
4335                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4336                 {
4337                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4338                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4339                 }
4340                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4341                 {
4342                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4343                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4344                 }
4345                 if (!(inventory[INVEN_HANDS].k_idx))
4346                 {
4347                         p_ptr->to_a += (p_ptr->lev / 2);
4348                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4349                 }
4350                 if (!(inventory[INVEN_FEET].k_idx))
4351                 {
4352                         p_ptr->to_a += (p_ptr->lev / 3);
4353                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4354                 }
4355                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4356                 {
4357                         p_ptr->stat_add[A_STR] += 2;
4358                         p_ptr->stat_add[A_DEX] += 2;
4359                         p_ptr->stat_add[A_CON] -= 3;
4360                 }
4361                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4362                 {
4363                 }
4364                 else if (p_ptr->special_defense & KAMAE_GENBU)
4365                 {
4366                         p_ptr->stat_add[A_INT] -= 1;
4367                         p_ptr->stat_add[A_WIS] -= 1;
4368                         p_ptr->stat_add[A_DEX] -= 2;
4369                         p_ptr->stat_add[A_CON] += 3;
4370                 }
4371                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4372                 {
4373                         p_ptr->stat_add[A_STR] -= 2;
4374                         p_ptr->stat_add[A_INT] += 1;
4375                         p_ptr->stat_add[A_WIS] += 1;
4376                         p_ptr->stat_add[A_DEX] += 2;
4377                         p_ptr->stat_add[A_CON] -= 2;
4378                 }
4379         }
4380
4381         if (p_ptr->special_defense & KATA_KOUKIJIN)
4382         {
4383                 for (i = 0; i < 6; i++)
4384                         p_ptr->stat_add[i] += 5;
4385                 p_ptr->to_a -= 50;
4386                 p_ptr->dis_to_a -= 50;
4387         }
4388
4389         /* Hack -- aura of fire also provides light */
4390         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4391
4392         /* Golems also get an intrinsic AC bonus */
4393         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4394         {
4395                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4396                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4397         }
4398
4399         /* Hex bonuses */
4400         if (p_ptr->realm1 == REALM_HEX)
4401         {
4402                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4403                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4404                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4405                 if (hex_spelling(HEX_BUILDING))
4406                 {
4407                         p_ptr->stat_add[A_STR] += 4;
4408                         p_ptr->stat_add[A_DEX] += 4;
4409                         p_ptr->stat_add[A_CON] += 4;
4410                 }
4411                 if (hex_spelling(HEX_DEMON_AURA))
4412                 {
4413                         p_ptr->sh_fire = TRUE;
4414                         p_ptr->regenerate = TRUE;
4415                 }
4416                 if (hex_spelling(HEX_ICE_ARMOR))
4417                 {
4418                         p_ptr->sh_cold = TRUE; 
4419                         p_ptr->to_a += 30;
4420                         p_ptr->dis_to_a += 30;
4421                 }
4422                 if (hex_spelling(HEX_SHOCK_CLOAK))
4423                 {
4424                         p_ptr->sh_elec = TRUE;
4425                         new_speed += 3;
4426                 }
4427                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4428                 {
4429                         ARMOUR_CLASS ac = 0;
4430                         o_ptr = &inventory[i];
4431                         if (!o_ptr->k_idx) continue;
4432                         if (!object_is_armour(o_ptr)) continue;
4433                         if (!object_is_cursed(o_ptr)) continue;
4434                         ac += 5;
4435                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4436                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4437                         p_ptr->to_a += (s16b)ac;
4438                         p_ptr->dis_to_a += (s16b)ac;
4439                 }
4440         }
4441
4442         /* Calculate stats */
4443         for (i = 0; i < 6; i++)
4444         {
4445                 int top, use, ind;
4446
4447                 /* Extract the new "stat_use" value for the stat */
4448                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4449
4450                 /* Notice changes */
4451                 if (p_ptr->stat_top[i] != top)
4452                 {
4453                         /* Save the new value */
4454                         p_ptr->stat_top[i] = (s16b)top;
4455
4456                         /* Redisplay the stats later */
4457                         p_ptr->redraw |= (PR_STATS);
4458
4459                         p_ptr->window |= (PW_PLAYER);
4460                 }
4461
4462
4463                 /* Extract the new "stat_use" value for the stat */
4464                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4465
4466                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4467                 {
4468                         /* 10 to 18/90 charisma, guaranteed, based on level */
4469                         if (use < 8 + 2 * p_ptr->lev)
4470                         {
4471                                 use = 8 + 2 * p_ptr->lev;
4472                         }
4473                 }
4474
4475                 /* Notice changes */
4476                 if (p_ptr->stat_use[i] != use)
4477                 {
4478                         /* Save the new value */
4479                         p_ptr->stat_use[i] = (s16b)use;
4480
4481                         /* Redisplay the stats later */
4482                         p_ptr->redraw |= (PR_STATS);
4483
4484                         p_ptr->window |= (PW_PLAYER);
4485                 }
4486
4487
4488                 /* Values: 3, 4, ..., 17 */
4489                 if (use <= 18) ind = (use - 3);
4490
4491                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4492                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4493
4494                 /* Range: 18/220+ */
4495                 else ind = (37);
4496
4497                 /* Notice changes */
4498                 if (p_ptr->stat_ind[i] != ind)
4499                 {
4500                         /* Save the new index */
4501                         p_ptr->stat_ind[i] = (s16b)ind;
4502
4503                         /* Change in CON affects Hitpoints */
4504                         if (i == A_CON)
4505                         {
4506                                 p_ptr->update |= (PU_HP);
4507                         }
4508
4509                         /* Change in INT may affect Mana/Spells */
4510                         else if (i == A_INT)
4511                         {
4512                                 if (mp_ptr->spell_stat == A_INT)
4513                                 {
4514                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4515                                 }
4516                         }
4517
4518                         /* Change in WIS may affect Mana/Spells */
4519                         else if (i == A_WIS)
4520                         {
4521                                 if (mp_ptr->spell_stat == A_WIS)
4522                                 {
4523                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4524                                 }
4525                         }
4526
4527                         /* Change in WIS may affect Mana/Spells */
4528                         else if (i == A_CHR)
4529                         {
4530                                 if (mp_ptr->spell_stat == A_CHR)
4531                                 {
4532                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4533                                 }
4534                         }
4535
4536                         p_ptr->window |= (PW_PLAYER);
4537                 }
4538         }
4539
4540
4541         /* Apply temporary "stun" */
4542         if (p_ptr->stun > 50)
4543         {
4544                 p_ptr->to_h[0] -= 20;
4545                 p_ptr->to_h[1] -= 20;
4546                 p_ptr->to_h_b  -= 20;
4547                 p_ptr->to_h_m  -= 20;
4548                 p_ptr->dis_to_h[0] -= 20;
4549                 p_ptr->dis_to_h[1] -= 20;
4550                 p_ptr->dis_to_h_b  -= 20;
4551                 p_ptr->to_d[0] -= 20;
4552                 p_ptr->to_d[1] -= 20;
4553                 p_ptr->to_d_m -= 20;
4554                 p_ptr->dis_to_d[0] -= 20;
4555                 p_ptr->dis_to_d[1] -= 20;
4556         }
4557         else if (p_ptr->stun)
4558         {
4559                 p_ptr->to_h[0] -= 5;
4560                 p_ptr->to_h[1] -= 5;
4561                 p_ptr->to_h_b -= 5;
4562                 p_ptr->to_h_m -= 5;
4563                 p_ptr->dis_to_h[0] -= 5;
4564                 p_ptr->dis_to_h[1] -= 5;
4565                 p_ptr->dis_to_h_b -= 5;
4566                 p_ptr->to_d[0] -= 5;
4567                 p_ptr->to_d[1] -= 5;
4568                 p_ptr->to_d_m -= 5;
4569                 p_ptr->dis_to_d[0] -= 5;
