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1 /*!
2  * @file xtra1.c
3  * @brief 雑多なその他の処理1 / misc code
4  * @date 2014/08/17
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (value);
100 }
101
102
103
104 /*
105  * Print character info at given row, column in a 13 char field
106  */
107 static void prt_field(cptr info, int row, int col)
108 {
109         /* Dump 13 spaces to clear */
110         c_put_str(TERM_WHITE, "             ", row, col);
111
112         /* Dump the info itself */
113         c_put_str(TERM_L_BLUE, info, row, col);
114 }
115
116
117 /*
118  *  Whether daytime or not
119  */
120 bool is_daytime(void)
121 {
122         s32b len = TURNS_PER_TICK * TOWN_DAWN;
123         if ((turn % len) < (len / 2))
124                 return TRUE;
125         else
126                 return FALSE;
127 }
128
129 /*
130  * Extract day, hour, min
131  */
132 void extract_day_hour_min(int *day, int *hour, int *min)
133 {
134         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
135         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
136
137         switch (p_ptr->start_race)
138         {
139         case RACE_VAMPIRE:
140         case RACE_SKELETON:
141         case RACE_ZOMBIE:
142         case RACE_SPECTRE:
143                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
144                 break;
145         default:
146                 *day = (turn + A_DAY / 4) / A_DAY + 1;
147                 break;
148         }
149         *hour = (24 * turn_in_today / A_DAY) % 24;
150         *min = (1440 * turn_in_today / A_DAY) % 60;
151 }
152
153 /*
154  * Print time
155  */
156 void prt_time(void)
157 {
158         int day, hour, min;
159
160         /* Dump 13 spaces to clear */
161         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
162
163         extract_day_hour_min(&day, &hour, &min);
164
165         /* Dump the info itself */
166         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
167         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
168
169         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
170 }
171
172
173 cptr map_name(void)
174 {
175         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
176             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
177                 return _("クエスト", "Quest");
178         else if (p_ptr->wild_mode)
179                 return _("地上", "Surface");
180         else if (p_ptr->inside_arena)
181                 return _("アリーナ", "Arena");
182         else if (p_ptr->inside_battle)
183                 return _("闘技場", "Monster Arena");
184         else if (!dun_level && p_ptr->town_num)
185                 return town[p_ptr->town_num].name;
186         else
187                 return d_name+d_info[dungeon_type].name;
188 }
189
190 /*
191  * Print dungeon
192  */
193 static void prt_dungeon(void)
194 {
195         cptr dungeon_name;
196         int col;
197
198         /* Dump 13 spaces to clear */
199         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
200
201         dungeon_name = map_name();
202
203         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
204         if (col < 0) col = 0;
205
206         /* Dump the info itself */
207         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
208                   ROW_DUNGEON, col);
209 }
210
211
212
213
214 /*
215  * Print character stat in given row, column
216  */
217 static void prt_stat(int stat)
218 {
219         char tmp[32];
220
221         /* Display "injured" stat */
222         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
223         {
224                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
225                 cnv_stat(p_ptr->stat_use[stat], tmp);
226                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
227         }
228
229         /* Display "healthy" stat */
230         else
231         {
232                 put_str(stat_names[stat], ROW_STAT + stat, 0);
233                 cnv_stat(p_ptr->stat_use[stat], tmp);
234                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
235         }
236
237         /* Indicate natural maximum */
238         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
239         {
240 #ifdef JP
241                 /* 日本語にかぶらないように表示位置を変更 */
242                 put_str("!", ROW_STAT + stat, 5);
243 #else
244                 put_str("!", ROW_STAT + stat, 3);
245 #endif
246
247         }
248 }
249
250
251 /*
252  *  Data structure for status bar
253  */
254 #define BAR_TSUYOSHI 0
255 #define BAR_HALLUCINATION 1
256 #define BAR_BLINDNESS 2
257 #define BAR_PARALYZE 3
258 #define BAR_CONFUSE 4
259 #define BAR_POISONED 5
260 #define BAR_AFRAID 6
261 #define BAR_LEVITATE 7
262 #define BAR_REFLECTION 8
263 #define BAR_PASSWALL 9
264 #define BAR_WRAITH 10
265 #define BAR_PROTEVIL 11
266 #define BAR_KAWARIMI 12
267 #define BAR_MAGICDEFENSE 13
268 #define BAR_EXPAND 14
269 #define BAR_STONESKIN 15
270 #define BAR_MULTISHADOW 16
271 #define BAR_REGMAGIC 17
272 #define BAR_ULTIMATE 18
273 #define BAR_INVULN 19
274 #define BAR_IMMACID 20
275 #define BAR_RESACID 21
276 #define BAR_IMMELEC 22
277 #define BAR_RESELEC 23
278 #define BAR_IMMFIRE 24
279 #define BAR_RESFIRE 25
280 #define BAR_IMMCOLD 26
281 #define BAR_RESCOLD 27
282 #define BAR_RESPOIS 28
283 #define BAR_RESNETH 29
284 #define BAR_RESTIME 30
285 #define BAR_DUSTROBE 31
286 #define BAR_SHFIRE 32
287 #define BAR_TOUKI 33
288 #define BAR_SHHOLY 34
289 #define BAR_EYEEYE 35
290 #define BAR_BLESSED 36
291 #define BAR_HEROISM 37
292 #define BAR_BERSERK 38
293 #define BAR_ATTKFIRE 39
294 #define BAR_ATTKCOLD 40
295 #define BAR_ATTKELEC 41
296 #define BAR_ATTKACID 42
297 #define BAR_ATTKPOIS 43
298 #define BAR_ATTKCONF 44
299 #define BAR_SENSEUNSEEN 45
300 #define BAR_TELEPATHY 46
301 #define BAR_REGENERATION 47
302 #define BAR_INFRAVISION 48
303 #define BAR_STEALTH 49
304 #define BAR_SUPERSTEALTH 50
305 #define BAR_RECALL 51
306 #define BAR_ALTER 52
307 #define BAR_SHCOLD 53
308 #define BAR_SHELEC 54
309 #define BAR_SHSHADOW 55
310 #define BAR_MIGHT 56
311 #define BAR_BUILD 57
312 #define BAR_ANTIMULTI 58
313 #define BAR_ANTITELE 59
314 #define BAR_ANTIMAGIC 60
315 #define BAR_PATIENCE 61
316 #define BAR_REVENGE 62
317 #define BAR_RUNESWORD 63
318 #define BAR_VAMPILIC 64
319 #define BAR_CURE 65
320 #define BAR_ESP_EVIL 66
321
322 static struct {
323         byte attr;
324         cptr sstr;
325         cptr lstr;
326 } bar[]
327 #ifdef JP
328 = {
329         {TERM_YELLOW, "つ", "つよし"},
330         {TERM_VIOLET, "幻", "幻覚"},
331         {TERM_L_DARK, "盲", "盲目"},
332         {TERM_RED, "痺", "麻痺"},
333         {TERM_VIOLET, "乱", "混乱"},
334         {TERM_GREEN, "毒", "毒"},
335         {TERM_BLUE, "恐", "恐怖"},
336         {TERM_L_BLUE, "浮", "浮遊"},
337         {TERM_SLATE, "反", "反射"},
338         {TERM_SLATE, "壁", "壁抜け"},
339         {TERM_L_DARK, "幽", "幽体"},
340         {TERM_SLATE, "邪", "防邪"},
341         {TERM_VIOLET, "変", "変わり身"},
342         {TERM_YELLOW, "魔", "魔法鎧"},
343         {TERM_L_UMBER, "伸", "伸び"},
344         {TERM_WHITE, "石", "石肌"},
345         {TERM_L_BLUE, "分", "分身"},
346         {TERM_SLATE, "防", "魔法防御"},
347         {TERM_YELLOW, "究", "究極"},
348         {TERM_YELLOW, "無", "無敵"},
349         {TERM_L_GREEN, "酸", "酸免疫"},
350         {TERM_GREEN, "酸", "耐酸"},
351         {TERM_L_BLUE, "電", "電免疫"},
352         {TERM_BLUE, "電", "耐電"},
353         {TERM_L_RED, "火", "火免疫"},
354         {TERM_RED, "火", "耐火"},
355         {TERM_WHITE, "冷", "冷免疫"},
356         {TERM_SLATE, "冷", "耐冷"},
357         {TERM_GREEN, "毒", "耐毒"},
358         {TERM_L_DARK, "獄", "耐地獄"},
359         {TERM_L_BLUE, "時", "耐時間"},
360         {TERM_L_DARK, "鏡", "鏡オーラ"},
361         {TERM_L_RED, "オ", "火オーラ"},
362         {TERM_WHITE, "闘", "闘気"},
363         {TERM_WHITE, "聖", "聖オーラ"},
364         {TERM_VIOLET, "目", "目には目"},
365         {TERM_WHITE, "祝", "祝福"},
366         {TERM_WHITE, "勇", "勇"},
367         {TERM_RED, "狂", "狂乱"},
368         {TERM_L_RED, "火", "魔剣火"},
369         {TERM_WHITE, "冷", "魔剣冷"},
370         {TERM_L_BLUE, "電", "魔剣電"},
371         {TERM_SLATE, "酸", "魔剣酸"},
372         {TERM_L_GREEN, "毒", "魔剣毒"},
373         {TERM_RED, "乱", "混乱打撃"},
374         {TERM_L_BLUE, "視", "透明視"},
375         {TERM_ORANGE, "テ", "テレパシ"},
376         {TERM_L_BLUE, "回", "回復"},
377         {TERM_L_RED, "赤", "赤外"},
378         {TERM_UMBER, "隠", "隠密"},
379         {TERM_YELLOW, "隠", "超隠密"},
380         {TERM_WHITE, "帰", "帰還"},
381         {TERM_WHITE, "現", "現実変容"},
382         /* Hex */
383         {TERM_WHITE, "オ", "氷オーラ"},
384         {TERM_BLUE, "オ", "電オーラ"},
385         {TERM_L_DARK, "オ", "影オーラ"},
386         {TERM_YELLOW, "腕", "腕力強化"},
387         {TERM_RED, "肉", "肉体強化"},
388         {TERM_L_DARK, "殖", "反増殖"},
389         {TERM_ORANGE, "テ", "反テレポ"},
390         {TERM_RED, "魔", "反魔法"},
391         {TERM_SLATE, "我", "我慢"},
392         {TERM_SLATE, "宣", "宣告"},
393         {TERM_L_DARK, "剣", "魔剣化"},
394         {TERM_RED, "吸", "吸血打撃"},
395         {TERM_WHITE, "回", "回復"},
396         {TERM_L_DARK, "感", "邪悪感知"},
397         {0, NULL, NULL}
398 };
399 #else
400 = {
401         {TERM_YELLOW, "Ts", "Tsuyoshi"},
402         {TERM_VIOLET, "Ha", "Halluc"},
403         {TERM_L_DARK, "Bl", "Blind"},
404         {TERM_RED, "Pa", "Paralyzed"},
405         {TERM_VIOLET, "Cf", "Confused"},
406         {TERM_GREEN, "Po", "Poisoned"},
407         {TERM_BLUE, "Af", "Afraid"},
408         {TERM_L_BLUE, "Lv", "Levit"},
409         {TERM_SLATE, "Rf", "Reflect"},
410         {TERM_SLATE, "Pw", "PassWall"},
411         {TERM_L_DARK, "Wr", "Wraith"},
412         {TERM_SLATE, "Ev", "PrtEvl"},
413         {TERM_VIOLET, "Kw", "Kawarimi"},
414         {TERM_YELLOW, "Md", "MgcArm"},
415         {TERM_L_UMBER, "Eh", "Expand"},
416         {TERM_WHITE, "Ss", "StnSkn"},
417         {TERM_L_BLUE, "Ms", "MltShdw"},
418         {TERM_SLATE, "Rm", "ResMag"},
419         {TERM_YELLOW, "Ul", "Ultima"},
420         {TERM_YELLOW, "Iv", "Invuln"},
421         {TERM_L_GREEN, "IAc", "ImmAcid"},
422         {TERM_GREEN, "Ac", "Acid"},
423         {TERM_L_BLUE, "IEl", "ImmElec"},
424         {TERM_BLUE, "El", "Elec"},
425         {TERM_L_RED, "IFi", "ImmFire"},
426         {TERM_RED, "Fi", "Fire"},
427         {TERM_WHITE, "ICo", "ImmCold"},
428         {TERM_SLATE, "Co", "Cold"},
429         {TERM_GREEN, "Po", "Pois"},
430         {TERM_L_DARK, "Nt", "Nthr"},
431         {TERM_L_BLUE, "Ti", "Time"},
432         {TERM_L_DARK, "Mr", "Mirr"},
433         {TERM_L_RED, "SFi", "SFire"},
434         {TERM_WHITE, "Fo", "Force"},
435         {TERM_WHITE, "Ho", "Holy"},
436         {TERM_VIOLET, "Ee", "EyeEye"},
437         {TERM_WHITE, "Bs", "Bless"},
438         {TERM_WHITE, "He", "Hero"},
439         {TERM_RED, "Br", "Berserk"},
440         {TERM_L_RED, "BFi", "BFire"},
441         {TERM_WHITE, "BCo", "BCold"},
442         {TERM_L_BLUE, "BEl", "BElec"},
443         {TERM_SLATE, "BAc", "BAcid"},
444         {TERM_L_GREEN, "BPo", "BPois"},
445         {TERM_RED, "TCf", "TchCnf"},
446         {TERM_L_BLUE, "Se", "SInv"},
447         {TERM_ORANGE, "Te", "Telepa"},
448         {TERM_L_BLUE, "Rg", "Regen"},
449         {TERM_L_RED, "If", "Infr"},
450         {TERM_UMBER, "Sl", "Stealth"},
451         {TERM_YELLOW, "Stlt", "Stealth"},
452         {TERM_WHITE, "Rc", "Recall"},
453         {TERM_WHITE, "Al", "Alter"},
454         /* Hex */
455         {TERM_WHITE, "SCo", "SCold"},
456         {TERM_BLUE, "SEl", "SElec"},
457         {TERM_L_DARK, "SSh", "SShadow"},
458         {TERM_YELLOW, "EMi", "ExMight"},
459         {TERM_RED, "Bu", "BuildUp"},
460         {TERM_L_DARK, "AMl", "AntiMulti"},
461         {TERM_ORANGE, "AT", "AntiTele"},
462         {TERM_RED, "AM", "AntiMagic"},
463         {TERM_SLATE, "Pa", "Patience"},
464         {TERM_SLATE, "Rv", "Revenge"},
465         {TERM_L_DARK, "Rs", "RuneSword"},
466         {TERM_RED, "Vm", "Vampiric"},
467         {TERM_WHITE, "Cu", "Cure"},
468         {TERM_L_DARK, "ET", "EvilTele"},
469         {0, NULL, NULL}
470 };
471 #endif
472
473 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
474 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
475
476
477 /*
478  *  Show status bar
479  */
480 static void prt_status(void)
481 {
482         u32b bar_flags[3];
483         int wid, hgt, row_statbar, max_col_statbar;
484         int i, col = 0, num = 0;
485         int space = 2;
486
487         Term_get_size(&wid, &hgt);
488         row_statbar = hgt + ROW_STATBAR;
489         max_col_statbar = wid + MAX_COL_STATBAR;
490
491         Term_erase(0, row_statbar, max_col_statbar);
492
493         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
494
495         /* Tsuyoshi  */
496         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
497
498         /* Hallucinating */
499         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
500
501         /* Blindness */
502         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
503
504         /* Paralysis */
505         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
506
507         /* Confusion */
508         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
509
510         /* Posioned */
511         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
512
513         /* Times see-invisible */
514         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
515
516         /* Timed esp */
517         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
518
519         /* Timed regenerate */
520         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
521
522         /* Timed infra-vision */
523         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
524
525         /* Protection from evil */
526         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
527
528         /* Invulnerability */
529         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
530
531         /* Wraith form */
532         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
533
534         /* Kabenuke */
535         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
536
537         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
538
539         /* Heroism */
540         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
541
542         /* Super Heroism / berserk */
543         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
544
545         /* Blessed */
546         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
547
548         /* Shield */
549         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
550
551         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
552
553         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
554         
555         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
556
557         /* Oppose Acid */
558         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
559         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
560
561         /* Oppose Lightning */
562         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
563         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
564
565         /* Oppose Fire */
566         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
567         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
568
569         /* Oppose Cold */
570         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
571         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
572
573         /* Oppose Poison */
574         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
575
576         /* Word of Recall */
577         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
578
579         /* Alter realiry */
580         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
581
582         /* Afraid */
583         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
584
585         /* Resist time */
586         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
587
588         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
589
590         /* Confusing Hands */
591         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
592
593         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
594
595         /* Ultimate-resistance */
596         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
597
598         /* tim levitation */
599         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
600
601         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
602
603         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
604
605         /* Mahouken */
606         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
607         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
608         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
609         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
610         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
611         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
612
613         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
614
615         /* tim stealth */
616         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
617
618         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
619
620         /* Holy aura */
621         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
622
623         /* An Eye for an Eye */
624         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
625
626         /* Hex spells */
627         if (p_ptr->realm1 == REALM_HEX)
628         {
629                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
630                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
631                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
632                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
633                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
634                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
635                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
636                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
637                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
638                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
639                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
640                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
641                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
642                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
643                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
644                 if (hex_spelling(HEX_CURE_LIGHT) ||
645                         hex_spelling(HEX_CURE_SERIOUS) ||
646                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
647
648                 if (p_ptr->magic_num2[2])
649                 {
650                         if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
651                         if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
652                 }
653         }
654
655         /* Calcurate length */
656         for (i = 0; bar[i].sstr; i++)
657         {
658                 if (IS_FLG(i))
659                 {
660                         col += strlen(bar[i].lstr) + 1;
661                         num++;
662                 }
663         }
664
665         /* If there are not excess spaces for long strings, use short one */
666         if (col - 1 > max_col_statbar)
667         {
668                 space = 0;
669                 col = 0;
670
671                 for (i = 0; bar[i].sstr; i++)
672                 {
673                         if (IS_FLG(i))
674                         {
675                                 col += strlen(bar[i].sstr);
676                         }
677                 }
678
679                 /* If there are excess spaces for short string, use more */
680                 if (col - 1 <= max_col_statbar - (num-1))
681                 {
682                         space = 1;
683                         col += num - 1;
684                 }
685         }
686
687
688         /* Centering display column */
689         col = (max_col_statbar - col) / 2;
690
691         /* Display status bar */
692         for (i = 0; bar[i].sstr; i++)
693         {
694                 if (IS_FLG(i))
695                 {
696                         cptr str;
697                         if (space == 2) str = bar[i].lstr;
698                         else str = bar[i].sstr;
699
700                         c_put_str(bar[i].attr, str, row_statbar, col);
701                         col += strlen(str);
702                         if (space > 0) col++;
703                         if (col > max_col_statbar) break;
704                 }
705         }
706 }
707
708
709
710 /*
711  * Prints "title", including "wizard" or "winner" as needed.