4570                 p_ptr->dis_to_d[1] -= 5;
4571         }
4572
4573         /* Wraith form */
4574         if (p_ptr->wraith_form)
4575         {
4576                 p_ptr->reflect = TRUE;
4577                 p_ptr->pass_wall = TRUE;
4578         }
4579
4580         if (p_ptr->kabenuke)
4581         {
4582                 p_ptr->pass_wall = TRUE;
4583         }
4584
4585         /* Temporary blessing */
4586         if (IS_BLESSED())
4587         {
4588                 p_ptr->to_a += 5;
4589                 p_ptr->dis_to_a += 5;
4590                 p_ptr->to_h[0] += 10;
4591                 p_ptr->to_h[1] += 10;
4592                 p_ptr->to_h_b  += 10;
4593                 p_ptr->to_h_m  += 10;
4594                 p_ptr->dis_to_h[0] += 10;
4595                 p_ptr->dis_to_h[1] += 10;
4596                 p_ptr->dis_to_h_b += 10;
4597         }
4598
4599         if (p_ptr->magicdef)
4600         {
4601                 p_ptr->resist_blind = TRUE;
4602                 p_ptr->resist_conf = TRUE;
4603                 p_ptr->reflect = TRUE;
4604                 p_ptr->free_act = TRUE;
4605                 p_ptr->levitation = TRUE;
4606         }
4607
4608         /* Temporary "Hero" */
4609         if (IS_HERO())
4610         {
4611                 p_ptr->to_h[0] += 12;
4612                 p_ptr->to_h[1] += 12;
4613                 p_ptr->to_h_b  += 12;
4614                 p_ptr->to_h_m  += 12;
4615                 p_ptr->dis_to_h[0] += 12;
4616                 p_ptr->dis_to_h[1] += 12;
4617                 p_ptr->dis_to_h_b  += 12;
4618         }
4619
4620         /* Temporary "Beserk" */
4621         if (p_ptr->shero)
4622         {
4623                 p_ptr->to_h[0] += 12;
4624                 p_ptr->to_h[1] += 12;
4625                 p_ptr->to_h_b  -= 12;
4626                 p_ptr->to_h_m  += 12;
4627                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4628                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4629                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4630                 p_ptr->dis_to_h[0] += 12;
4631                 p_ptr->dis_to_h[1] += 12;
4632                 p_ptr->dis_to_h_b  -= 12;
4633                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4634                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4635                 p_ptr->to_a -= 10;
4636                 p_ptr->dis_to_a -= 10;
4637                 p_ptr->skill_stl -= 7;
4638                 p_ptr->skill_dev -= 20;
4639                 p_ptr->skill_sav -= 30;
4640                 p_ptr->skill_srh -= 15;
4641                 p_ptr->skill_fos -= 15;
4642                 p_ptr->skill_tht -= 20;
4643                 p_ptr->skill_dig += 30;
4644         }
4645
4646         /* Temporary "fast" */
4647         if (IS_FAST())
4648         {
4649                 new_speed += 10;
4650         }
4651
4652         /* Temporary "slow" */
4653         if (p_ptr->slow)
4654         {
4655                 new_speed -= 10;
4656         }
4657
4658         /* Temporary "telepathy" */
4659         if (IS_TIM_ESP())
4660         {
4661                 p_ptr->telepathy = TRUE;
4662         }
4663
4664         if (p_ptr->ele_immune)
4665         {
4666                 if (p_ptr->special_defense & DEFENSE_ACID)
4667                         p_ptr->immune_acid = TRUE;
4668                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4669                         p_ptr->immune_elec = TRUE;
4670                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4671                         p_ptr->immune_fire = TRUE;
4672                 else if (p_ptr->special_defense & DEFENSE_COLD)
4673                         p_ptr->immune_cold = TRUE;
4674         }
4675
4676         /* Temporary see invisible */
4677         if (p_ptr->tim_invis)
4678         {
4679                 p_ptr->see_inv = TRUE;
4680         }
4681
4682         /* Temporary infravision boost */
4683         if (p_ptr->tim_infra)
4684         {
4685                 p_ptr->see_infra+=3;
4686         }
4687
4688         /* Temporary regeneration boost */
4689         if (p_ptr->tim_regen)
4690         {
4691                 p_ptr->regenerate = TRUE;
4692         }
4693
4694         /* Temporary levitation */
4695         if (p_ptr->tim_levitation)
4696         {
4697                 p_ptr->levitation = TRUE;
4698         }
4699
4700         /* Temporary reflection */
4701         if (p_ptr->tim_reflect)
4702         {
4703                 p_ptr->reflect = TRUE;
4704         }
4705
4706         /* Hack -- Hero/Shero -> Res fear */
4707         if (IS_HERO() || p_ptr->shero)
4708         {
4709                 p_ptr->resist_fear = TRUE;
4710         }
4711
4712
4713         /* Hack -- Telepathy Change */
4714         if (p_ptr->telepathy != old_telepathy)
4715         {
4716                 p_ptr->update |= (PU_MONSTERS);
4717         }
4718
4719         if ((p_ptr->esp_animal != old_esp_animal) ||
4720             (p_ptr->esp_undead != old_esp_undead) ||
4721             (p_ptr->esp_demon != old_esp_demon) ||
4722             (p_ptr->esp_orc != old_esp_orc) ||
4723             (p_ptr->esp_troll != old_esp_troll) ||
4724             (p_ptr->esp_giant != old_esp_giant) ||
4725             (p_ptr->esp_dragon != old_esp_dragon) ||
4726             (p_ptr->esp_human != old_esp_human) ||
4727             (p_ptr->esp_evil != old_esp_evil) ||
4728             (p_ptr->esp_good != old_esp_good) ||
4729             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4730             (p_ptr->esp_unique != old_esp_unique))
4731         {
4732                 p_ptr->update |= (PU_MONSTERS);
4733         }
4734
4735         /* Hack -- See Invis Change */
4736         if (p_ptr->see_inv != old_see_inv)
4737         {
4738                 p_ptr->update |= (PU_MONSTERS);
4739         }
4740
4741         /* Bloating slows the player down (a little) */
4742         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4743
4744         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4745
4746         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4747             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4748         {
4749                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4750                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4751         }
4752
4753         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4754         {
4755                 int penalty1, penalty2;
4756                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4757                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4758                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4759                 {
4760                         penalty1 = penalty1 / 2 - 5;
4761                         penalty2 = penalty2 / 2 - 5;
4762                         new_speed += 7;
4763                         p_ptr->to_a += 10;
4764                         p_ptr->dis_to_a += 10;
4765                 }
4766                 if (easy_2weapon)
4767                 {
4768                         if (penalty1 > 0) penalty1 /= 2;
4769                         if (penalty2 > 0) penalty2 /= 2;
4770                 }
4771                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4772                 {
4773                         penalty1 = MAX(0, penalty1 - 10);
4774                         penalty2 = MAX(0, penalty2 - 10);
4775                 }
4776                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4777                 {
4778                         penalty1 = MIN(0, penalty1);
4779                         penalty2 = MIN(0, penalty2);
4780                         p_ptr->to_a += 10;
4781                         p_ptr->dis_to_a += 10;
4782                 }
4783                 else
4784                 {
4785                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4786                                 penalty1 /= 2;
4787                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4788                                 penalty2 /= 2;
4789                 }
4790                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4791                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4792                 p_ptr->to_h[0] -= (s16b)penalty1;
4793                 p_ptr->to_h[1] -= (s16b)penalty2;
4794                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4795                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4796         }
4797
4798         /* Extract the current weight (in tenth pounds) */
4799         j = p_ptr->total_weight;
4800
4801         if (!p_ptr->riding)
4802         {
4803                 /* Extract the "weight limit" (in tenth pounds) */
4804                 i = (int)weight_limit();
4805         }
4806         else
4807         {
4808                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4809                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4810                 SPEED speed = riding_m_ptr->mspeed;
4811
4812                 if (riding_m_ptr->mspeed > 110)
4813                 {
4814                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4815                         if (new_speed < 110) new_speed = 110;
4816                 }
4817                 else
4818                 {
4819                         new_speed = speed;
4820                 }
4821                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4822                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4823                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4824                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4825                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4826
4827                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4828                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4829
4830                 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;
4831
4832                 /* Extract the "weight limit" */
4833                 i = 1500 + riding_r_ptr->level * 25;
4834         }
4835
4836         /* Apply "encumbrance" from weight */
4837         if (j > i) new_speed -= ((j - i) / (i / 5));
4838
4839         /* Searching slows the player down */
4840         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4841
4842         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4843         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4844         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4845         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4846         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4847         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4848         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4849         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4850         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4851         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4852         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4853         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4854         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4855
4856         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4857         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4858         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4859         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4860         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4861         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4862         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4863         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4864         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4865         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4866
4867
4868         /* Obtain the "hold" value */
4869         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4870
4871
4872         /* Examine the "current bow" */
4873         o_ptr = &inventory[INVEN_BOW];
4874
4875         /* It is hard to carholdry a heavy bow */
4876         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4877         if (p_ptr->heavy_shoot)
4878         {
4879                 /* Hard to wield a heavy bow */
4880                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4881                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4882         }
4883
4884         /* Compute "extra shots" if needed */
4885         if (o_ptr->k_idx)
4886         {
4887                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4888
4889                 /* Apply special flags */
4890                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4891                 {
4892                         /* Extra shots */
4893                         p_ptr->num_fire = calc_num_fire(o_ptr);
4894
4895                         /* Snipers love Cross bows */
4896                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4897                                 (p_ptr->tval_ammo == TV_BOLT))
4898                         {
4899                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4900                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4901                         }
4902                 }
4903         }
4904
4905         if (p_ptr->ryoute) hold *= 2;
4906
4907         for(i = 0 ; i < 2 ; i++)
4908         {
4909                 /* Examine the "main weapon" */
4910                 o_ptr = &inventory[INVEN_RARM+i];
4911
4912                 object_flags(o_ptr, flgs);
4913
4914                 /* Assume not heavy */
4915                 p_ptr->heavy_wield[i] = FALSE;
4916                 p_ptr->icky_wield[i] = FALSE;
4917                 p_ptr->riding_wield[i] = FALSE;
4918
4919                 if (!buki_motteruka(INVEN_RARM+i))
4920                 {
4921                         p_ptr->num_blow[i] = 1;
4922                         continue;
4923                 }
4924                 /* It is hard to hold a heavy weapon */
4925                 if (hold < o_ptr->weight / 10)
4926                 {
4927                         /* Hard to wield a heavy weapon */
4928                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4929                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4930
4931                         /* Heavy weapon */
4932                         p_ptr->heavy_wield[i] = TRUE;
4933                 }
4934                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4935
4936                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4937                 {
4938                         p_ptr->to_a += 5;
4939                         p_ptr->dis_to_a += 5;
4940                 }
4941
4942                 /* Normal weapons */
4943                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4944                 {
4945                         int str_index, dex_index;
4946
4947                         int num = 0, wgt = 0, mul = 0, div = 0;
4948
4949                         /* Analyze the class */
4950                         switch (p_ptr->pclass)
4951                         {
4952                                 /* Warrior */
4953                                 case CLASS_WARRIOR:
4954                                         num = 6; wgt = 70; mul = 5; break;
4955
4956                                 /* Berserker */
4957                                 case CLASS_BERSERKER:
4958                                         num = 6; wgt = 70; mul = 7; break;
4959
4960                                 /* Mage */
4961                                 case CLASS_MAGE:
4962                                 case CLASS_HIGH_MAGE:
4963                                 case CLASS_BLUE_MAGE:
4964                                         num = 3; wgt = 100; mul = 2; break;
4965
4966                                 /* Priest, Mindcrafter, Magic-Eater */
4967                                 case CLASS_PRIEST:
4968                                 case CLASS_MAGIC_EATER:
4969                                 case CLASS_MINDCRAFTER:
4970                                         num = 5; wgt = 100; mul = 3; break;
4971
4972                                 /* Rogue */
4973                                 case CLASS_ROGUE:
4974                                         num = 5; wgt = 40; mul = 3; break;
4975
4976                                 /* Ranger */
4977                                 case CLASS_RANGER:
4978                                         num = 5; wgt = 70; mul = 4; break;
4979
4980                                 /* Paladin */
4981                                 case CLASS_PALADIN:
4982                                 case CLASS_SAMURAI:
4983                                         num = 5; wgt = 70; mul = 4; break;
4984
4985                                 /* Weaponsmith */
4986                                 case CLASS_SMITH:
4987                                         num = 5; wgt = 150; mul = 5; break;
4988
4989                                 /* Warrior-Mage */
4990                                 case CLASS_WARRIOR_MAGE:
4991                                 case CLASS_RED_MAGE:
4992                                         num = 5; wgt = 70; mul = 3; break;
4993
4994                                 /* Chaos Warrior */
4995                                 case CLASS_CHAOS_WARRIOR:
4996                                         num = 5; wgt = 70; mul = 4; break;
4997
4998                                 /* Monk */
4999                                 case CLASS_MONK:
5000                                         num = 5; wgt = 60; mul = 3; break;
5001
5002                                 /* Tourist */
5003                                 case CLASS_TOURIST:
5004                                         num = 4; wgt = 100; mul = 3; break;
5005
5006                                 /* Imitator */
5007                                 case CLASS_IMITATOR:
5008                                         num = 5; wgt = 70; mul = 4; break;
5009
5010                                 /* Beastmaster */
5011                                 case CLASS_BEASTMASTER:
5012                                         num = 5; wgt = 70; mul = 3; break;
5013
5014                                 /* Cavalry */
5015                                 case CLASS_CAVALRY:
5016                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5017                                         else {num = 5; wgt = 100; mul = 3;}
5018                                         break;
5019
5020                                 /* Sorcerer */
5021                                 case CLASS_SORCERER:
5022                                         num = 1; wgt = 1; mul = 1; break;
5023
5024                                 /* Archer, Bard, Sniper */
5025                                 case CLASS_ARCHER:
5026                                 case CLASS_BARD:
5027                                 case CLASS_SNIPER:
5028                                         num = 4; wgt = 70; mul = 2; break;
5029
5030                                 /* ForceTrainer */
5031                                 case CLASS_FORCETRAINER:
5032                                         num = 4; wgt = 60; mul = 2; break;
5033
5034                                 /* Mirror Master */
5035                                 case CLASS_MIRROR_MASTER:
5036                                         num = 3; wgt = 100; mul = 3; break;
5037
5038                                 /* Ninja */
5039                                 case CLASS_NINJA:
5040                                         num = 4; wgt = 20; mul = 1; break;
5041                         }
5042