712  */
713 static void prt_title(void)
714 {
715         cptr p = "";
716         char str[14];
717
718         /* Wizard */
719         if (p_ptr->wizard)
720         {
721 #ifdef JP
722                 /* 英日切り替え機能 称号 */
723                 p = "[ウィザード]";
724 #else
725                 p = "[=-WIZARD-=]";
726 #endif
727
728         }
729
730         /* Winner */
731         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
732         {
733                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
734                 {
735 #ifdef JP
736                         /* 英日切り替え機能 称号 */
737                         p = "*真・勝利者*";
738 #else
739                         p = "*TRUEWINNER*";
740 #endif
741                 }
742                 else
743                 {
744 #ifdef JP
745                         /* 英日切り替え機能 称号 */
746                         p = "***勝利者***";
747 #else
748                         p = "***WINNER***";
749 #endif
750                 }
751         }
752
753         /* Normal */
754         else
755         {
756                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
757                 p = str;
758         }
759
760         prt_field(p, ROW_TITLE, COL_TITLE);
761 }
762
763
764 /*
765  * Prints level
766  */
767 static void prt_level(void)
768 {
769         char tmp[32];
770
771         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
772
773         if (p_ptr->lev >= p_ptr->max_plv)
774         {
775 #ifdef JP
776                 put_str("レベル ", ROW_LEVEL, 0);
777                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
778 #else
779                 put_str("LEVEL ", ROW_LEVEL, 0);
780                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
781 #endif
782
783         }
784         else
785         {
786 #ifdef JP
787                 put_str("xレベル", ROW_LEVEL, 0);
788                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
789 #else
790                 put_str("Level ", ROW_LEVEL, 0);
791                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
792 #endif
793
794         }
795 }
796
797
798 /*
799  * Display the experience
800  */
801 static void prt_exp(void)
802 {
803         char out_val[32];
804
805         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
806         {
807                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
808         }
809         else
810         {
811                 if (p_ptr->lev >= PY_MAX_LEVEL)
812                 {
813                         (void)sprintf(out_val, "********");
814                 }
815                 else
816                 {
817 #ifdef JP
818                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
819 #else      
820                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
821 #endif
822                 }
823         }
824
825         if (p_ptr->exp >= p_ptr->max_exp)
826         {
827 #ifdef JP
828                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
829                 else put_str("経験 ", ROW_EXP, 0);
830                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
831 #else
832                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
833                 else put_str("EXP ", ROW_EXP, 0);
834                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
835 #endif
836
837         }
838         else
839         {
840 #ifdef JP
841                 put_str("x経験", ROW_EXP, 0);
842                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
843 #else
844                 put_str("Exp ", ROW_EXP, 0);
845                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
846 #endif
847
848         }
849 }
850
851 /*
852  * Prints current gold
853  */
854 static void prt_gold(void)
855 {
856         char tmp[32];
857         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
858         sprintf(tmp, "%9ld", (long)p_ptr->au);
859         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
860 }
861
862
863
864 /*
865  * Prints current AC
866  */
867 static void prt_ac(void)
868 {
869         char tmp[32];
870
871 #ifdef JP
872 /* AC の表示方式を変更している */
873         put_str(" AC(     )", ROW_AC, COL_AC);
874         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
875         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
876 #else
877         put_str("Cur AC ", ROW_AC, COL_AC);
878         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
879         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
880 #endif
881
882 }
883
884
885 /*
886  * Prints Cur/Max hit points
887  */
888 static void prt_hp(void)
889 {
890 /* ヒットポイントの表示方法を変更 */
891         char tmp[32];
892   
893         byte color;
894   
895         /* タイトル */
896 /*      put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
897
898         put_str("HP", ROW_CURHP, COL_CURHP);
899
900         /* 現在のヒットポイント */
901         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
902
903         if (p_ptr->chp >= p_ptr->mhp)
904         {
905                 color = TERM_L_GREEN;
906         }
907         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
908         {
909                 color = TERM_YELLOW;
910         }
911         else
912         {
913                 color = TERM_RED;
914         }
915
916         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
917
918         /* 区切り */
919         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
920
921         /* 最大ヒットポイント */
922         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
923         color = TERM_L_GREEN;
924
925         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
926 }
927
928
929 /*
930  * Prints players max/cur spell points
931  */
932 static void prt_sp(void)
933 {
934 /* マジックポイントの表示方法を変更している */
935         char tmp[32];
936         byte color;
937
938
939         /* Do not show mana unless it matters */
940         if (!mp_ptr->spell_book) return;
941
942         /* タイトル */
943 /*      put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
944         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
945
946         /* 現在のマジックポイント */
947         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
948
949         if (p_ptr->csp >= p_ptr->msp)
950         {
951                 color = TERM_L_GREEN;
952         }
953         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
954         {
955                 color = TERM_YELLOW;
956         }
957         else
958         {
959                 color = TERM_RED;
960         }
961
962         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
963
964         /* 区切り */
965         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
966
967         /* 最大マジックポイント */
968         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
969         color = TERM_L_GREEN;
970
971         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
972 }
973
974
975 /*
976  * Prints depth in stat area
977  */
978 static void prt_depth(void)
979 {
980         char depths[32];
981         int wid, hgt, row_depth, col_depth;
982         byte attr = TERM_WHITE;
983
984         Term_get_size(&wid, &hgt);
985         col_depth = wid + COL_DEPTH;
986         row_depth = hgt + ROW_DEPTH;
987
988         if (!dun_level)
989         {
990                 strcpy(depths, _("地上", "Surf."));
991         }
992         else if (p_ptr->inside_quest && !dungeon_type)
993         {
994                 strcpy(depths, _("地上", "Quest"));
995         }
996         else
997         {
998                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
999                 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1000
1001                 /* Get color of level based on feeling  -JSV- */
1002                 switch (p_ptr->feeling)
1003                 {
1004                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1005                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1006                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1007                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1008                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1009                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1010                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1011                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1012                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1013                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1014                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1015                 }
1016         }
1017
1018         /* Right-Adjust the "depth", and clear old values */
1019         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1020 }
1021
1022
1023 /*
1024  * Prints status of hunger
1025  */
1026 static void prt_hunger(void)
1027 {
1028         if(p_ptr->wizard && p_ptr->inside_arena) return;
1029
1030         /* Fainting / Starving */
1031         if (p_ptr->food < PY_FOOD_FAINT)
1032         {
1033                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1034         }
1035
1036         /* Weak */
1037         else if (p_ptr->food < PY_FOOD_WEAK)
1038         {
1039                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1040         }
1041
1042         /* Hungry */
1043         else if (p_ptr->food < PY_FOOD_ALERT)
1044         {
1045                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1046         }
1047
1048         /* Normal */
1049         else if (p_ptr->food < PY_FOOD_FULL)
1050         {
1051                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1052         }
1053
1054         /* Full */
1055         else if (p_ptr->food < PY_FOOD_MAX)
1056         {
1057                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1058         }
1059
1060         /* Gorged */
1061         else
1062         {
1063                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1064         }
1065 }
1066
1067
1068 /*
1069  * Prints Searching, Resting, Paralysis, or 'count' status
1070  * Display is always exactly 10 characters wide (see below)
1071  *
1072  * This function was a major bottleneck when resting, so a lot of
1073  * the text formatting code was optimized in place below.