5043                         /* Hex - extra mights gives +1 bonus to max blows */
5044                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5045
5046                         /* Enforce a minimum "weight" (tenth pounds) */
5047                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5048
5049                         /* Access the strength vs weight */
5050                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5051
5052                         if (p_ptr->ryoute && !omoi) str_index++;
5053                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5054
5055                         /* Maximal value */
5056                         if (str_index > 11) str_index = 11;
5057
5058                         /* Index by dexterity */
5059                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5060
5061                         /* Maximal value */
5062                         if (dex_index > 11) dex_index = 11;
5063
5064                         /* Use the blows table */
5065                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5066
5067                         /* Maximal value */
5068                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5069
5070                         /* Add in the "bonus blows" */
5071                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5072
5073
5074                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5075                         else if (p_ptr->pclass == CLASS_BERSERKER)
5076                         {
5077                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5078                         }
5079                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5080
5081                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5082
5083                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5084
5085
5086                         /* Require at least one blow */
5087                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5088
5089                         /* Boost digging skill by weapon weight */
5090                         p_ptr->skill_dig += (o_ptr->weight / 10);
5091                 }
5092
5093                 /* Assume okay */
5094                 /* Priest weapon penalty for non-blessed edged weapons */
5095                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5096                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5097                 {
5098                         /* Reduce the real bonuses */
5099                         p_ptr->to_h[i] -= 2;
5100                         p_ptr->to_d[i] -= 2;
5101
5102                         /* Reduce the mental bonuses */
5103                         p_ptr->dis_to_h[i] -= 2;
5104                         p_ptr->dis_to_d[i] -= 2;
5105
5106                         /* Icky weapon */
5107                         p_ptr->icky_wield[i] = TRUE;
5108                 }
5109                 else if (p_ptr->pclass == CLASS_BERSERKER)
5110                 {
5111                         p_ptr->to_h[i] += p_ptr->lev/5;
5112                         p_ptr->to_d[i] += p_ptr->lev/6;
5113                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5114                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5115                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5116                         {
5117                                 p_ptr->to_h[i] += p_ptr->lev/5;
5118                                 p_ptr->to_d[i] += p_ptr->lev/6;
5119                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5120                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5121                         }
5122                 }
5123                 else if (p_ptr->pclass == CLASS_SORCERER)
5124                 {
5125                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5126                         {
5127                                 /* Reduce the real bonuses */
5128                                 p_ptr->to_h[i] -= 200;
5129                                 p_ptr->to_d[i] -= 200;
5130
5131                                 /* Reduce the mental bonuses */
5132                                 p_ptr->dis_to_h[i] -= 200;
5133                                 p_ptr->dis_to_d[i] -= 200;
5134
5135                                 /* Icky weapon */
5136                                 p_ptr->icky_wield[i] = TRUE;
5137                         }
5138                         else
5139                         {
5140                                 /* Reduce the real bonuses */
5141                                 p_ptr->to_h[i] -= 30;
5142                                 p_ptr->to_d[i] -= 10;
5143
5144                                 /* Reduce the mental bonuses */
5145                                 p_ptr->dis_to_h[i] -= 30;
5146                                 p_ptr->dis_to_d[i] -= 10;
5147                         }
5148                 }
5149                 /* Hex bonuses */
5150                 if (p_ptr->realm1 == REALM_HEX)
5151                 {
5152                         if (object_is_cursed(o_ptr))
5153                         {
5154                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5155                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5156                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5157                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5158                                 if (hex_spelling(HEX_RUNESWORD))
5159                                 {
5160                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5161                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5162                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5163                                 }
5164                         }
5165                 }
5166                 if (p_ptr->riding)
5167                 {
5168                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5169                         {
5170                                 p_ptr->to_h[i] +=15;
5171                                 p_ptr->dis_to_h[i] +=15;
5172                                 p_ptr->to_dd[i] += 2;
5173                         }
5174                         else if (!(have_flag(flgs, TR_RIDING)))
5175                         {
5176                                 int penalty;
5177                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5178                                 {
5179                                         penalty = 5;
5180                                 }
5181                                 else
5182                                 {
5183                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5184                                         penalty += 30;
5185                                         if (penalty < 30) penalty = 30;
5186                                 }
5187                                 p_ptr->to_h[i] -= (s16b)penalty;
5188                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5189
5190                                 /* Riding weapon */
5191                                 p_ptr->riding_wield[i] = TRUE;
5192                         }
5193                 }
5194         }
5195
5196         if (p_ptr->riding)
5197         {
5198                 int penalty = 0;
5199
5200                 p_ptr->riding_ryoute = FALSE;
5201
5202                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5203                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5204                 {
5205                         switch (p_ptr->pclass)
5206                         {
5207                         case CLASS_MONK:
5208                         case CLASS_FORCETRAINER:
5209                         case CLASS_BERSERKER:
5210                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5211                                         p_ptr->riding_ryoute = TRUE;
5212                                 break;
5213                         }
5214                 }
5215
5216                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5217                 {
5218                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5219                 }
5220                 else
5221                 {
5222                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5223                         penalty += 30;
5224                         if (penalty < 30) penalty = 30;
5225                 }
5226                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5227                 p_ptr->to_h_b -= (s16b)penalty;
5228                 p_ptr->dis_to_h_b -= (s16b)penalty;
5229         }
5230
5231         /* Different calculation for monks with empty hands */
5232         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5233                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5234         {
5235                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5236                 p_ptr->num_blow[0] = 0;
5237
5238                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5239                 {
5240                         if (blow_base > 18) p_ptr->num_blow[0]++;
5241                         if (blow_base > 31) p_ptr->num_blow[0]++;
5242                         if (blow_base > 44) p_ptr->num_blow[0]++;
5243                         if (blow_base > 58) p_ptr->num_blow[0]++;
5244                         if (P_PTR_KI)
5245                         {
5246                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5247                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5248                         }
5249                 }
5250                 else
5251                 {
5252                         if (blow_base > 12) p_ptr->num_blow[0]++;
5253                         if (blow_base > 22) p_ptr->num_blow[0]++;
5254                         if (blow_base > 31) p_ptr->num_blow[0]++;
5255                         if (blow_base > 39) p_ptr->num_blow[0]++;
5256                         if (blow_base > 46) p_ptr->num_blow[0]++;
5257                         if (blow_base > 53) p_ptr->num_blow[0]++;
5258                         if (blow_base > 59) p_ptr->num_blow[0]++;
5259                 }
5260
5261                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5262                         p_ptr->num_blow[0] /= 2;
5263                 else
5264                 {
5265                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5266                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5267
5268                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5269                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5270                 }
5271
5272                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5273                 {
5274                         p_ptr->to_a -= 40;
5275                         p_ptr->dis_to_a -= 40;
5276                         
5277                 }
5278                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5279                 {
5280                         p_ptr->to_a -= 50;
5281                         p_ptr->dis_to_a -= 50;
5282                         p_ptr->resist_acid = TRUE;
5283                         p_ptr->resist_fire = TRUE;
5284                         p_ptr->resist_elec = TRUE;
5285                         p_ptr->resist_cold = TRUE;
5286                         p_ptr->resist_pois = TRUE;
5287                         p_ptr->sh_fire = TRUE;
5288                         p_ptr->sh_elec = TRUE;
5289                         p_ptr->sh_cold = TRUE;
5290                         p_ptr->levitation = TRUE;
5291                 }
5292                 else if (p_ptr->special_defense & KAMAE_GENBU)
5293                 {
5294                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5295                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5296                         p_ptr->reflect = TRUE;
5297                         p_ptr->num_blow[0] -= 2;
5298                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5299                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5300                 }
5301                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5302                 {
5303                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5304                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5305
5306                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5307                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5308                         p_ptr->num_blow[0] /= 2;
5309                         p_ptr->levitation = TRUE;
5310                 }
5311
5312                 p_ptr->num_blow[0] += 1+extra_blows[0];
5313         }
5314
5315         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5316
5317         monk_armour_aux = FALSE;
5318
5319         if (heavy_armor())
5320         {
5321                 monk_armour_aux = TRUE;
5322         }
5323
5324         for (i = 0; i < 2; i++)
5325         {
5326                 if (buki_motteruka(INVEN_RARM+i))
5327                 {
5328                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5329                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5330
5331                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5332                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5333                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5334                         {
5335                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5336                                 {
5337                                         p_ptr->to_h[i] -= 40;
5338                                         p_ptr->dis_to_h[i] -= 40;
5339                                         p_ptr->icky_wield[i] = TRUE;
5340                                 }
5341                         }
5342                         else if (p_ptr->pclass == CLASS_NINJA)
5343                         {
5344                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5345                                 {
5346                                         p_ptr->to_h[i] -= 40;
5347                                         p_ptr->dis_to_h[i] -= 40;
5348                                         p_ptr->icky_wield[i] = TRUE;
5349                                         p_ptr->num_blow[i] /= 2;
5350                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5351                                 }
5352                         }
5353
5354                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5355                 }
5356         }
5357
5358         /* Maximum speed is (+99). (internally it's 110 + 99) */
5359         /* Temporary lightspeed forces to be maximum speed */
5360         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5361         {
5362                 new_speed = 209;
5363         }
5364
5365         /* Minimum speed is (-99). (internally it's 110 - 99) */
5366         if (new_speed < 11) new_speed = 11;
5367
5368         /* Display the speed (if needed) */
5369         if (p_ptr->pspeed != (byte)new_speed)
5370         {
5371                 p_ptr->pspeed = (byte)new_speed;
5372                 p_ptr->redraw |= (PR_SPEED);
5373         }
5374
5375         if (yoiyami)
5376         {
5377                 if (p_ptr->to_a > (0 - p_ptr->ac))
5378                         p_ptr->to_a = 0 - p_ptr->ac;
5379                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5380                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5381         }
5382
5383         /* Redraw armor (if needed) */
5384         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5385         {
5386                 p_ptr->redraw |= (PR_ARMOR);
5387                 p_ptr->window |= (PW_PLAYER);
5388         }
5389
5390         if (p_ptr->ryoute && !omoi)
5391         {
5392                 int bonus_to_h=0, bonus_to_d=0;
5393                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5394                 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);
5395
5396                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5397                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5398                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5399                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5400         }
5401
5402         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;
5403
5404         /* Affect Skill -- stealth (bonus one) */
5405         p_ptr->skill_stl += 1;
5406
5407         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5408
5409         /* Affect Skill -- disarming (DEX and INT) */
5410         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5411         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5412
5413         /* Affect Skill -- magic devices (INT) */
5414         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5415
5416         /* Affect Skill -- saving throw (WIS) */
5417         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5418
5419         /* Affect Skill -- digging (STR) */
5420         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5421
5422         /* Affect Skill -- disarming (Level, by Class) */
5423         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5424
5425         /* Affect Skill -- magic devices (Level, by Class) */
5426         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5427
5428         /* Affect Skill -- saving throw (Level, by Class) */
5429         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5430
5431         /* Affect Skill -- stealth (Level, by Class) */
5432         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5433
5434         /* Affect Skill -- search ability (Level, by Class) */
5435         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5436
5437         /* Affect Skill -- search frequency (Level, by Class) */
5438         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5439
5440         /* Affect Skill -- combat (normal) (Level, by Class) */
5441         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5442
5443         /* Affect Skill -- combat (shooting) (Level, by Class) */
5444         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5445
5446         /* Affect Skill -- combat (throwing) (Level, by Class) */
5447         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5448
5449
5450         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5451         {
5452                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5453                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5454         }
5455
5456         /* Limit Skill -- stealth from 0 to 30 */
5457         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5458         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5459
5460         /* Limit Skill -- digging from 1 up */
5461         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5462
5463         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5464
5465         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5466
5467         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;
5468
5469         if (down_saving) p_ptr->skill_sav /= 2;
5470
5471         /* Hack -- Each elemental immunity includes resistance */
5472         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5473         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5474         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5475         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5476
5477         /* Determine player alignment */