1074  */
1075 static void prt_state(void)
1076 {
1077         byte attr = TERM_WHITE;
1078
1079         char text[5];
1080
1081         /* Repeating */
1082         if (command_rep)
1083         {
1084                 if (command_rep > 999)
1085                 {
1086                         (void)sprintf(text, "%2d00", command_rep / 100);
1087                 }
1088                 else
1089                 {
1090                         (void)sprintf(text, "  %2d", command_rep);
1091                 }
1092         }
1093
1094         /* Action */
1095         else
1096         {
1097                 switch(p_ptr->action)
1098                 {
1099                         case ACTION_SEARCH:
1100                         {
1101                                 strcpy(text, _("探索", "Sear"));
1102                                 break;
1103                         }
1104                         case ACTION_REST:
1105                         {
1106                                 int i;
1107
1108                                 /* Start with "Rest" */
1109                                 strcpy(text, _("    ", "    "));
1110
1111                                 /* Extensive (timed) rest */
1112                                 if (resting >= 1000)
1113                                 {
1114                                         i = resting / 100;
1115                                         text[3] = '0';
1116                                         text[2] = '0';
1117                                         text[1] = '0' + (i % 10);
1118                                         text[0] = '0' + (i / 10);
1119                                 }
1120
1121                                 /* Long (timed) rest */
1122                                 else if (resting >= 100)
1123                                 {
1124                                         i = resting;
1125                                         text[3] = '0' + (i % 10);
1126                                         i = i / 10;
1127                                         text[2] = '0' + (i % 10);
1128                                         text[1] = '0' + (i / 10);
1129                                 }
1130
1131                                 /* Medium (timed) rest */
1132                                 else if (resting >= 10)
1133                                 {
1134                                         i = resting;
1135                                         text[3] = '0' + (i % 10);
1136                                         text[2] = '0' + (i / 10);
1137                                 }
1138
1139                                 /* Short (timed) rest */
1140                                 else if (resting > 0)
1141                                 {
1142                                         i = resting;
1143                                         text[3] = '0' + (i);
1144                                 }
1145
1146                                 /* Rest until healed */
1147                                 else if (resting == -1)
1148                                 {
1149                                         text[0] = text[1] = text[2] = text[3] = '*';
1150                                 }
1151
1152                                 /* Rest until done */
1153                                 else if (resting == -2)
1154                                 {
1155                                         text[0] = text[1] = text[2] = text[3] = '&';
1156                                 }
1157                                 break;
1158                         }
1159                         case ACTION_LEARN:
1160                         {
1161                                 strcpy(text, _("学習", "lear"));
1162                                 if (new_mane) attr = TERM_L_RED;
1163                                 break;
1164                         }
1165                         case ACTION_FISH:
1166                         {
1167                                 strcpy(text, _("釣り", "fish"));
1168                                 break;
1169                         }
1170                         case ACTION_KAMAE:
1171                         {
1172                                 int i;
1173                                 for (i = 0; i < MAX_KAMAE; i++)
1174                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1175                                 switch (i)
1176                                 {
1177                                         case 0: attr = TERM_GREEN;break;
1178                                         case 1: attr = TERM_WHITE;break;
1179                                         case 2: attr = TERM_L_BLUE;break;
1180                                         case 3: attr = TERM_L_RED;break;
1181                                 }
1182                                 strcpy(text, kamae_shurui[i].desc);
1183                                 break;
1184                         }
1185                         case ACTION_KATA:
1186                         {
1187                                 int i;
1188                                 for (i = 0; i < MAX_KATA; i++)
1189                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1190                                 strcpy(text, kata_shurui[i].desc);
1191                                 break;
1192                         }
1193                         case ACTION_SING:
1194                         {
1195                                 strcpy(text, _("歌  ", "Sing"));
1196                                 break;
1197                         }
1198                         case ACTION_HAYAGAKE:
1199                         {
1200                                 strcpy(text, _("速駆", "Fast"));
1201                                 break;
1202                         }
1203                         case ACTION_SPELL:
1204                         {
1205                                 strcpy(text, _("詠唱", "Spel"));
1206                                 break;
1207                         }
1208                         default:
1209                         {
1210                                 strcpy(text, "    ");
1211                                 break;
1212                         }
1213                 }
1214         }
1215
1216         /* Display the info (or blanks) */
1217         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1218 }
1219
1220
1221 /*
1222  * Prints the speed of a character.                     -CJS-
1223  */
1224 static void prt_speed(void)
1225 {
1226         int i = p_ptr->pspeed;
1227         bool is_fast = IS_FAST();
1228
1229         byte attr = TERM_WHITE;
1230         char buf[32] = "";
1231         int wid, hgt, row_speed, col_speed;
1232
1233         Term_get_size(&wid, &hgt);
1234         col_speed = wid + COL_SPEED;
1235         row_speed = hgt + ROW_SPEED;
1236
1237         /* Hack -- Visually "undo" the Search Mode Slowdown */
1238         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1239
1240         /* Fast */
1241         if (i > 110)
1242         {
1243                 if (p_ptr->riding)
1244                 {
1245                         monster_type *m_ptr = &m_list[p_ptr->riding];
1246                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1247                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1248                         else attr = TERM_GREEN;
1249                 }
1250                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1251                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1252                 else attr = TERM_L_GREEN;
1253 #ifdef JP
1254                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1255 #else
1256                 sprintf(buf, "Fast(+%d)", (i - 110));
1257 #endif
1258
1259         }
1260
1261         /* Slow */
1262         else if (i < 110)
1263         {
1264                 if (p_ptr->riding)
1265                 {
1266                         monster_type *m_ptr = &m_list[p_ptr->riding];
1267                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1268                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1269                         else attr = TERM_RED;
1270                 }
1271                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1272                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1273                 else attr = TERM_L_UMBER;
1274 #ifdef JP
1275                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1276 #else
1277                 sprintf(buf, "Slow(-%d)", (110 - i));
1278 #endif
1279         }
1280         else if (p_ptr->riding)
1281         {
1282                 attr = TERM_GREEN;
1283                 strcpy(buf, _("乗馬中", "Riding"));
1284         }
1285
1286         /* Display the speed */
1287         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1288 }
1289
1290
1291 static void prt_study(void)
1292 {
1293         int 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->new_spells)
1300         {
1301                 put_str(_("学習", "Stud"), row_study, col_study);
1302         }
1303         else
1304         {
1305                 put_str("    ", row_study, col_study);
1306         }
1307 }
1308
1309
1310 static void prt_imitation(void)
1311 {
1312         int wid, hgt, row_study, col_study;
1313
1314         Term_get_size(&wid, &hgt);
1315         col_study = wid + COL_STUDY;
1316         row_study = hgt + ROW_STUDY;
1317
1318         if (p_ptr->pclass == CLASS_IMITATOR)
1319         {
1320                 if (p_ptr->mane_num)
1321                 {
1322                         byte attr;
1323                         if (new_mane) attr = TERM_L_RED;
1324                         else attr = TERM_WHITE;
1325                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1326                 }
1327                 else
1328                 {
1329                         put_str("    ", row_study, col_study);
1330                 }
1331         }
1332 }
1333
1334
1335 static void prt_cut(void)
1336 {
1337         int c = p_ptr->cut;
1338
1339         if (c > 1000)
1340         {
1341                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1342         }
1343         else if (c > 200)
1344         {
1345                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1346         }
1347         else if (c > 100)
1348         {
1349                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1350         }
1351         else if (c > 50)
1352         {
1353                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1354         }
1355         else if (c > 25)
1356         {
1357                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1358         }
1359         else if (c > 10)
1360         {
1361                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1362         }
1363         else if (c)
1364         {
1365                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1366         }
1367         else
1368         {
1369                 put_str("            ", ROW_CUT, COL_CUT);
1370         }
1371 }
1372
1373
1374
1375 static void prt_stun(void)
1376 {
1377         int s = p_ptr->stun;
1378
1379         if (s > 100)
1380         {
1381                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1382         }
1383         else if (s > 50)
1384         {
1385                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1386         }
1387         else if (s)
1388         {
1389                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1390         }
1391         else
1392         {
1393                 put_str("            ", ROW_STUN, COL_STUN);
1394         }
1395 }
1396
1397
1398
1399 /*
1400  * Redraw the "monster health bar"      -DRS-
1401  * Rather extensive modifications by    -BEN-
1402  *
1403  * The "monster health bar" provides visual feedback on the "health"
1404  * of the monster currently being "tracked".  There are several ways
1405  * to "track" a monster, including targetting it, attacking it, and
1406  * affecting it (and nobody else) with a ranged attack.
1407  *
1408  * Display the monster health bar (affectionately known as the
1409  * "health-o-meter").  Clear health bar if nothing is being tracked.
1410  * Auto-track current target monster when bored.  Note that the
1411  * health-bar stops tracking any monster that "disappears".
1412  */
1413 static void health_redraw(bool riding)
1414 {
1415         s16b health_who;
1416         int row, col;
1417         monster_type *m_ptr;
1418
1419         if (riding)
1420         {
1421                 health_who = p_ptr->riding;
1422                 row = ROW_RIDING_INFO;
1423                 col = COL_RIDING_INFO;
1424         }
1425         else
1426         {
1427                 health_who = p_ptr->health_who;
1428                 row = ROW_INFO;
1429                 col = COL_INFO;
1430         }
1431
1432         m_ptr = &m_list[health_who];
1433
1434         if (p_ptr->wizard && p_ptr->inside_battle)
1435         {
1436                 row = ROW_INFO - 2;
1437                 col = COL_INFO + 2;
1438
1439                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1440                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1441                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1442                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1443
1444                 if(m_list[1].r_idx)
1445                 {
1446                         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));
1447                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1448                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1449                 }
1450
1451                 if(m_list[2].r_idx)
1452                 {
1453                         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));
1454                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1455                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1456                 }
1457
1458                 if(m_list[3].r_idx)
1459                 {
1460                         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));
1461                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1462                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1463                 }
1464
1465                 if(m_list[4].r_idx)
1466                 {
1467                         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));
1468                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1469                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1470                 }
1471         }
1472         else
1473         {
1474
1475                 /* Not tracking */
1476                 if (!health_who)
1477                 {
1478                         /* Erase the health bar */
1479                         Term_erase(col, row, 12);
1480                 }
1481
1482                 /* Tracking an unseen monster */
1483                 else if (!m_ptr->ml)
1484                 {
1485                         /* Indicate that the monster health is "unknown" */
1486                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1487                 }
1488
1489                 /* Tracking a hallucinatory monster */
1490                 else if (p_ptr->image)
1491                 {
1492                         /* Indicate that the monster health is "unknown" */
1493                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1494                 }
1495
1496                 /* Tracking a dead monster (???) */
1497                 else if (m_ptr->hp < 0)
1498                 {
1499                         /* Indicate that the monster health is "unknown" */
1500                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1501                 }
1502
1503                 /* Tracking a visible monster */
1504                 else
1505                 {
1506                         /* Extract the "percent" of health */
1507                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1508                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1509
1510                         /* Convert percent into "health" */
1511                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1512
1513                         /* Default to almost dead */
1514                         byte attr = TERM_RED;
1515
1516                         /* Invulnerable */
1517                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1518
1519                         /* Asleep */
1520                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1521
1522                         /* Afraid */
1523                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1524
1525                         /* Healthy */
1526                         else if (pct >= 100) attr = TERM_L_GREEN;
1527
1528                         /* Somewhat Wounded */
1529                         else if (pct >= 60) attr = TERM_YELLOW;
1530
1531                         /* Wounded */
1532                         else if (pct >= 25) attr = TERM_ORANGE;
1533
1534                         /* Badly wounded */
1535                         else if (pct >= 10) attr = TERM_L_RED;
1536
1537                         /* Default to "unknown" */
1538                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1539
1540                         /* Dump the current "health" (use '*' symbols) */
1541                         Term_putstr(col + 1, row, len, attr, "**********");
1542                 }
1543         }
1544 }
1545
1546
1547
1548 /*
1549  * Display basic info (mostly left of map)
1550  */
1551 static void prt_frame_basic(void)
1552 {
1553         int i;
1554
1555         /* Race and Class */
1556         if (p_ptr->mimic_form)
1557                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1558         else
1559         {
1560                 char str[14];
1561                 my_strcpy(str, rp_ptr->title, sizeof(str));
1562                 prt_field(str, ROW_RACE, COL_RACE);
1563         }
1564 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1565 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1566
1567
1568         /* Title */
1569         prt_title();
1570
1571         /* Level/Experience */
1572         prt_level();
1573         prt_exp();
1574
1575         /* All Stats */
1576         for (i = 0; i < 6; i++) prt_stat(i);
1577
1578         /* Armor */
1579         prt_ac();
1580
1581         /* Hitpoints */
1582         prt_hp();
1583
1584         /* Spellpoints */
1585         prt_sp();
1586
1587         /* Gold */
1588         prt_gold();
1589
1590         /* Current depth */
1591         prt_depth();
1592
1593         /* Special */
1594         health_redraw(FALSE);
1595         health_redraw(TRUE);
1596 }
1597
1598
1599 /*
1600  * Display extra info (mostly below map)
1601  */
1602 static void prt_frame_extra(void)
1603 {
1604         /* Cut/Stun */
1605         prt_cut();
1606         prt_stun();
1607
1608         /* Food */
1609         prt_hunger();
1610
1611         /* State */
1612         prt_state();
1613
1614         /* Speed */
1615         prt_speed();
1616
1617         /* Study spells */
1618         prt_study();
1619
1620         prt_imitation();
1621
1622         prt_status();
1623 }
1624
1625
1626 /*
1627  * Hack -- display inventory in sub-windows
1628  */
1629 static void fix_inven(void)
1630 {
1631         int j;
1632
1633         /* Scan windows */
1634         for (j = 0; j < 8; j++)
1635         {
1636                 term *old = Term;
1637
1638                 /* No window */
1639                 if (!angband_term[j]) continue;
1640
1641                 /* No relevant flags */
1642                 if (!(window_flag[j] & (PW_INVEN))) continue;
1643
1644                 /* Activate */
1645                 Term_activate(angband_term[j]);
1646
1647                 /* Display inventory */
1648                 display_inven();
1649
1650                 /* Fresh */
1651                 Term_fresh();
1652
1653                 /* Restore */
1654                 Term_activate(old);
1655         }
1656 }
1657
1658
1659 /*
1660  * Print monster info in line
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  */
1667 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1668         char buf[256];
1669         int i;
1670         int r_idx = m_ptr->ap_r_idx;
1671         monster_race* r_ptr = &r_info[r_idx];
1672  
1673         Term_gotoxy(x, y);
1674         if(!r_ptr)return;
1675         //Number of 'U'nique
1676         if(r_ptr->flags1&RF1_UNIQUE){//unique
1677                 bool is_kubi = FALSE;
1678                 for(i=0;i<MAX_KUBI;i++){
1679                         if(kubi_r_idx[i] == r_idx){
1680                                 is_kubi = TRUE;
1681                                 break;
1682                         }
1683                 }
1684                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1685         }else{
1686                 sprintf(buf, "%3d", n_same);
1687                 Term_addstr(-1, TERM_WHITE, buf);
1688         }
1689         //symbol
1690         Term_addstr(-1, TERM_WHITE, " ");
1691         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1692         //Term_addstr(-1, TERM_WHITE, "/");
1693         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1694         //LV
1695         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1696                 sprintf(buf, " %2d", r_ptr->level);
1697         }else{
1698                 strcpy(buf, " ??");
1699         }
1700         Term_addstr(-1, TERM_WHITE, buf);
1701         //name
1702         sprintf(buf, " %s ", r_name+r_ptr->name);
1703         Term_addstr(-1, TERM_WHITE, buf);
1704  
1705         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1706 }
1707
1708  /*
1709         max_lines : 最大何行描画するか.
1710 */
1711 void print_monster_list(int x, int y, int max_lines){
1712         int line = y;
1713         monster_type* last_mons = NULL;
1714         monster_type* m_ptr = NULL;
1715         int n_same = 0;
1716         int i;
1717
1718         for(i=0;i<temp_n;i++){
1719                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1720                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1721                 m_ptr = &m_list[c_ptr->m_idx];
1722                 if(is_pet(m_ptr))continue;//pet
1723                 if(!m_ptr->r_idx)continue;//dead?
1724                 {
1725                         /*
1726                         int r_idx = m_ptr->ap_r_idx;
1727                         monster_race* r_ptr = &r_info[r_idx];
1728                         cptr name = (r_name + r_ptr->name);
1729                         cptr ename = (r_name + r_ptr->name);
1730                         //ミミック類や「それ」等は、一覧に出てはいけない
1731                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1732                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1733                         //『ヌル』は、一覧に出てはいけない
1734                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1735                            (strcmp(ename, "Null the Living Void")==0))continue;
1736                         //"金無垢の指輪"は、一覧に出てはいけない
1737                         if((strcmp(name, "金無垢の指輪")==0)||
1738                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1739                         */
1740                 }
1741
1742                 //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.
1743                 if(!last_mons){//先頭モンスター
1744                         last_mons = m_ptr;
1745                         n_same = 1;
1746                         continue;
1747                 }
1748                 //same race?
1749                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1750                         n_same++;
1751                         continue;//表示処理を次に回す
1752                 }
1753                 //print last mons info
1754                 print_monster_line(x, line++, last_mons, n_same);
1755                 n_same = 1;
1756                 last_mons = m_ptr;
1757                 if(line-y-1==max_lines){//残り1行
1758                         break;
1759                 }
1760         }
1761         if(line-y-1==max_lines && i!=temp_n){
1762                 Term_gotoxy(x, line);
1763                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1764         }else{
1765                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1766         }
1767 }
1768 /*
1769  * Hack -- display monster list in sub-windows
1770  */
1771 static void fix_monster_list(void)
1772 {
1773         int j;
1774         int w, h;
1775
1776         /* Scan windows */
1777         for (j = 0; j < 8; j++)
1778         {
1779                 term *old = Term;
1780
1781                 /* No window */
1782                 if (!angband_term[j]) continue;
1783
1784                 /* No relevant flags */
1785                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1786
1787                 /* Activate */
1788                 Term_activate(angband_term[j]);
1789                 Term_get_size(&w, &h);
1790
1791                 Term_clear();
1792
1793                 target_set_prepare_look();//モンスター一覧を生成,ソート
1794                 print_monster_list(0, 0, h);
1795
1796                 /* Fresh */
1797                 Term_fresh();
1798
1799                 /* Restore */
1800                 Term_activate(old);
1801         }
1802 }
1803
1804
1805
1806
1807 /*
1808  * Hack -- display equipment in sub-windows
1809  */
1810 static void fix_equip(void)
1811 {
1812         int j;
1813
1814         /* Scan windows */
1815         for (j = 0; j < 8; j++)
1816         {
1817                 term *old = Term;
1818
1819                 /* No window */
1820                 if (!angband_term[j]) continue;
1821
1822                 /* No relevant flags */
1823                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1824
1825                 /* Activate */
1826                 Term_activate(angband_term[j]);
1827
1828                 /* Display equipment */
1829                 display_equip();
1830
1831                 /* Fresh */
1832                 Term_fresh();
1833
1834                 /* Restore */
1835                 Term_activate(old);
1836         }
1837 }
1838
1839
1840 /*
1841  * Hack -- display equipment in sub-windows
1842  */
1843 static void fix_spell(void)
1844 {
1845         int j;
1846
1847         /* Scan windows */
1848         for (j = 0; j < 8; j++)
1849         {
1850                 term *old = Term;
1851
1852                 /* No window */
1853                 if (!angband_term[j]) continue;
1854
1855                 /* No relevant flags */
1856                 if (!(window_flag[j] & (PW_SPELL))) continue;
1857
1858                 /* Activate */
1859                 Term_activate(angband_term[j]);
1860
1861                 /* Display spell list */
1862                 display_spell_list();
1863
1864                 /* Fresh */
1865                 Term_fresh();
1866
1867                 /* Restore */
1868                 Term_activate(old);
1869         }
1870 }
1871
1872
1873 /*
1874  * Hack -- display character in sub-windows
1875  */
1876 static void fix_player(void)
1877 {
1878         int j;
1879
1880         /* Scan windows */
1881         for (j = 0; j < 8; j++)
1882         {
1883                 term *old = Term;
1884
1885                 /* No window */
1886                 if (!angband_term[j]) continue;
1887
1888                 /* No relevant flags */
1889                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1890
1891                 /* Activate */
1892                 Term_activate(angband_term[j]);
1893
1894                 update_playtime();
1895
1896                 /* Display player */
1897                 display_player(0);
1898
1899                 /* Fresh */
1900                 Term_fresh();
1901
1902                 /* Restore */
1903                 Term_activate(old);
1904         }
1905 }
1906
1907
1908
1909 /*
1910  * Hack -- display recent messages in sub-windows
1911  *
1912  * XXX XXX XXX Adjust for width and split messages
1913  */
1914 static void fix_message(void)
1915 {
1916         int j, i;
1917         int w, h;
1918         int x, y;
1919
1920         /* Scan windows */
1921         for (j = 0; j < 8; j++)
1922         {
1923                 term *old = Term;
1924
1925                 /* No window */
1926                 if (!angband_term[j]) continue;
1927
1928                 /* No relevant flags */
1929                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1930
1931                 /* Activate */
1932                 Term_activate(angband_term[j]);
1933
1934                 /* Get size */
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
1950                 /* Fresh */
1951                 Term_fresh();
1952
1953                 /* Restore */
1954                 Term_activate(old);
1955         }
1956 }
1957
1958
1959 /*
1960  * Hack -- display overhead view in sub-windows
1961  *
1962  * Note that the "player" symbol does NOT appear on the map.
1963  */
1964 static void fix_overhead(void)
1965 {
1966         int j;
1967
1968         int cy, cx;
1969
1970         /* Scan windows */
1971         for (j = 0; j < 8; j++)
1972         {
1973                 term *old = Term;
1974                 int 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                         /* Redraw map */
1990                         display_map(&cy, &cx);
1991
1992                         /* Fresh */
1993                         Term_fresh();
1994                 }
1995
1996                 /* Restore */
1997                 Term_activate(old);
1998         }
1999 }
2000
2001
2002 /*
2003  * Hack -- display dungeon view in sub-windows
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
2026                 /* Fresh */
2027                 Term_fresh();
2028
2029                 /* Restore */
2030                 Term_activate(old);
2031         }
2032 }
2033
2034
2035 /*
2036  * Hack -- display monster recall in sub-windows
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
2059                 /* Fresh */
2060                 Term_fresh();
2061
2062                 /* Restore */
2063                 Term_activate(old);
2064         }
2065 }
2066
2067
2068 /*
2069  * Hack -- display object recall in sub-windows
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
2092                 /* Fresh */
2093                 Term_fresh();
2094
2095                 /* Restore */
2096                 Term_activate(old);
2097         }
2098 }
2099
2100
2101 /*
2102  * Calculate number of spells player should have, and forget,
2103  * or remember, spells until that number is properly reflected.
2104  *
2105  * Note that this function induces various "status" messages,
2106  * which must be bypasses until the character is created.
2107  */
2108 static void calc_spells(void)
2109 {
2110         int                     i, j, k, levels;
2111         int                     num_allowed;
2112         int         num_boukyaku = 0;
2113
2114         const magic_type        *s_ptr;
2115         int which;
2116         int bonus = 0;
2117
2118
2119         cptr p;
2120
2121         /* Hack -- must be literate */
2122         if (!mp_ptr->spell_book) return;
2123
2124         /* Hack -- wait for creation */
2125         if (!character_generated) return;
2126
2127         /* Hack -- handle "xtra" mode */
2128         if (character_xtra) return;
2129
2130         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2131         {
2132                 p_ptr->new_spells = 0;
2133                 return;
2134         }
2135
2136         p = spell_category_name(mp_ptr->spell_book);
2137
2138         /* Determine the number of spells allowed */
2139         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2140
2141         /* Hack -- no negative spells */
2142         if (levels < 0) levels = 0;
2143
2144         /* Extract total allowed spells */
2145         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2146
2147         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2148         {
2149                 bonus = 4;
2150         }
2151         if (p_ptr->pclass == CLASS_SAMURAI)
2152         {
2153                 num_allowed = 32;
2154         }
2155         else if (p_ptr->realm2 == REALM_NONE)
2156         {
2157                 num_allowed = (num_allowed+1)/2;
2158                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2159         }
2160         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2161         {
2162                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2163         }
2164         else
2165         {
2166                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2167         }
2168
2169         /* Count the number of spells we know */
2170         for (j = 0; j < 64; j++)
2171         {
2172                 /* Count known spells */
2173                 if ((j < 32) ?
2174                     (p_ptr->spell_forgotten1 & (1L << j)) :
2175                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2176                 {
2177                         num_boukyaku++;
2178                 }
2179         }
2180
2181         /* See how many spells we must forget or may learn */
2182         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2183
2184         /* Forget spells which are too hard */
2185         for (i = 63; i >= 0; i--)
2186         {
2187                 /* Efficiency -- all done */
2188                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2189
2190                 /* Access the spell */
2191                 j = p_ptr->spell_order[i];
2192
2193                 /* Skip non-spells */
2194                 if (j >= 99) continue;
2195
2196
2197                 /* Get the spell */
2198                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2199                 {
2200                         if (j < 32)
2201                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2202                         else
2203                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2204                 }
2205                 else if (j < 32)
2206                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2207                 else
2208                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2209
2210                 /* Skip spells we are allowed to know */
2211                 if (s_ptr->slevel <= p_ptr->lev) continue;
2212
2213                 /* Is it known? */
2214                 if ((j < 32) ?
2215                     (p_ptr->spell_learned1 & (1L << j)) :
2216                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2217                 {
2218                         /* Mark as forgotten */
2219                         if (j < 32)
2220                         {
2221                                 p_ptr->spell_forgotten1 |= (1L << j);
2222                                 which = p_ptr->realm1;
2223                         }
2224                         else
2225                         {
2226                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2227                                 which = p_ptr->realm2;
2228                         }
2229
2230                         /* No longer known */
2231                         if (j < 32)
2232                         {
2233                                 p_ptr->spell_learned1 &= ~(1L << j);
2234                                 which = p_ptr->realm1;
2235                         }
2236                         else
2237                         {
2238                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2239                                 which = p_ptr->realm2;
2240                         }
2241
2242                         /* Message */
2243 #ifdef JP
2244                         msg_format("%sの%sを忘れてしまった。",
2245                                    do_spell(which, j%32, SPELL_NAME), p );
2246 #else
2247                         msg_format("You have forgotten the %s of %s.", p,
2248                         do_spell(which, j%32, SPELL_NAME));
2249 #endif
2250
2251
2252                         /* One more can be learned */
2253                         p_ptr->new_spells++;
2254                 }
2255         }
2256
2257
2258         /* Forget spells if we know too many spells */
2259         for (i = 63; i >= 0; i--)
2260         {
2261                 /* Stop when possible */
2262                 if (p_ptr->new_spells >= 0) break;
2263
2264                 /* Efficiency -- all done */
2265                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2266
2267                 /* Get the (i+1)th spell learned */
2268                 j = p_ptr->spell_order[i];
2269
2270                 /* Skip unknown spells */
2271                 if (j >= 99) continue;
2272
2273                 /* Forget it (if learned) */
2274                 if ((j < 32) ?
2275                     (p_ptr->spell_learned1 & (1L << j)) :
2276                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2277                 {
2278                         /* Mark as forgotten */
2279                         if (j < 32)
2280                         {
2281                                 p_ptr->spell_forgotten1 |= (1L << j);
2282                                 which = p_ptr->realm1;
2283                         }
2284                         else
2285                         {
2286                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2287                                 which = p_ptr->realm2;
2288                         }
2289
2290                         /* No longer known */
2291                         if (j < 32)
2292                         {
2293                                 p_ptr->spell_learned1 &= ~(1L << j);
2294                                 which = p_ptr->realm1;
2295                         }
2296                         else
2297                         {
2298                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2299                                 which = p_ptr->realm2;
2300                         }
2301
2302                         /* Message */
2303 #ifdef JP
2304                         msg_format("%sの%sを忘れてしまった。",
2305                                    do_spell(which, j%32, SPELL_NAME), p );
2306 #else
2307                         msg_format("You have forgotten the %s of %s.", p,
2308                                    do_spell(which, j%32, SPELL_NAME));
2309 #endif
2310
2311
2312                         /* One more can be learned */
2313                         p_ptr->new_spells++;
2314                 }
2315         }
2316
2317
2318         /* Check for spells to remember */
2319         for (i = 0; i < 64; i++)
2320         {
2321                 /* None left to remember */
2322                 if (p_ptr->new_spells <= 0) break;
2323
2324                 /* Efficiency -- all done */
2325                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2326
2327                 /* Get the next spell we learned */
2328                 j = p_ptr->spell_order[i];
2329
2330                 /* Skip unknown spells */
2331                 if (j >= 99) break;
2332
2333                 /* Access the spell */
2334                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2335                 {
2336                         if (j < 32)
2337                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2338                         else
2339                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2340                 }
2341                 else if (j<32)
2342                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2343                 else
2344                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2345
2346                 /* Skip spells we cannot remember */
2347                 if (s_ptr->slevel > p_ptr->lev) continue;
2348
2349                 /* First set of spells */
2350                 if ((j < 32) ?
2351                     (p_ptr->spell_forgotten1 & (1L << j)) :
2352                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2353                 {
2354                         /* No longer forgotten */
2355                         if (j < 32)
2356                         {
2357                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2358                                 which = p_ptr->realm1;
2359                         }
2360                         else
2361                         {
2362                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2363                                 which = p_ptr->realm2;
2364                         }
2365
2366                         /* Known once more */
2367                         if (j < 32)
2368                         {
2369                                 p_ptr->spell_learned1 |= (1L << j);
2370                                 which = p_ptr->realm1;
2371                         }
2372                         else
2373                         {
2374                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2375                                 which = p_ptr->realm2;
2376                         }
2377
2378                         /* Message */
2379 #ifdef JP
2380                         msg_format("%sの%sを思い出した。",
2381                                    do_spell(which, j%32, SPELL_NAME), p );
2382 #else
2383                         msg_format("You have remembered the %s of %s.",
2384                                    p, do_spell(which, j%32, SPELL_NAME));
2385 #endif
2386
2387
2388                         /* One less can be learned */
2389                         p_ptr->new_spells--;
2390                 }
2391         }
2392
2393         k = 0;
2394
2395         if (p_ptr->realm2 == REALM_NONE)
2396         {
2397                 /* Count spells that can be learned */
2398                 for (j = 0; j < 32; j++)
2399                 {
2400                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2401                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2402
2403                         /* Skip spells we cannot remember */
2404                         if (s_ptr->slevel > p_ptr->lev) continue;
2405
2406                         /* Skip spells we already know */
2407                         if (p_ptr->spell_learned1 & (1L << j))
2408                         {
2409                                 continue;
2410                         }
2411
2412                         /* Count it */
2413                         k++;
2414                 }
2415                 if (k > 32) k = 32;
2416                 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2417         }
2418
2419         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2420
2421         /* Spell count changed */
2422         if (p_ptr->old_spells != p_ptr->new_spells)
2423         {
2424                 /* Message if needed */
2425                 if (p_ptr->new_spells)
2426                 {
2427                         /* Message */
2428 #ifdef JP
2429                         if( p_ptr->new_spells < 10 ){
2430                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2431                         }else{
2432                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2433                         }
2434 #else
2435                         msg_format("You can learn %d more %s%s.",
2436                                    p_ptr->new_spells, p,
2437                                    (p_ptr->new_spells != 1) ? "s" : "");
2438 #endif
2439
2440                 }
2441
2442                 /* Save the new_spells value */
2443                 p_ptr->old_spells = p_ptr->new_spells;
2444
2445                 /* Redraw Study Status */
2446                 p_ptr->redraw |= (PR_STUDY);
2447
2448                 /* Redraw object recall */
2449                 p_ptr->window |= (PW_OBJECT);
2450         }
2451 }
2452
2453
2454 /*
2455  * Calculate maximum mana.  You do not need to know any spells.
2456  * Note that mana is lowered by heavy (or inappropriate) armor.
2457  *
2458  * This function induces status messages.