5478         for (i = 0, j = 0; i < 8; i++)
5479         {
5480                 switch (p_ptr->vir_types[i])
5481                 {
5482                 case V_JUSTICE:
5483                         p_ptr->align += p_ptr->virtues[i] * 2;
5484                         break;
5485                 case V_CHANCE:
5486                         /* Do nothing */
5487                         break;
5488                 case V_NATURE:
5489                 case V_HARMONY:
5490                         neutral[j++] = i;
5491                         break;
5492                 case V_UNLIFE:
5493                         p_ptr->align -= p_ptr->virtues[i];
5494                         break;
5495                 default:
5496                         p_ptr->align += p_ptr->virtues[i];
5497                         break;
5498                 }
5499         }
5500
5501         for (i = 0; i < j; i++)
5502         {
5503                 if (p_ptr->align > 0)
5504                 {
5505                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5506                         if (p_ptr->align < 0) p_ptr->align = 0;
5507                 }
5508                 else if (p_ptr->align < 0)
5509                 {
5510                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5511                         if (p_ptr->align > 0) p_ptr->align = 0;
5512                 }
5513         }
5514
5515         /* Hack -- handle "xtra" mode */
5516         if (character_xtra) return;
5517
5518         /* Take note when "heavy bow" changes */
5519         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5520         {
5521                 if (p_ptr->heavy_shoot)
5522                 {
5523                         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."));
5524                 }
5525                 else if (inventory[INVEN_BOW].k_idx)
5526                 {
5527                         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."));
5528                 }
5529                 else
5530                 {
5531                         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."));
5532                 }
5533
5534                 /* Save it */
5535                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5536         }
5537
5538         for (i = 0 ; i < 2 ; i++)
5539         {
5540                 /* Take note when "heavy weapon" changes */
5541                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5542                 {
5543                         if (p_ptr->heavy_wield[i])
5544                         {
5545                                 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."));
5546                         }
5547                         else if (buki_motteruka(INVEN_RARM+i))
5548                         {
5549                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5550                         }
5551                         else if (p_ptr->heavy_wield[1-i])
5552                         {
5553                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5554                         }
5555                         else
5556                         {
5557                                 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."));
5558                         }
5559
5560                         /* Save it */
5561                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5562                 }
5563
5564                 /* Take note when "heavy weapon" changes */
5565                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5566                 {
5567                         if (p_ptr->riding_wield[i])
5568                         {
5569                                 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."));
5570                         }
5571                         else if (!p_ptr->riding)
5572                         {
5573                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5574                         }
5575                         else if (buki_motteruka(INVEN_RARM+i))
5576                         {
5577                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5578                         }
5579                         /* Save it */
5580                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5581                 }
5582
5583                 /* Take note when "illegal weapon" changes */
5584                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5585                 {
5586                         if (p_ptr->icky_wield[i])
5587                         {
5588                                 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."));
5589                                 if (is_loading_now)
5590                                 {
5591                                         chg_virtue(V_FAITH, -1);
5592                                 }
5593                         }
5594                         else if (buki_motteruka(INVEN_RARM+i))
5595                         {
5596                                 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."));
5597                         }
5598                         else
5599                         {
5600                                 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."));
5601                         }
5602
5603                         /* Save it */
5604                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5605                 }
5606         }
5607
5608         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5609         {
5610                 if (p_ptr->riding_ryoute)
5611                 {
5612 #ifdef JP
5613                         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" : "");
5614 #else
5615                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5616 #endif
5617                 }
5618                 else
5619                 {
5620 #ifdef JP
5621                         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" : "");
5622 #else
5623                         msg_print("You began to control riding pet with one hand.");
5624 #endif
5625                 }
5626
5627                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5628         }
5629
5630         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5631         {
5632                 if (heavy_armor())
5633                 {
5634                         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."));
5635                         if (is_loading_now)
5636                         {
5637                                 chg_virtue(V_HARMONY, -1);
5638                         }
5639                 }
5640                 else
5641                 {
5642                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5643                 }
5644                 
5645                 monk_notify_aux = monk_armour_aux;
5646         }
5647
5648         for (i = 0; i < INVEN_PACK; i++)
5649         {
5650 #if 0
5651                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5652                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5653 #endif
5654                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5655                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5656         }
5657
5658         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5659         {
5660                 o_ptr = &o_list[this_o_idx];
5661
5662                 /* Acquire next object */
5663                 next_o_idx = o_ptr->next_o_idx;
5664
5665 #if 0
5666                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5667                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5668 #endif
5669                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5670                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5671         }
5672
5673         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5674 #if 0
5675         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5676         {
5677                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5678                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5679         }
5680
5681         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)))
5682         {
5683                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5684                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5685         }
5686 #endif
5687         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5688         {
5689                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5690                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5691         }
5692
5693         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5694         {
5695                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5696                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5697         }
5698 }
5699
5700
5701
5702 /*! 
5703  * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5704  * @return なし
5705  * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5706  */
5707 static void notice_stuff(void)
5708 {
5709         if(!p_ptr->notice) return;
5710
5711         /* Actually do auto-destroy */
5712         if(p_ptr->notice & (PN_AUTODESTROY))
5713         {
5714                 p_ptr->notice &= ~(PN_AUTODESTROY);
5715                 autopick_delayed_alter();
5716         }
5717
5718         /* Combine the pack */
5719         if (p_ptr->notice & (PN_COMBINE))
5720         {
5721                 p_ptr->notice &= ~(PN_COMBINE);
5722                 combine_pack();
5723         }
5724
5725         /* Reorder the pack */
5726         if (p_ptr->notice & (PN_REORDER))
5727         {
5728                 p_ptr->notice &= ~(PN_REORDER);
5729                 reorder_pack();
5730         }
5731 }
5732
5733
5734 /*! 