2459  */
2460 static void calc_mana(void)
2461 {
2462         int             msp, levels, cur_wgt, max_wgt;
2463
2464         object_type     *o_ptr;
2465
2466
2467         /* Hack -- Must be literate */
2468         if (!mp_ptr->spell_book) return;
2469
2470         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2471             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2472             (p_ptr->pclass == CLASS_BLUE_MAGE))
2473         {
2474                 levels = p_ptr->lev;
2475         }
2476         else
2477         {
2478                 if(mp_ptr->spell_first > p_ptr->lev)
2479                 {
2480                         /* Save new mana */
2481                         p_ptr->msp = 0;
2482
2483                         /* Display mana later */
2484                         p_ptr->redraw |= (PR_MANA);
2485                         return;
2486                 }
2487
2488                 /* Extract "effective" player level */
2489                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2490         }
2491
2492         if (p_ptr->pclass == CLASS_SAMURAI)
2493         {
2494                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2495                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2496         }
2497         else
2498         {
2499                 /* Extract total mana */
2500                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2501
2502                 /* Hack -- usually add one mana */
2503                 if (msp) msp++;
2504
2505                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2506
2507                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2508
2509                 /* Hack: High mages have a 25% mana bonus */
2510                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2511
2512                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2513         }
2514
2515         /* Only mages are affected */
2516         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2517         {
2518                 u32b flgs[TR_FLAG_SIZE];
2519
2520                 /* Assume player is not encumbered by gloves */
2521                 p_ptr->cumber_glove = FALSE;
2522
2523                 /* Get the gloves */
2524                 o_ptr = &inventory[INVEN_HANDS];
2525
2526                 /* Examine the gloves */
2527                 object_flags(o_ptr, flgs);
2528
2529                 /* Normal gloves hurt mage-type spells */
2530                 if (o_ptr->k_idx &&
2531                     !(have_flag(flgs, TR_FREE_ACT)) &&
2532                         !(have_flag(flgs, TR_DEC_MANA)) &&
2533                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2534                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2535                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2536                 {
2537                         /* Encumbered */
2538                         p_ptr->cumber_glove = TRUE;
2539
2540                         /* Reduce mana */
2541                         msp = (3 * msp) / 4;
2542                 }
2543         }
2544
2545
2546         /* Assume player not encumbered by armor */
2547         p_ptr->cumber_armor = FALSE;
2548
2549         /* Weigh the armor */
2550         cur_wgt = 0;
2551         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2552         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2553         cur_wgt += inventory[INVEN_BODY].weight;
2554         cur_wgt += inventory[INVEN_HEAD].weight;
2555         cur_wgt += inventory[INVEN_OUTER].weight;
2556         cur_wgt += inventory[INVEN_HANDS].weight;
2557         cur_wgt += inventory[INVEN_FEET].weight;
2558
2559         /* Subtract a percentage of maximum mana. */
2560         switch (p_ptr->pclass)
2561         {
2562                 /* For these classes, mana is halved if armour 
2563                  * is 30 pounds over their weight limit. */
2564                 case CLASS_MAGE:
2565                 case CLASS_HIGH_MAGE:
2566                 case CLASS_BLUE_MAGE:
2567                 case CLASS_MONK:
2568                 case CLASS_FORCETRAINER:
2569                 case CLASS_SORCERER:
2570                 {
2571                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2572                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2573                         break;
2574                 }
2575
2576                 /* Mana halved if armour is 40 pounds over weight limit. */
2577                 case CLASS_PRIEST:
2578                 case CLASS_BARD:
2579                 case CLASS_TOURIST:
2580                 {
2581                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2582                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2583                         break;
2584                 }
2585
2586                 case CLASS_MINDCRAFTER:
2587                 case CLASS_BEASTMASTER:
2588                 case CLASS_MIRROR_MASTER:
2589                 {
2590                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2591                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2592                         break;
2593                 }
2594
2595                 /* Mana halved if armour is 50 pounds over weight limit. */
2596                 case CLASS_ROGUE:
2597                 case CLASS_RANGER:
2598                 case CLASS_RED_MAGE:
2599                 case CLASS_WARRIOR_MAGE:
2600                 {
2601                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2602                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2603                         break;
2604                 }
2605
2606                 /* Mana halved if armour is 60 pounds over weight limit. */
2607                 case CLASS_PALADIN:
2608                 case CLASS_CHAOS_WARRIOR:
2609                 {
2610                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2611                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2612                         break;
2613                 }
2614
2615                 /* For new classes created, but not yet added to this formula. */
2616                 default:
2617                 {
2618                         break;
2619                 }
2620         }
2621
2622         /* Determine the weight allowance */
2623         max_wgt = mp_ptr->spell_weight;
2624
2625         /* Heavy armor penalizes mana by a percentage.  -LM- */
2626         if ((cur_wgt - max_wgt) > 0)
2627         {
2628                 /* Encumbered */
2629                 p_ptr->cumber_armor = TRUE;
2630
2631                 /* Subtract a percentage of maximum mana. */
2632                 switch (p_ptr->pclass)
2633                 {
2634                         /* For these classes, mana is halved if armour 
2635                          * is 30 pounds over their weight limit. */
2636                         case CLASS_MAGE:
2637                         case CLASS_HIGH_MAGE:
2638                         case CLASS_BLUE_MAGE:
2639                         {
2640                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2641                                 break;
2642                         }
2643
2644                         /* Mana halved if armour is 40 pounds over weight limit. */
2645                         case CLASS_PRIEST:
2646                         case CLASS_MINDCRAFTER:
2647                         case CLASS_BEASTMASTER:
2648                         case CLASS_BARD:
2649                         case CLASS_FORCETRAINER:
2650                         case CLASS_TOURIST:
2651                         case CLASS_MIRROR_MASTER:
2652                         {
2653                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2654                                 break;
2655                         }
2656
2657                         case CLASS_SORCERER:
2658                         {
2659                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2660                                 break;
2661                         }
2662
2663                         /* Mana halved if armour is 50 pounds over weight limit. */
2664                         case CLASS_ROGUE:
2665                         case CLASS_RANGER:
2666                         case CLASS_MONK:
2667                         case CLASS_RED_MAGE:
2668                         {
2669                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2670                                 break;
2671                         }
2672
2673                         /* Mana halved if armour is 60 pounds over weight limit. */
2674                         case CLASS_PALADIN:
2675                         case CLASS_CHAOS_WARRIOR:
2676                         case CLASS_WARRIOR_MAGE:
2677                         {
2678                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2679                                 break;
2680                         }
2681
2682                         case CLASS_SAMURAI:
2683                         {
2684                                 p_ptr->cumber_armor = FALSE;
2685                                 break;
2686                         }
2687
2688                         /* For new classes created, but not yet added to this formula. */
2689                         default:
2690                         {
2691                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2692                                 break;
2693                         }
2694                 }
2695         }
2696
2697         /* Mana can never be negative */
2698         if (msp < 0) msp = 0;
2699
2700
2701         /* Maximum mana has changed */
2702         if (p_ptr->msp != msp)
2703         {
2704                 /* Enforce maximum */
2705                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2706                 {
2707                         p_ptr->csp = msp;
2708                         p_ptr->csp_frac = 0;
2709                 }
2710
2711 #ifdef JP
2712                 /* レベルアップの時は上昇量を表示する */
2713                 if ((level_up == 1) && (msp > p_ptr->msp))
2714                 {
2715                         msg_format("最大マジック・ポイントが %d 増加した!",
2716                                    (msp - p_ptr->msp));
2717                 }
2718 #endif
2719                 /* Save new mana */
2720                 p_ptr->msp = msp;
2721
2722                 /* Display mana later */
2723                 p_ptr->redraw |= (PR_MANA);
2724
2725                 /* Window stuff */
2726                 p_ptr->window |= (PW_PLAYER);
2727                 p_ptr->window |= (PW_SPELL);
2728         }
2729
2730
2731         /* Hack -- handle "xtra" mode */
2732         if (character_xtra) return;
2733
2734         /* Take note when "glove state" changes */
2735         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2736         {
2737                 /* Message */
2738                 if (p_ptr->cumber_glove)
2739                 {
2740                         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."));
2741                 }
2742                 else
2743                 {
2744                         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."));
2745                 }
2746
2747                 /* Save it */
2748                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2749         }
2750
2751
2752         /* Take note when "armor state" changes */
2753         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2754         {
2755                 /* Message */
2756                 if (p_ptr->cumber_armor)
2757                 {
2758                         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."));
2759                 }
2760                 else
2761                 {
2762                         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."));
2763                 }
2764
2765                 /* Save it */
2766                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2767         }
2768 }
2769
2770
2771
2772 /*
2773  * Calculate the players (maximal) hit points
2774  * Adjust current hitpoints if necessary
2775  */
2776 static void calc_hitpoints(void)
2777 {
2778         int bonus, mhp;
2779         byte tmp_hitdie;
2780
2781         /* Un-inflate "half-hitpoint bonus per level" value */
2782         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2783
2784         /* Calculate hitpoints */
2785         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2786
2787         if (p_ptr->mimic_form)
2788         {
2789                 if (p_ptr->pclass == CLASS_SORCERER)
2790                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2791                 else
2792                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2793                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2794         }
2795
2796         if (p_ptr->pclass == CLASS_SORCERER)
2797         {
2798                 if (p_ptr->lev < 30)
2799                         mhp = (mhp * (45+p_ptr->lev) / 100);
2800                 else
2801                         mhp = (mhp * 75 / 100);
2802                 bonus = (bonus * 65 / 100);
2803         }
2804
2805         mhp += bonus;
2806
2807         if (p_ptr->pclass == CLASS_BERSERKER)
2808         {
2809                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2810         }
2811
2812         /* Always have at least one hitpoint per level */
2813         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2814
2815         /* Factor in the hero / superhero settings */
2816         if (IS_HERO()) mhp += 10;
2817         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2818         if (p_ptr->tsuyoshi) mhp += 50;
2819
2820         /* Factor in the hex spell settings */
2821         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2822         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2823
2824         /* New maximum hitpoints */
2825         if (p_ptr->mhp != mhp)
2826         {
2827                 /* Enforce maximum */
2828                 if (p_ptr->chp >= mhp)
2829                 {
2830                         p_ptr->chp = mhp;
2831                         p_ptr->chp_frac = 0;
2832                 }
2833
2834 #ifdef JP
2835                 /* レベルアップの時は上昇量を表示する */
2836                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2837                 {
2838                         msg_format("最大ヒット・ポイントが %d 増加した!",
2839                                    (mhp - p_ptr->mhp) );
2840                 }
2841 #endif
2842                 /* Save the new max-hitpoints */
2843                 p_ptr->mhp = mhp;
2844
2845                 /* Display hitpoints (later) */
2846                 p_ptr->redraw |= (PR_HP);
2847
2848                 /* Window stuff */
2849                 p_ptr->window |= (PW_PLAYER);
2850         }
2851 }
2852
2853
2854
2855 /*
2856  * Extract and set the current "lite radius"
2857  *
2858  * SWD: Experimental modification: multiple light sources have additive effect.
2859  *
2860  */
2861 static void calc_torch(void)
2862 {
2863         int i, rad;
2864         object_type *o_ptr;
2865         u32b flgs[TR_FLAG_SIZE];
2866
2867         /* Assume no light */
2868         p_ptr->cur_lite = 0;
2869
2870         /* Loop through all wielded items */
2871         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2872         {
2873                 o_ptr = &inventory[i];
2874                 /* Skip empty slots */
2875                 if (!o_ptr->k_idx) continue;
2876                 
2877                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2878                 
2879                 /* Need Fuels */
2880                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2881                 {
2882                         if (o_ptr->tval == TV_LITE)
2883                         {
2884                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2885                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2886                         }
2887                 }
2888
2889                 /* Extract the flags */
2890                 object_flags(o_ptr, flgs);
2891
2892                 /* calc the lite_radius */
2893                 
2894                 rad = 0;
2895                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2896                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2897                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2898                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2899                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2900                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2901                 p_ptr->cur_lite += rad;
2902         }
2903
2904         /* max radius is 14 (was 5) without rewriting other code -- */
2905         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2906         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2907                 p_ptr->cur_lite = 1;
2908
2909         /*
2910          * check if the player doesn't have light radius, 
2911          * but does weakly glow as an intrinsic.
2912          */
2913         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2914
2915         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2916         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2917
2918         /* end experimental mods */
2919
2920         /* Notice changes in the "lite radius" */
2921         if (p_ptr->old_lite != p_ptr->cur_lite)
2922         {
2923                 /* Update stuff */
2924                 /* Hack -- PU_MON_LITE for monsters' darkness */
2925                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2926
2927                 /* Remember the old lite */
2928                 p_ptr->old_lite = p_ptr->cur_lite;
2929
2930                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2931                         set_superstealth(FALSE);
2932         }
2933 }
2934
2935
2936
2937 /*
2938  * Computes current weight limit.
2939  */
2940 u32b weight_limit(void)
2941 {
2942         u32b i;
2943
2944         /* Weight limit based only on strength */
2945         i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2946         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2947
2948         /* Return the result */
2949         return i;
2950 }
2951
2952
2953 bool buki_motteruka(int i)
2954 {
2955         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2956 }
2957
2958 bool is_heavy_shoot(object_type *o_ptr)
2959 {
2960         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2961         /* It is hard to carholdry a heavy bow */
2962         return (hold < o_ptr->weight / 10);
2963 }
2964
2965 int bow_tval_ammo(object_type *o_ptr)
2966 {
2967         /* Analyze the launcher */
2968         switch (o_ptr->sval)
2969         {
2970                 case SV_SLING:
2971                 {
2972                         return TV_SHOT;
2973                 }
2974
2975                 case SV_SHORT_BOW:
2976                 case SV_LONG_BOW:
2977                 case SV_NAMAKE_BOW:
2978                 {
2979                         return TV_ARROW;
2980                 }
2981
2982                 case SV_LIGHT_XBOW:
2983                 case SV_HEAVY_XBOW:
2984                 {
2985                         return TV_BOLT;
2986                 }
2987                 case SV_CRIMSON:
2988                 {
2989                         return TV_NO_AMMO;
2990                 }
2991         }
2992         
2993         return 0;
2994 }
2995
2996 /* calcurate the fire rate of target object */
2997 s16b calc_num_fire(object_type *o_ptr)
2998 {
2999         int extra_shots = 0;
3000         int i;
3001         int num = 0;
3002         int tval_ammo = bow_tval_ammo(o_ptr);
3003         object_type *q_ptr;
3004         u32b flgs[TR_FLAG_SIZE];
3005         
3006         /* Scan the usable inventory */
3007         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3008         {
3009                 q_ptr = &inventory[i];
3010
3011                 /* Skip non-objects */
3012                 if (!q_ptr->k_idx) continue;
3013                 
3014                 /* Do not apply current equip */
3015                 if (i == INVEN_BOW) continue;
3016
3017                 /* Extract the item flags */
3018                 object_flags(q_ptr, flgs);
3019
3020                 /* Boost shots */
3021                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3022         }
3023         
3024         object_flags(o_ptr, flgs);
3025         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3026         
3027         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3028         {
3029                 num = 100;
3030                 /* Extra shots */
3031                 num += (extra_shots * 100);
3032
3033                 /* Hack -- Rangers love Bows */
3034                 if ((p_ptr->pclass == CLASS_RANGER) && 
3035                                         (tval_ammo == TV_ARROW))
3036                 {
3037                         num += (p_ptr->lev * 4);
3038                 }
3039
3040                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3041                     (tval_ammo == TV_ARROW))
3042                 {
3043                         num += (p_ptr->lev * 3);
3044                 }
3045
3046                 if (p_ptr->pclass == CLASS_ARCHER)
3047                 {
3048                         if (tval_ammo == TV_ARROW)
3049                                 num += ((p_ptr->lev * 5)+50);
3050                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3051                                 num += (p_ptr->lev * 4);
3052                 }
3053
3054                 /*
3055                  * Addendum -- also "Reward" high level warriors,
3056                  * with _any_ missile weapon -- TY
3057                  */
3058                 if (p_ptr->pclass == CLASS_WARRIOR &&
3059                    (tval_ammo <= TV_BOLT) &&
3060                    (tval_ammo >= TV_SHOT))
3061                 {
3062                         num += (p_ptr->lev * 2);
3063                 }
3064                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3065                     (tval_ammo == TV_SHOT))
3066                 {
3067                         num += (p_ptr->lev * 4);
3068                 }
3069         }
3070         return num;
3071 }
3072
3073 /*
3074  * Calculate the players current "state", taking into account
3075  * not only race/class intrinsics, but also objects being worn
3076  * and temporary spell effects.
3077  *
3078  * See also calc_mana() and calc_hitpoints().
3079  *
3080  * Take note of the new "speed code", in particular, a very strong
3081  * player will start slowing down as soon as he reaches 150 pounds,
3082  * but not until he reaches 450 pounds will he be half as fast as
3083  * a normal kobold.  This both hurts and helps the player, hurts
3084  * because in the old days a player could just avoid 300 pounds,
3085  * and helps because now carrying 300 pounds is not very painful.
3086  *
3087  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3088  * damage, since that would affect non-combat things.  These values
3089  * are actually added in later, at the appropriate place.