5735  * @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"
5736  * @return なし
5737  * @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。
5738  */
5739 static void update_stuff(void)
5740 {
5741         if (!p_ptr->update) return;
5742
5743         if (p_ptr->update & (PU_BONUS))
5744         {
5745                 p_ptr->update &= ~(PU_BONUS);
5746                 calc_bonuses();
5747         }
5748
5749         if (p_ptr->update & (PU_TORCH))
5750         {
5751                 p_ptr->update &= ~(PU_TORCH);
5752                 calc_torch();
5753         }
5754
5755         if (p_ptr->update & (PU_HP))
5756         {
5757                 p_ptr->update &= ~(PU_HP);
5758                 calc_hitpoints();
5759         }
5760
5761         if (p_ptr->update & (PU_MANA))
5762         {
5763                 p_ptr->update &= ~(PU_MANA);
5764                 calc_mana();
5765         }
5766
5767         if (p_ptr->update & (PU_SPELLS))
5768         {
5769                 p_ptr->update &= ~(PU_SPELLS);
5770                 calc_spells();
5771         }
5772
5773         /* Character is not ready yet, no screen updates */
5774         if (!character_generated) return;
5775
5776         /* Character is in "icky" mode, no screen updates */
5777         if (character_icky) return;
5778
5779         if (p_ptr->update & (PU_UN_LITE))
5780         {
5781                 p_ptr->update &= ~(PU_UN_LITE);
5782                 forget_lite();
5783         }
5784
5785         if (p_ptr->update & (PU_UN_VIEW))
5786         {
5787                 p_ptr->update &= ~(PU_UN_VIEW);
5788                 forget_view();
5789         }
5790
5791         if (p_ptr->update & (PU_VIEW))
5792         {
5793                 p_ptr->update &= ~(PU_VIEW);
5794                 update_view();
5795         }
5796
5797         if (p_ptr->update & (PU_LITE))
5798         {
5799                 p_ptr->update &= ~(PU_LITE);
5800                 update_lite();
5801         }
5802
5803
5804         if (p_ptr->update & (PU_FLOW))
5805         {
5806                 p_ptr->update &= ~(PU_FLOW);
5807                 update_flow();
5808         }
5809
5810         if (p_ptr->update & (PU_DISTANCE))
5811         {
5812                 p_ptr->update &= ~(PU_DISTANCE);
5813
5814                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5815                 /* p_ptr->update &= ~(PU_MONSTERS); */
5816
5817                 update_monsters(TRUE);
5818         }
5819
5820         if (p_ptr->update & (PU_MON_LITE))
5821         {
5822                 p_ptr->update &= ~(PU_MON_LITE);
5823                 update_mon_lite();
5824         }
5825
5826         /*
5827          * Mega-Hack -- Delayed visual update
5828          * Only used if update_view(), update_lite() or update_mon_lite() was called
5829          */
5830         if (p_ptr->update & (PU_DELAY_VIS))
5831         {
5832                 p_ptr->update &= ~(PU_DELAY_VIS);
5833                 delayed_visual_update();
5834         }
5835
5836         if (p_ptr->update & (PU_MONSTERS))
5837         {
5838                 p_ptr->update &= ~(PU_MONSTERS);
5839                 update_monsters(FALSE);
5840         }
5841 }
5842
5843
5844 /*! 
5845  * @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"
5846  * @return なし
5847  * @details 更新処理の対象はゲーム中の全描画処理
5848  */
5849 static void redraw_stuff(void)
5850 {
5851         if (!p_ptr->redraw) return;
5852
5853         /* Character is not ready yet, no screen updates */
5854         if (!character_generated) return;
5855
5856         /* Character is in "icky" mode, no screen updates */
5857         if (character_icky) return;
5858
5859         /* Hack -- clear the screen */
5860         if (p_ptr->redraw & (PR_WIPE))
5861         {
5862                 p_ptr->redraw &= ~(PR_WIPE);
5863                 msg_print(NULL);
5864                 Term_clear();
5865         }
5866
5867         if (p_ptr->redraw & (PR_MAP))
5868         {
5869                 p_ptr->redraw &= ~(PR_MAP);
5870                 prt_map();
5871         }
5872
5873         if (p_ptr->redraw & (PR_BASIC))
5874         {
5875                 p_ptr->redraw &= ~(PR_BASIC);
5876                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5877                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5878                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5879                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5880                 prt_frame_basic();
5881                 prt_time();
5882                 prt_dungeon();
5883         }
5884
5885         if (p_ptr->redraw & (PR_EQUIPPY))
5886         {
5887                 p_ptr->redraw &= ~(PR_EQUIPPY);
5888                 print_equippy(); /* To draw / delete equippy chars */
5889         }
5890
5891         if (p_ptr->redraw & (PR_MISC))
5892         {
5893                 p_ptr->redraw &= ~(PR_MISC);
5894                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5895 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5896         }
5897
5898         if (p_ptr->redraw & (PR_TITLE))
5899         {
5900                 p_ptr->redraw &= ~(PR_TITLE);
5901                 prt_title();
5902         }
5903
5904         if (p_ptr->redraw & (PR_LEV))
5905         {
5906                 p_ptr->redraw &= ~(PR_LEV);
5907                 prt_level();
5908         }
5909
5910         if (p_ptr->redraw & (PR_EXP))
5911         {
5912                 p_ptr->redraw &= ~(PR_EXP);
5913                 prt_exp();
5914         }
5915
5916         if (p_ptr->redraw & (PR_STATS))
5917         {
5918                 p_ptr->redraw &= ~(PR_STATS);
5919                 prt_stat(A_STR);
5920                 prt_stat(A_INT);
5921                 prt_stat(A_WIS);
5922                 prt_stat(A_DEX);
5923                 prt_stat(A_CON);
5924                 prt_stat(A_CHR);
5925         }
5926
5927         if (p_ptr->redraw & (PR_STATUS))
5928         {
5929                 p_ptr->redraw &= ~(PR_STATUS);
5930                 prt_status();
5931         }
5932
5933         if (p_ptr->redraw & (PR_ARMOR))
5934         {
5935                 p_ptr->redraw &= ~(PR_ARMOR);
5936                 prt_ac();
5937         }
5938
5939         if (p_ptr->redraw & (PR_HP))
5940         {
5941                 p_ptr->redraw &= ~(PR_HP);
5942                 prt_hp();
5943         }
5944
5945         if (p_ptr->redraw & (PR_MANA))
5946         {
5947                 p_ptr->redraw &= ~(PR_MANA);
5948                 prt_sp();
5949         }
5950
5951         if (p_ptr->redraw & (PR_GOLD))
5952         {
5953                 p_ptr->redraw &= ~(PR_GOLD);
5954                 prt_gold();
5955         }
5956
5957         if (p_ptr->redraw & (PR_DEPTH))
5958         {
5959                 p_ptr->redraw &= ~(PR_DEPTH);
5960                 prt_depth();
5961         }
5962
5963         if (p_ptr->redraw & (PR_HEALTH))
5964         {
5965                 p_ptr->redraw &= ~(PR_HEALTH);