3090  *
3091  * This function induces various "status" messages.
3092  */
3093 void calc_bonuses(void)
3094 {
3095         int             i, j, hold, neutral[2];
3096         int             new_speed;
3097         int             default_hand = 0;
3098         int             empty_hands_status = empty_hands(TRUE);
3099         int             extra_blows[2];
3100         object_type     *o_ptr;
3101         u32b flgs[TR_FLAG_SIZE];
3102         bool            omoi = FALSE;
3103         bool            yoiyami = FALSE;
3104         bool            down_saving = FALSE;
3105 #if 0
3106         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3107 #endif
3108         bool            have_sw = FALSE, have_kabe = FALSE;
3109         bool            easy_2weapon = FALSE;
3110         bool            riding_levitation = FALSE;
3111         s16b this_o_idx, next_o_idx = 0;
3112         const player_race *tmp_rp_ptr;
3113
3114         /* Save the old vision stuff */
3115         bool old_telepathy = p_ptr->telepathy;
3116         bool old_esp_animal = p_ptr->esp_animal;
3117         bool old_esp_undead = p_ptr->esp_undead;
3118         bool old_esp_demon = p_ptr->esp_demon;
3119         bool old_esp_orc = p_ptr->esp_orc;
3120         bool old_esp_troll = p_ptr->esp_troll;
3121         bool old_esp_giant = p_ptr->esp_giant;
3122         bool old_esp_dragon = p_ptr->esp_dragon;
3123         bool old_esp_human = p_ptr->esp_human;
3124         bool old_esp_evil = p_ptr->esp_evil;
3125         bool old_esp_good = p_ptr->esp_good;
3126         bool old_esp_nonliving = p_ptr->esp_nonliving;
3127         bool old_esp_unique = p_ptr->esp_unique;
3128         bool old_see_inv = p_ptr->see_inv;
3129         bool old_mighty_throw = p_ptr->mighty_throw;
3130
3131         /* Save the old armor class */
3132         bool old_dis_ac = p_ptr->dis_ac;
3133         bool old_dis_to_a = p_ptr->dis_to_a;
3134
3135
3136         /* Clear extra blows/shots */
3137         extra_blows[0] = extra_blows[1] = 0;
3138
3139         /* Clear the stat modifiers */
3140         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3141
3142
3143         /* Clear the Displayed/Real armor class */
3144         p_ptr->dis_ac = p_ptr->ac = 0;
3145
3146         /* Clear the Displayed/Real Bonuses */
3147         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3148         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3149         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3150         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3151         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3152         p_ptr->dis_to_a = p_ptr->to_a = 0;
3153         p_ptr->to_h_m = 0;
3154         p_ptr->to_d_m = 0;
3155
3156         p_ptr->to_m_chance = 0;
3157
3158         /* Clear the Extra Dice Bonuses */
3159         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3160         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3161
3162         /* Start with "normal" speed */
3163         new_speed = 110;
3164
3165         /* Start with a single blow per turn */
3166         p_ptr->num_blow[0] = 1;
3167         p_ptr->num_blow[1] = 1;
3168
3169         /* Start with a single shot per turn */
3170         p_ptr->num_fire = 100;
3171
3172         /* Reset the "xtra" tval */
3173         p_ptr->tval_xtra = 0;
3174
3175         /* Reset the "ammo" tval */
3176         p_ptr->tval_ammo = 0;
3177
3178         /* Clear all the flags */
3179         p_ptr->cursed = 0L;
3180         p_ptr->bless_blade = FALSE;
3181         p_ptr->xtra_might = FALSE;
3182         p_ptr->impact[0] = FALSE;
3183         p_ptr->impact[1] = FALSE;
3184         p_ptr->pass_wall = FALSE;
3185         p_ptr->kill_wall = FALSE;
3186         p_ptr->dec_mana = FALSE;
3187         p_ptr->easy_spell = FALSE;
3188         p_ptr->heavy_spell = FALSE;
3189         p_ptr->see_inv = FALSE;
3190         p_ptr->free_act = FALSE;
3191         p_ptr->slow_digest = FALSE;
3192         p_ptr->regenerate = FALSE;
3193         p_ptr->can_swim = FALSE;
3194         p_ptr->levitation = FALSE;
3195         p_ptr->hold_exp = FALSE;
3196         p_ptr->telepathy = FALSE;
3197         p_ptr->esp_animal = FALSE;
3198         p_ptr->esp_undead = FALSE;
3199         p_ptr->esp_demon = FALSE;
3200         p_ptr->esp_orc = FALSE;
3201         p_ptr->esp_troll = FALSE;
3202         p_ptr->esp_giant = FALSE;
3203         p_ptr->esp_dragon = FALSE;
3204         p_ptr->esp_human = FALSE;
3205         p_ptr->esp_evil = FALSE;
3206         p_ptr->esp_good = FALSE;
3207         p_ptr->esp_nonliving = FALSE;
3208         p_ptr->esp_unique = FALSE;
3209         p_ptr->lite = FALSE;
3210         p_ptr->sustain_str = FALSE;
3211         p_ptr->sustain_int = FALSE;
3212         p_ptr->sustain_wis = FALSE;
3213         p_ptr->sustain_con = FALSE;
3214         p_ptr->sustain_dex = FALSE;
3215         p_ptr->sustain_chr = FALSE;
3216         p_ptr->resist_acid = FALSE;
3217         p_ptr->resist_elec = FALSE;
3218         p_ptr->resist_fire = FALSE;
3219         p_ptr->resist_cold = FALSE;
3220         p_ptr->resist_pois = FALSE;
3221         p_ptr->resist_conf = FALSE;
3222         p_ptr->resist_sound = FALSE;
3223         p_ptr->resist_lite = FALSE;
3224         p_ptr->resist_dark = FALSE;
3225         p_ptr->resist_chaos = FALSE;
3226         p_ptr->resist_disen = FALSE;
3227         p_ptr->resist_shard = FALSE;
3228         p_ptr->resist_nexus = FALSE;
3229         p_ptr->resist_blind = FALSE;
3230         p_ptr->resist_neth = FALSE;
3231         p_ptr->resist_time = FALSE;
3232         p_ptr->resist_fear = FALSE;
3233         p_ptr->reflect = FALSE;
3234         p_ptr->sh_fire = FALSE;
3235         p_ptr->sh_elec = FALSE;
3236         p_ptr->sh_cold = FALSE;
3237         p_ptr->anti_magic = FALSE;
3238         p_ptr->anti_tele = FALSE;
3239         p_ptr->warning = FALSE;
3240         p_ptr->mighty_throw = FALSE;
3241         p_ptr->see_nocto = FALSE;
3242
3243         p_ptr->immune_acid = FALSE;
3244         p_ptr->immune_elec = FALSE;
3245         p_ptr->immune_fire = FALSE;
3246         p_ptr->immune_cold = FALSE;
3247
3248         p_ptr->ryoute = FALSE;
3249         p_ptr->migite = FALSE;
3250         p_ptr->hidarite = FALSE;
3251         p_ptr->no_flowed = FALSE;
3252
3253         p_ptr->align = friend_align;
3254
3255         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3256         else tmp_rp_ptr = &race_info[p_ptr->prace];
3257
3258         /* Base infravision (purely racial) */
3259         p_ptr->see_infra = tmp_rp_ptr->infra;
3260
3261         /* Base skill -- disarming */
3262         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3263
3264         /* Base skill -- magic devices */
3265         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3266
3267         /* Base skill -- saving throw */
3268         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3269
3270         /* Base skill -- stealth */
3271         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3272
3273         /* Base skill -- searching ability */
3274         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3275
3276         /* Base skill -- searching frequency */
3277         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3278
3279         /* Base skill -- combat (normal) */
3280         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3281
3282         /* Base skill -- combat (shooting) */
3283         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3284
3285         /* Base skill -- combat (throwing) */
3286         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3287
3288         /* Base skill -- digging */
3289         p_ptr->skill_dig = 0;
3290
3291         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3292         if (buki_motteruka(INVEN_LARM))
3293         {
3294                 p_ptr->hidarite = TRUE;
3295                 if (!p_ptr->migite) default_hand = 1;
3296         }
3297
3298         if (CAN_TWO_HANDS_WIELDING())
3299         {
3300                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3301                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3302                 {
3303                         p_ptr->ryoute = TRUE;
3304                 }
3305                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3306                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3307                 {
3308                         p_ptr->ryoute = TRUE;
3309                 }
3310                 else
3311                 {
3312                         switch (p_ptr->pclass)
3313                         {
3314                         case CLASS_MONK:
3315                         case CLASS_FORCETRAINER:
3316                         case CLASS_BERSERKER:
3317                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3318                                 {
3319                                         p_ptr->migite = TRUE;
3320                                         p_ptr->ryoute = TRUE;
3321                                 }
3322                                 break;
3323                         }
3324                 }
3325         }
3326
3327         if (!p_ptr->migite && !p_ptr->hidarite)
3328         {
3329                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3330                 else if (empty_hands_status == EMPTY_HAND_LARM)
3331                 {
3332                         p_ptr->hidarite = TRUE;
3333                         default_hand = 1;
3334                 }
3335         }
3336
3337         if (p_ptr->special_defense & KAMAE_MASK)
3338         {
3339                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3340                 {
3341                         set_action(ACTION_NONE);
3342                 }
3343         }
3344
3345         switch (p_ptr->pclass)
3346         {
3347                 case CLASS_WARRIOR:
3348                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3349                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3350                         break;
3351                 case CLASS_PALADIN:
3352                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3353                         break;
3354                 case CLASS_CHAOS_WARRIOR:
3355                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3356                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3357                         break;
3358                 case CLASS_MINDCRAFTER:
3359                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3360                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3361                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3362                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3363                         break;
3364                 case CLASS_MONK:
3365                 case CLASS_FORCETRAINER:
3366                         /* Unencumbered Monks become faster every 10 levels */
3367                         if (!(heavy_armor()))
3368                         {
3369                                 if (!(prace_is_(RACE_KLACKON) ||
3370                                       prace_is_(RACE_SPRITE) ||
3371                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3372                                         new_speed += (p_ptr->lev) / 10;
3373
3374                                 /* Free action if unencumbered at level 25 */
3375                                 if  (p_ptr->lev > 24)
3376                                         p_ptr->free_act = TRUE;
3377                         }
3378                         break;
3379                 case CLASS_SORCERER:
3380                         p_ptr->to_a -= 50;
3381                         p_ptr->dis_to_a -= 50;
3382                         break;
3383                 case CLASS_BARD:
3384                         p_ptr->resist_sound = TRUE;
3385                         break;
3386                 case CLASS_SAMURAI:
3387                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3388                         break;
3389                 case CLASS_BERSERKER:
3390                         p_ptr->shero = 1;
3391                         p_ptr->sustain_str = TRUE;
3392                         p_ptr->sustain_dex = TRUE;
3393                         p_ptr->sustain_con = TRUE;
3394                         p_ptr->regenerate = TRUE;
3395                         p_ptr->free_act = TRUE;
3396                         new_speed += 2;
3397                         if (p_ptr->lev > 29) new_speed++;
3398                         if (p_ptr->lev > 39) new_speed++;
3399                         if (p_ptr->lev > 44) new_speed++;
3400                         if (p_ptr->lev > 49) new_speed++;
3401                         p_ptr->to_a += 10+p_ptr->lev/2;
3402                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3403                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3404                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3405                         p_ptr->redraw |= PR_STATUS;
3406                         break;
3407                 case CLASS_MIRROR_MASTER:
3408                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3409                         break;
3410                 case CLASS_NINJA:
3411                         /* Unencumbered Ninjas become faster every 10 levels */
3412                         if (heavy_armor())
3413                         {
3414                                 new_speed -= (p_ptr->lev) / 10;
3415                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3416                         }
3417                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3418                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3419                         {
3420                                 new_speed += 3;
3421                                 if (!(prace_is_(RACE_KLACKON) ||
3422                                       prace_is_(RACE_SPRITE) ||
3423                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3424                                         new_speed += (p_ptr->lev) / 10;
3425                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3426
3427                                 /* Free action if unencumbered at level 25 */
3428                                 if  (p_ptr->lev > 24)
3429                                         p_ptr->free_act = TRUE;
3430                         }
3431                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3432                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3433                         {
3434                                 p_ptr->to_a += p_ptr->lev/2+5;
3435                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3436                         }
3437                         p_ptr->slow_digest = TRUE;
3438                         p_ptr->resist_fear = TRUE;
3439                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3440                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3441                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3442                         if (p_ptr->lev > 44)
3443                         {
3444                                 p_ptr->oppose_pois = 1;
3445                                 p_ptr->redraw |= PR_STATUS;
3446                         }
3447                         p_ptr->see_nocto = TRUE;
3448                         break;
3449         }
3450
3451         /***** Races ****/
3452         if (p_ptr->mimic_form)
3453         {
3454                 switch (p_ptr->mimic_form)
3455                 {
3456                 case MIMIC_DEMON:
3457                         p_ptr->hold_exp = TRUE;
3458                         p_ptr->resist_chaos = TRUE;
3459                         p_ptr->resist_neth = TRUE;
3460                         p_ptr->resist_fire = TRUE;
3461                         p_ptr->oppose_fire = 1;
3462                         p_ptr->see_inv=TRUE;
3463                         new_speed += 3;
3464                         p_ptr->redraw |= PR_STATUS;
3465                         p_ptr->to_a += 10;
3466                         p_ptr->dis_to_a += 10;
3467                         p_ptr->align -= 200;
3468                         break;
3469                 case MIMIC_DEMON_LORD:
3470                         p_ptr->hold_exp = TRUE;
3471                         p_ptr->resist_chaos = TRUE;
3472                         p_ptr->resist_neth = TRUE;
3473                         p_ptr->immune_fire = TRUE;
3474                         p_ptr->resist_acid = TRUE;
3475                         p_ptr->resist_fire = TRUE;
3476                         p_ptr->resist_cold = TRUE;
3477                         p_ptr->resist_elec = TRUE;
3478                         p_ptr->resist_pois = TRUE;
3479                         p_ptr->resist_conf = TRUE;
3480                         p_ptr->resist_disen = TRUE;
3481                         p_ptr->resist_nexus = TRUE;
3482                         p_ptr->resist_fear = TRUE;
3483                         p_ptr->sh_fire = TRUE;
3484                         p_ptr->see_inv = TRUE;
3485                         p_ptr->telepathy = TRUE;
3486                         p_ptr->levitation = TRUE;
3487                         p_ptr->kill_wall = TRUE;
3488                         new_speed += 5;
3489                         p_ptr->to_a += 20;
3490                         p_ptr->dis_to_a += 20;
3491                         p_ptr->align -= 200;
3492                         break;
3493                 case MIMIC_VAMPIRE:
3494                         p_ptr->resist_dark = TRUE;
3495                         p_ptr->hold_exp = TRUE;
3496                         p_ptr->resist_neth = TRUE;
3497                         p_ptr->resist_cold = TRUE;
3498                         p_ptr->resist_pois = TRUE;
3499                         p_ptr->see_inv = TRUE;
3500                         new_speed += 3;
3501                         p_ptr->to_a += 10;
3502                         p_ptr->dis_to_a += 10;
3503                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3504                         break;
3505                 }
3506         }
3507         else
3508         {
3509                 switch (p_ptr->prace)
3510                 {
3511                 case RACE_ELF:
3512                         p_ptr->resist_lite = TRUE;
3513                         break;
3514                 case RACE_HOBBIT:
3515                         p_ptr->hold_exp = TRUE;
3516                         break;
3517                 case RACE_GNOME:
3518                         p_ptr->free_act = TRUE;
3519                         break;
3520                 case RACE_DWARF:
3521                         p_ptr->resist_blind = TRUE;
3522                         break;
3523                 case RACE_HALF_ORC:
3524                         p_ptr->resist_dark = TRUE;
3525                         break;
3526                 case RACE_HALF_TROLL:
3527                         p_ptr->sustain_str = TRUE;
3528
3529                         if (p_ptr->lev > 14)
3530                         {
3531                                 /* High level trolls heal fast... */
3532                                 p_ptr->regenerate = TRUE;
3533
3534                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3535                                 {
3536                                         p_ptr->slow_digest = TRUE;
3537                                         /* Let's not make Regeneration
3538                                          * a disadvantage for the poor warriors who can
3539                                          * never learn a spell that satisfies hunger (actually
3540                                          * neither can rogues, but half-trolls are not
3541                                          * supposed to play rogues) */
3542                                 }
3543                         }
3544                         break;
3545                 case RACE_AMBERITE:
3546                         p_ptr->sustain_con = TRUE;
3547                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3548                         break;
3549                 case RACE_HIGH_ELF:
3550                         p_ptr->resist_lite = TRUE;
3551                         p_ptr->see_inv = TRUE;
3552                         break;
3553                 case RACE_BARBARIAN:
3554                         p_ptr->resist_fear = TRUE;
3555                         break;
3556                 case RACE_HALF_OGRE:
3557                         p_ptr->resist_dark = TRUE;
3558                         p_ptr->sustain_str = TRUE;
3559                         break;
3560                 case RACE_HALF_GIANT:
3561                         p_ptr->sustain_str = TRUE;
3562                         p_ptr->resist_shard = TRUE;
3563                         break;
3564                 case RACE_HALF_TITAN:
3565                         p_ptr->resist_chaos = TRUE;
3566                         break;
3567                 case RACE_CYCLOPS:
3568                         p_ptr->resist_sound = TRUE;
3569                         break;
3570                 case RACE_YEEK:
3571                         p_ptr->resist_acid = TRUE;
3572                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3573                         break;
3574                 case RACE_KLACKON:
3575                         p_ptr->resist_conf = TRUE;
3576                         p_ptr->resist_acid = TRUE;
3577
3578                         /* Klackons become faster */
3579                         new_speed += (p_ptr->lev) / 10;
3580                         break;
3581                 case RACE_KOBOLD:
3582                         p_ptr->resist_pois = TRUE;
3583                         break;
3584                 case RACE_NIBELUNG:
3585                         p_ptr->resist_disen = TRUE;
3586                         p_ptr->resist_dark = TRUE;
3587                         break;
3588                 case RACE_DARK_ELF:
3589                         p_ptr->resist_dark = TRUE;
3590                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3591                         break;
3592                 case RACE_DRACONIAN:
3593                         p_ptr->levitation = TRUE;
3594                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3595                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3596                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3597                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3598                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3599                         break;
3600                 case RACE_MIND_FLAYER:
3601                         p_ptr->sustain_int = TRUE;
3602                         p_ptr->sustain_wis = TRUE;
3603                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3604                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3605                         break;
3606                 case RACE_IMP:
3607                         p_ptr->resist_fire = TRUE;
3608                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3609                         break;
3610                 case RACE_GOLEM:
3611                         p_ptr->slow_digest = TRUE;
3612                         p_ptr->free_act = TRUE;
3613                         p_ptr->see_inv = TRUE;
3614                         p_ptr->resist_pois = TRUE;
3615                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3616                         break;
3617                 case RACE_SKELETON:
3618                         p_ptr->resist_shard = TRUE;
3619                         p_ptr->hold_exp = TRUE;
3620                         p_ptr->see_inv = TRUE;
3621                         p_ptr->resist_pois = TRUE;
3622                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3623                         break;
3624                 case RACE_ZOMBIE:
3625                         p_ptr->resist_neth = TRUE;
3626                         p_ptr->hold_exp = TRUE;
3627                         p_ptr->see_inv = TRUE;
3628                         p_ptr->resist_pois = TRUE;
3629                         p_ptr->slow_digest = TRUE;
3630                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3631                         break;
3632                 case RACE_VAMPIRE:
3633                         p_ptr->resist_dark = TRUE;
3634                         p_ptr->hold_exp = TRUE;
3635                         p_ptr->resist_neth = TRUE;
3636                         p_ptr->resist_cold = TRUE;
3637                         p_ptr->resist_pois = TRUE;
3638                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3639                         break;
3640                 case RACE_SPECTRE:
3641                         p_ptr->levitation = TRUE;
3642                         p_ptr->free_act = TRUE;
3643                         p_ptr->resist_neth = TRUE;
3644                         p_ptr->hold_exp = TRUE;
3645                         p_ptr->see_inv = TRUE;
3646                         p_ptr->resist_pois = TRUE;
3647                         p_ptr->slow_digest = TRUE;
3648                         p_ptr->resist_cold = TRUE;
3649                         p_ptr->pass_wall = TRUE;
3650                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3651                         break;
3652                 case RACE_SPRITE:
3653                         p_ptr->levitation = TRUE;
3654                         p_ptr->resist_lite = TRUE;
3655
3656                         /* Sprites become faster */
3657                         new_speed += (p_ptr->lev) / 10;
3658                         break;
3659                 case RACE_BEASTMAN:
3660                         p_ptr->resist_conf  = TRUE;
3661                         p_ptr->resist_sound = TRUE;
3662                         break;
3663                 case RACE_ENT:
3664                         /* Ents dig like maniacs, but only with their hands. */
3665                         if (!inventory[INVEN_RARM].k_idx) 
3666                                 p_ptr->skill_dig += p_ptr->lev * 10;
3667                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3668                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3669                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3670                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3671
3672                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3673                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3674                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3675
3676                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3677                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3678                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3679                         break;
3680                 case RACE_ANGEL:
3681                         p_ptr->levitation = TRUE;
3682                         p_ptr->see_inv = TRUE;
3683                         p_ptr->align += 200;
3684                         break;
3685                 case RACE_DEMON:
3686                         p_ptr->resist_fire  = TRUE;
3687                         p_ptr->resist_neth  = TRUE;
3688                         p_ptr->hold_exp = TRUE;
3689                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3690                         if (p_ptr->lev > 44)
3691                         {
3692                                 p_ptr->oppose_fire = 1;
3693                                 p_ptr->redraw |= PR_STATUS;
3694                         }
3695                         p_ptr->align -= 200;
3696                         break;
3697                 case RACE_DUNADAN:
3698                         p_ptr->sustain_con = TRUE;
3699                         break;
3700                 case RACE_S_FAIRY:
3701                         p_ptr->levitation = TRUE;
3702                         break;
3703                 case RACE_KUTAR:
3704                         p_ptr->resist_conf = TRUE;
3705                         break;
3706                 case RACE_ANDROID:
3707                         p_ptr->slow_digest = TRUE;
3708                         p_ptr->free_act = TRUE;
3709                         p_ptr->resist_pois = TRUE;
3710                         p_ptr->hold_exp = TRUE;
3711                         break;
3712                 default:
3713                         /* Do nothing */
3714                         ;
3715                 }
3716         }
3717
3718         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3719         {
3720                 p_ptr->see_inv = TRUE;
3721                 p_ptr->free_act = TRUE;
3722                 p_ptr->slow_digest = TRUE;
3723                 p_ptr->regenerate = TRUE;
3724                 p_ptr->levitation = TRUE;
3725                 p_ptr->hold_exp = TRUE;
3726                 p_ptr->telepathy = TRUE;
3727                 p_ptr->lite = TRUE;
3728                 p_ptr->sustain_str = TRUE;
3729                 p_ptr->sustain_int = TRUE;
3730                 p_ptr->sustain_wis = TRUE;
3731                 p_ptr->sustain_con = TRUE;
3732                 p_ptr->sustain_dex = TRUE;
3733                 p_ptr->sustain_chr = TRUE;
3734                 p_ptr->resist_acid = TRUE;
3735                 p_ptr->resist_elec = TRUE;
3736                 p_ptr->resist_fire = TRUE;
3737                 p_ptr->resist_cold = TRUE;
3738                 p_ptr->resist_pois = TRUE;
3739                 p_ptr->resist_conf = TRUE;
3740                 p_ptr->resist_sound = TRUE;
3741                 p_ptr->resist_lite = TRUE;
3742                 p_ptr->resist_dark = TRUE;
3743                 p_ptr->resist_chaos = TRUE;
3744                 p_ptr->resist_disen = TRUE;
3745                 p_ptr->resist_shard = TRUE;
3746                 p_ptr->resist_nexus = TRUE;
3747                 p_ptr->resist_blind = TRUE;
3748                 p_ptr->resist_neth = TRUE;
3749                 p_ptr->resist_fear = TRUE;
3750                 p_ptr->reflect = TRUE;
3751                 p_ptr->sh_fire = TRUE;
3752                 p_ptr->sh_elec = TRUE;
3753                 p_ptr->sh_cold = TRUE;
3754                 p_ptr->to_a += 100;
3755                 p_ptr->dis_to_a += 100;
3756         }
3757         /* Temporary shield */
3758         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3759         {
3760                 p_ptr->to_a += 50;
3761                 p_ptr->dis_to_a += 50;
3762         }
3763
3764         if (p_ptr->tim_res_nether)
3765         {
3766                 p_ptr->resist_neth = TRUE;
3767         }
3768         if (p_ptr->tim_sh_fire)
3769         {
3770                 p_ptr->sh_fire = TRUE;
3771         }
3772         if (p_ptr->tim_res_time)
3773         {
3774                 p_ptr->resist_time = TRUE;
3775         }
3776
3777         /* Sexy Gal */
3778         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3779         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3780         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3781         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3782
3783         /* Lucky man */
3784         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3785
3786         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3787         {
3788                 p_ptr->resist_blind = TRUE;
3789                 p_ptr->resist_conf  = TRUE;
3790                 p_ptr->hold_exp = TRUE;
3791                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3792
3793                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3794                         /* Munchkin become faster */
3795                         new_speed += (p_ptr->lev) / 10 + 5;
3796         }
3797
3798         if (music_singing(MUSIC_WALL))
3799         {
3800                 p_ptr->kill_wall = TRUE;
3801         }
3802
3803         /* Hack -- apply racial/class stat maxes */
3804         /* Apply the racial modifiers */
3805         for (i = 0; i < 6; i++)
3806         {
3807                 /* Modify the stats for "race" */
3808                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3809         }
3810
3811
3812         /* I'm adding the mutations here for the lack of a better place... */
3813         if (p_ptr->muta3)
3814         {
3815                 /* Hyper Strength */
3816                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3817                 {
3818                         p_ptr->stat_add[A_STR] += 4;
3819                 }
3820
3821                 /* Puny */
3822                 if (p_ptr->muta3 & MUT3_PUNY)
3823                 {
3824                         p_ptr->stat_add[A_STR] -= 4;
3825                 }
3826
3827                 /* Living computer */
3828                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3829                 {
3830                         p_ptr->stat_add[A_INT] += 4;
3831                         p_ptr->stat_add[A_WIS] += 4;
3832                 }
3833
3834                 /* Moronic */
3835                 if (p_ptr->muta3 & MUT3_MORONIC)
3836                 {
3837                         p_ptr->stat_add[A_INT] -= 4;
3838                         p_ptr->stat_add[A_WIS] -= 4;
3839                 }
3840
3841                 if (p_ptr->muta3 & MUT3_RESILIENT)
3842                 {
3843                         p_ptr->stat_add[A_CON] += 4;
3844                 }
3845
3846                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3847                 {
3848                         p_ptr->stat_add[A_CON] += 2;
3849                         new_speed -= 2;
3850                 }
3851
3852                 if (p_ptr->muta3 & MUT3_ALBINO)
3853                 {
3854                         p_ptr->stat_add[A_CON] -= 4;
3855                 }
3856
3857                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3858                 {
3859                         p_ptr->stat_add[A_CON] -= 2;
3860                         p_ptr->stat_add[A_CHR] -= 1;
3861                         p_ptr->regenerate = FALSE;
3862                         /* Cancel innate regeneration */
3863                 }
3864
3865                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3866                 {
3867                         p_ptr->stat_add[A_CHR] -= 4;
3868                 }
3869
3870                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3871                 {
3872                         p_ptr->stat_add[A_CHR] -= 1;
3873                 }
3874
3875                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3876                 {
3877                         p_ptr->skill_fos += 15;
3878                         p_ptr->skill_srh += 15;
3879                 }
3880
3881                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3882                 {
3883                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3884                 }
3885
3886                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3887                 {
3888                         p_ptr->skill_stl -= 3;
3889                 }
3890
3891                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3892                 {
3893                         p_ptr->see_infra += 3;
3894                 }
3895
3896                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3897                 {
3898                         new_speed += 3;
3899                 }
3900
3901                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3902                 {
3903                         new_speed -= 3;
3904                 }
3905
3906                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3907                 {
3908                         p_ptr->sh_elec = TRUE;
3909                 }
3910
3911                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3912                 {
3913                         p_ptr->sh_fire = TRUE;
3914                         p_ptr->lite = TRUE;
3915                 }
3916
3917                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3918                 {
3919                         p_ptr->stat_add[A_CHR] -= 2;
3920                         p_ptr->to_a += 5;
3921                         p_ptr->dis_to_a += 5;
3922                 }
3923
3924                 if (p_ptr->muta3 & MUT3_SCALES)
3925                 {
3926                         p_ptr->stat_add[A_CHR] -= 1;
3927                         p_ptr->to_a += 10;
3928                         p_ptr->dis_to_a += 10;
3929                 }
3930
3931                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3932                 {
3933                         p_ptr->stat_add[A_DEX] -= 1;
3934                         p_ptr->to_a += 25;
3935                         p_ptr->dis_to_a += 25;
3936                 }
3937
3938                 if (p_ptr->muta3 & MUT3_WINGS)
3939                 {
3940                         p_ptr->levitation = TRUE;
3941                 }
3942
3943                 if (p_ptr->muta3 & MUT3_FEARLESS)
3944                 {
3945                         p_ptr->resist_fear = TRUE;
3946                 }
3947
3948                 if (p_ptr->muta3 & MUT3_REGEN)
3949                 {
3950                         p_ptr->regenerate = TRUE;
3951                 }
3952
3953                 if (p_ptr->muta3 & MUT3_ESP)
3954                 {
3955                         p_ptr->telepathy = TRUE;
3956                 }
3957
3958                 if (p_ptr->muta3 & MUT3_LIMBER)
3959                 {
3960                         p_ptr->stat_add[A_DEX] += 3;
3961                 }
3962
3963                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3964                 {
3965                         p_ptr->stat_add[A_DEX] -= 3;
3966                 }
3967
3968                 if (p_ptr->muta3 & MUT3_MOTION)
3969                 {
3970                         p_ptr->free_act = TRUE;
3971                         p_ptr->skill_stl += 1;
3972                 }
3973
3974                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3975                 {
3976                         p_ptr->stat_add[A_CHR] = 0;
3977                 }
3978         }
3979
3980         if (p_ptr->tsuyoshi)
3981         {
3982                 p_ptr->stat_add[A_STR] += 4;
3983                 p_ptr->stat_add[A_CON] += 4;
3984         }
3985
3986         /* Scan the usable inventory */
3987         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3988         {
3989                 int bonus_to_h, bonus_to_d;
3990                 o_ptr = &inventory[i];
3991
3992                 /* Skip non-objects */
3993                 if (!o_ptr->k_idx) continue;
3994
3995                 /* Extract the item flags */
3996                 object_flags(o_ptr, flgs);
3997
3998                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3999                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4000
4001                 /* Affect stats */
4002                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4003                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4004                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4005                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4006                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4007                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4008
4009                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4010
4011                 /* Affect stealth */
4012                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4013
4014                 /* Affect searching ability (factor of five) */
4015                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4016
4017                 /* Affect searching frequency (factor of five) */
4018                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4019
4020                 /* Affect infravision */
4021                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4022
4023                 /* Affect digging (factor of 20) */
4024                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4025
4026                 /* Affect speed */
4027                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4028
4029                 /* Affect blows */
4030                 if (have_flag(flgs, TR_BLOWS))
4031                 {
4032                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4033                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4034                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4035                 }
4036
4037                 /* Hack -- cause earthquakes */
4038                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4039
4040                 /* Various flags */
4041                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4042                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4043                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4044                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4045                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4046                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4047                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4048                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4049                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4050                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4051                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4052                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4053                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4054                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4055                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4056                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4057                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4058                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4059                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4060                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4061                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4062                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4063                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4064                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4065                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4066                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4067                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4068                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4069                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4070                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4071                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4072                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4073                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4074                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4075                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4076
4077                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4078                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4079                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4080                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4081                 if (have_flag(flgs, TR_WARNING)){
4082                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4083                           p_ptr->warning = TRUE;
4084                 }
4085
4086                 if (have_flag(flgs, TR_TELEPORT))
4087                 {
4088                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4089                         else
4090                         {
4091                                 cptr insc = quark_str(o_ptr->inscription);
4092
4093                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4094                                 {
4095                                         /*
4096                                          * {.} will stop random teleportation.