5966                 health_redraw(FALSE);
5967         }
5968
5969         if (p_ptr->redraw & (PR_UHEALTH))
5970         {
5971                 p_ptr->redraw &= ~(PR_UHEALTH);
5972                 health_redraw(TRUE);
5973         }
5974
5975         if (p_ptr->redraw & (PR_EXTRA))
5976         {
5977                 p_ptr->redraw &= ~(PR_EXTRA);
5978                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5979                 p_ptr->redraw &= ~(PR_HUNGER);
5980                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5981                 prt_frame_extra();
5982         }
5983
5984         if (p_ptr->redraw & (PR_CUT))
5985         {
5986                 p_ptr->redraw &= ~(PR_CUT);
5987                 prt_cut();
5988         }
5989
5990         if (p_ptr->redraw & (PR_STUN))
5991         {
5992                 p_ptr->redraw &= ~(PR_STUN);
5993                 prt_stun();
5994         }
5995
5996         if (p_ptr->redraw & (PR_HUNGER))
5997         {
5998                 p_ptr->redraw &= ~(PR_HUNGER);
5999                 prt_hunger();
6000         }
6001
6002         if (p_ptr->redraw & (PR_STATE))
6003         {
6004                 p_ptr->redraw &= ~(PR_STATE);
6005                 prt_state();
6006         }
6007
6008         if (p_ptr->redraw & (PR_SPEED))
6009         {
6010                 p_ptr->redraw &= ~(PR_SPEED);
6011                 prt_speed();
6012         }
6013
6014         if (p_ptr->pclass == CLASS_IMITATOR)
6015         {
6016                 if (p_ptr->redraw & (PR_IMITATION))
6017                 {
6018                         p_ptr->redraw &= ~(PR_IMITATION);
6019                         prt_imitation();
6020                 }
6021         }
6022         else if (p_ptr->redraw & (PR_STUDY))
6023         {
6024                 p_ptr->redraw &= ~(PR_STUDY);
6025                 prt_study();
6026         }
6027 }
6028
6029 /*! 
6030  * @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"
6031  * @return なし
6032  * @details 更新処理の対象はサブウィンドウ全般
6033  */
6034 static void window_stuff(void)
6035 {
6036         int j;
6037         BIT_FLAGS mask = 0L;
6038
6039         /* Nothing to do */
6040         if (!p_ptr->window) return;
6041
6042         /* Scan windows */
6043         for (j = 0; j < 8; j++)
6044         {
6045                 /* Save usable flags */
6046                 if (angband_term[j]) mask |= window_flag[j];
6047         }
6048
6049         /* Apply usable flags */
6050         p_ptr->window &= mask;
6051
6052         /* Nothing to do */
6053         if (!p_ptr->window) return;
6054
6055         /* Display inventory */
6056         if (p_ptr->window & (PW_INVEN))
6057         {
6058                 p_ptr->window &= ~(PW_INVEN);
6059                 fix_inven();
6060         }
6061
6062         /* Display equipment */
6063         if (p_ptr->window & (PW_EQUIP))
6064         {
6065                 p_ptr->window &= ~(PW_EQUIP);
6066                 fix_equip();
6067         }
6068
6069         /* Display spell list */
6070         if (p_ptr->window & (PW_SPELL))
6071         {
6072                 p_ptr->window &= ~(PW_SPELL);
6073                 fix_spell();
6074         }
6075
6076         /* Display player */
6077         if (p_ptr->window & (PW_PLAYER))
6078         {
6079                 p_ptr->window &= ~(PW_PLAYER);
6080                 fix_player();
6081         }
6082         
6083         /* Display monster list */
6084         if (p_ptr->window & (PW_MONSTER_LIST))
6085         {
6086                 p_ptr->window &= ~(PW_MONSTER_LIST);
6087                 fix_monster_list();
6088         }
6089         
6090         /* Display overhead view */
6091         if (p_ptr->window & (PW_MESSAGE))
6092         {
6093                 p_ptr->window &= ~(PW_MESSAGE);
6094                 fix_message();
6095         }
6096
6097         /* Display overhead view */
6098         if (p_ptr->window & (PW_OVERHEAD))
6099         {
6100                 p_ptr->window &= ~(PW_OVERHEAD);
6101                 fix_overhead();
6102         }
6103
6104         /* Display overhead view */
6105         if (p_ptr->window & (PW_DUNGEON))
6106         {
6107                 p_ptr->window &= ~(PW_DUNGEON);
6108                 fix_dungeon();
6109         }
6110
6111         /* Display monster recall */
6112         if (p_ptr->window & (PW_MONSTER))
6113         {
6114                 p_ptr->window &= ~(PW_MONSTER);
6115                 fix_monster();
6116         }
6117
6118         /* Display object recall */
6119         if (p_ptr->window & (PW_OBJECT))
6120         {
6121                 p_ptr->window &= ~(PW_OBJECT);
6122                 fix_object();
6123         }
6124 }
6125
6126
6127 /*!
6128  * @brief 全更新処理をチェックして処理していく
6129  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6130  * @return なし
6131  */
6132 void handle_stuff(void)
6133 {
6134         if (p_ptr->notice) notice_stuff();
6135         if (p_ptr->update) update_stuff();
6136         if (p_ptr->redraw) redraw_stuff();
6137         if (p_ptr->window) window_stuff();
6138 }
6139
6140 /*!
6141  * @brief プレイヤーの現在開いている手の状態を返す
6142  * @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。
6143  * @return 開いている手のビットフラグ
6144  */
6145 BIT_FLAGS16 empty_hands(bool riding_control)
6146 {
6147         BIT_FLAGS16 status = EMPTY_HAND_NONE;
6148
6149         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6150         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6151
6152         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6153         {
6154                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6155                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6156         }
6157
6158         return status;
6159 }
6160
6161
6162 /*!
6163  * @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。
6164  * @return ペナルティが適用されるならばTRUE。
6165  */
6166 bool heavy_armor(void)
6167 {
6168         WEIGHT monk_arm_wgt = 0;
6169
6170         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6171
6172         /* Weight the armor */
6173         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6174         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6175         monk_arm_wgt += inventory[INVEN_BODY].weight;
6176         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6177         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6178         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6179         monk_arm_wgt += inventory[INVEN_FEET].weight;
6180
6181         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6182 }
6183
6184 /*!
6185  * @brief 実ゲームプレイ時間を更新する
6186  */
6187 void update_playtime(void)
6188 {
6189         /* Check if the game has started */
6190         if (start_time != 0)
6191         {
6192                 u32b tmp = (u32b)time(NULL);
6193                 playtime += (tmp - start_time);
6194                 start_time = tmp;
6195         }
6196 }