4097                                          */
4098                                 }
4099                                 else
4100                                 {
4101                                         /* Controlled random teleportation */
4102                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4103                                 }
4104                         }
4105                 }
4106
4107                 /* Immunity flags */
4108                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4109                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4110                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4111                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4112
4113                 /* Resistance flags */
4114                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4115                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4116                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4117                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4118                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4119                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4120                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4121                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4122                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4123                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4124                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4125                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4126                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4127                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4128                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4129                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4130
4131                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4132                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4133                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4134                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4135                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4136                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4137
4138                 /* Sustain flags */
4139                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4140                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4141                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4142                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4143                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4144                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4145
4146                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4147                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4148                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4149                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4150                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4151                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4152                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4153
4154                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4155                 {
4156                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4157                         {
4158                                 p_ptr->to_m_chance += 10;
4159                         }
4160                         else
4161                         {
4162                                 p_ptr->to_m_chance += 3;
4163                         }
4164                 }
4165
4166                 if (o_ptr->tval == TV_CAPTURE) continue;
4167
4168                 /* Modify the base armor class */
4169                 p_ptr->ac += o_ptr->ac;
4170
4171                 /* The base armor class is always known */
4172                 p_ptr->dis_ac += o_ptr->ac;
4173
4174                 /* Apply the bonuses to armor class */
4175                 p_ptr->to_a += o_ptr->to_a;
4176
4177                 /* Apply the mental bonuses to armor class, if known */
4178                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4179
4180                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4181                 {
4182                         int slot = i - INVEN_RARM;
4183                         if (slot < 2)
4184                         {
4185                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4186                                 {
4187                                         p_ptr->to_h[slot] -= 15;
4188                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4189                                 }
4190                                 else
4191                                 {
4192                                         p_ptr->to_h[slot] -= 5;
4193                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4194                                 }
4195                         }
4196                         else
4197                         {
4198                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4199                                 {
4200                                         p_ptr->to_h_b -= 15;
4201                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4202                                 }
4203                                 else
4204                                 {
4205                                         p_ptr->to_h_b -= 5;
4206                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4207                                 }
4208                         }
4209                 }
4210
4211                 if (o_ptr->curse_flags & TRC_LOW_AC)
4212                 {
4213                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4214                         {
4215                                 p_ptr->to_a -= 30;
4216                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4217                         }
4218                         else
4219                         {
4220                                 p_ptr->to_a -= 10;
4221                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4222                         }
4223                 }
4224
4225                 /* Hack -- do not apply "weapon" bonuses */
4226                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4227                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4228
4229                 /* Hack -- do not apply "bow" bonuses */
4230                 if (i == INVEN_BOW) continue;
4231
4232                 bonus_to_h = o_ptr->to_h;
4233                 bonus_to_d = o_ptr->to_d;
4234
4235                 if (p_ptr->pclass == CLASS_NINJA)
4236                 {
4237                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4238                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4239                 }
4240
4241                 /* To Bow and Natural attack */
4242
4243                 /* Apply the bonuses to hit/damage */
4244                 p_ptr->to_h_b += bonus_to_h;
4245                 p_ptr->to_h_m += bonus_to_h;
4246                 p_ptr->to_d_m += bonus_to_d;
4247
4248                 /* Apply the mental bonuses tp hit/damage, if known */
4249                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4250
4251                 /* To Melee */
4252                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4253                 {
4254                         /* Apply the bonuses to hit/damage */
4255                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4256                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4257
4258                         /* Apply the mental bonuses tp hit/damage, if known */
4259                         if (object_is_known(o_ptr))
4260                         {
4261                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4262                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4263                         }
4264                 }
4265                 else if (p_ptr->migite && p_ptr->hidarite)
4266                 {
4267                         /* Apply the bonuses to hit/damage */
4268                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4269                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4270                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4271                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4272
4273                         /* Apply the mental bonuses tp hit/damage, if known */
4274                         if (object_is_known(o_ptr))
4275                         {
4276                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4277                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4278                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4279                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4280                         }
4281                 }
4282                 else
4283                 {
4284                         /* Apply the bonuses to hit/damage */
4285                         p_ptr->to_h[default_hand] += bonus_to_h;
4286                         p_ptr->to_d[default_hand] += bonus_to_d;
4287
4288                         /* Apply the mental bonuses to hit/damage, if known */
4289                         if (object_is_known(o_ptr))
4290                         {
4291                                 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4292                                 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4293                         }
4294                 }
4295         }
4296
4297         if (old_mighty_throw != p_ptr->mighty_throw)
4298         {
4299                 /* Redraw average damege display of Shuriken */
4300                 p_ptr->window |= PW_INVEN;
4301         }
4302
4303         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4304
4305         /* Monks get extra ac for armour _not worn_ */
4306         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4307         {
4308                 if (!(inventory[INVEN_BODY].k_idx))
4309                 {
4310                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4311                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4312                 }
4313                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4314                 {
4315                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4316                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4317                 }
4318                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4319                 {
4320                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4321                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4322                 }
4323                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4324                 {
4325                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4326                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4327                 }
4328                 if (!(inventory[INVEN_HANDS].k_idx))
4329                 {
4330                         p_ptr->to_a += (p_ptr->lev / 2);
4331                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4332                 }
4333                 if (!(inventory[INVEN_FEET].k_idx))
4334                 {
4335                         p_ptr->to_a += (p_ptr->lev / 3);
4336                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4337                 }
4338                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4339                 {
4340                         p_ptr->stat_add[A_STR] += 2;
4341                         p_ptr->stat_add[A_DEX] += 2;
4342                         p_ptr->stat_add[A_CON] -= 3;
4343                 }
4344                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4345                 {
4346                 }
4347                 else if (p_ptr->special_defense & KAMAE_GENBU)
4348                 {
4349                         p_ptr->stat_add[A_INT] -= 1;
4350                         p_ptr->stat_add[A_WIS] -= 1;
4351                         p_ptr->stat_add[A_DEX] -= 2;
4352                         p_ptr->stat_add[A_CON] += 3;
4353                 }
4354                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4355                 {
4356                         p_ptr->stat_add[A_STR] -= 2;
4357                         p_ptr->stat_add[A_INT] += 1;
4358                         p_ptr->stat_add[A_WIS] += 1;
4359                         p_ptr->stat_add[A_DEX] += 2;
4360                         p_ptr->stat_add[A_CON] -= 2;
4361                 }
4362         }
4363
4364         if (p_ptr->special_defense & KATA_KOUKIJIN)
4365         {
4366                 for (i = 0; i < 6; i++)
4367                         p_ptr->stat_add[i] += 5;
4368                 p_ptr->to_a -= 50;
4369                 p_ptr->dis_to_a -= 50;
4370         }
4371
4372         /* Hack -- aura of fire also provides light */
4373         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4374
4375         /* Golems also get an intrinsic AC bonus */
4376         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4377         {
4378                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4379                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4380         }
4381
4382         /* Hex bonuses */
4383         if (p_ptr->realm1 == REALM_HEX)
4384         {
4385                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4386                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4387                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4388                 if (hex_spelling(HEX_BUILDING))
4389                 {
4390                         p_ptr->stat_add[A_STR] += 4;
4391                         p_ptr->stat_add[A_DEX] += 4;
4392                         p_ptr->stat_add[A_CON] += 4;
4393                 }
4394                 if (hex_spelling(HEX_DEMON_AURA))
4395                 {
4396                         p_ptr->sh_fire = TRUE;
4397                         p_ptr->regenerate = TRUE;
4398                 }
4399                 if (hex_spelling(HEX_ICE_ARMOR))
4400                 {
4401                         p_ptr->sh_cold = TRUE; 
4402                         p_ptr->to_a += 30;
4403                         p_ptr->dis_to_a += 30;
4404                 }
4405                 if (hex_spelling(HEX_SHOCK_CLOAK))
4406                 {
4407                         p_ptr->sh_elec = TRUE;
4408                         new_speed += 3;
4409                 }
4410                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4411                 {
4412                         int ac = 0;
4413                         o_ptr = &inventory[i];
4414                         if (!o_ptr->k_idx) continue;
4415                         if (!object_is_armour(o_ptr)) continue;
4416                         if (!object_is_cursed(o_ptr)) continue;
4417                         ac += 5;
4418                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4419                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4420                         p_ptr->to_a += ac;
4421                         p_ptr->dis_to_a += ac;
4422                 }
4423         }
4424
4425         /* Calculate stats */
4426         for (i = 0; i < 6; i++)
4427         {
4428                 int top, use, ind;
4429
4430                 /* Extract the new "stat_use" value for the stat */
4431                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4432
4433                 /* Notice changes */
4434                 if (p_ptr->stat_top[i] != top)
4435                 {
4436                         /* Save the new value */
4437                         p_ptr->stat_top[i] = top;
4438
4439                         /* Redisplay the stats later */
4440                         p_ptr->redraw |= (PR_STATS);
4441
4442                         /* Window stuff */
4443                         p_ptr->window |= (PW_PLAYER);
4444                 }
4445
4446
4447                 /* Extract the new "stat_use" value for the stat */
4448                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4449
4450                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4451                 {
4452                         /* 10 to 18/90 charisma, guaranteed, based on level */
4453                         if (use < 8 + 2 * p_ptr->lev)
4454                         {
4455                                 use = 8 + 2 * p_ptr->lev;
4456                         }
4457                 }
4458
4459                 /* Notice changes */
4460                 if (p_ptr->stat_use[i] != use)
4461                 {
4462                         /* Save the new value */
4463                         p_ptr->stat_use[i] = use;
4464
4465                         /* Redisplay the stats later */
4466                         p_ptr->redraw |= (PR_STATS);
4467
4468                         /* Window stuff */
4469                         p_ptr->window |= (PW_PLAYER);
4470                 }
4471
4472
4473                 /* Values: 3, 4, ..., 17 */
4474                 if (use <= 18) ind = (use - 3);
4475
4476                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4477                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4478
4479                 /* Range: 18/220+ */
4480                 else ind = (37);
4481
4482                 /* Notice changes */
4483                 if (p_ptr->stat_ind[i] != ind)
4484                 {
4485                         /* Save the new index */
4486                         p_ptr->stat_ind[i] = ind;
4487
4488                         /* Change in CON affects Hitpoints */
4489                         if (i == A_CON)
4490                         {
4491                                 p_ptr->update |= (PU_HP);
4492                         }
4493
4494                         /* Change in INT may affect Mana/Spells */
4495                         else if (i == A_INT)
4496                         {
4497                                 if (mp_ptr->spell_stat == A_INT)
4498                                 {
4499                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4500                                 }
4501                         }
4502
4503                         /* Change in WIS may affect Mana/Spells */
4504                         else if (i == A_WIS)
4505                         {
4506                                 if (mp_ptr->spell_stat == A_WIS)
4507                                 {
4508                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4509                                 }
4510                         }
4511
4512                         /* Change in WIS may affect Mana/Spells */
4513                         else if (i == A_CHR)
4514                         {
4515                                 if (mp_ptr->spell_stat == A_CHR)
4516                                 {
4517                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4518                                 }
4519                         }
4520
4521                         /* Window stuff */
4522                         p_ptr->window |= (PW_PLAYER);
4523                 }
4524         }
4525
4526
4527         /* Apply temporary "stun" */
4528         if (p_ptr->stun > 50)
4529         {
4530                 p_ptr->to_h[0] -= 20;
4531                 p_ptr->to_h[1] -= 20;
4532                 p_ptr->to_h_b  -= 20;
4533                 p_ptr->to_h_m  -= 20;
4534                 p_ptr->dis_to_h[0] -= 20;
4535                 p_ptr->dis_to_h[1] -= 20;
4536                 p_ptr->dis_to_h_b  -= 20;
4537                 p_ptr->to_d[0] -= 20;
4538                 p_ptr->to_d[1] -= 20;
4539                 p_ptr->to_d_m -= 20;
4540                 p_ptr->dis_to_d[0] -= 20;
4541                 p_ptr->dis_to_d[1] -= 20;
4542         }
4543         else if (p_ptr->stun)
4544         {
4545                 p_ptr->to_h[0] -= 5;
4546                 p_ptr->to_h[1] -= 5;
4547                 p_ptr->to_h_b -= 5;
4548                 p_ptr->to_h_m -= 5;
4549                 p_ptr->dis_to_h[0] -= 5;
4550                 p_ptr->dis_to_h[1] -= 5;
4551                 p_ptr->dis_to_h_b -= 5;
4552                 p_ptr->to_d[0] -= 5;
4553                 p_ptr->to_d[1] -= 5;
4554                 p_ptr->to_d_m -= 5;
4555                 p_ptr->dis_to_d[0] -= 5;
4556                 p_ptr->dis_to_d[1] -= 5;
4557         }
4558
4559         /* Wraith form */
4560         if (p_ptr->wraith_form)
4561         {
4562                 p_ptr->reflect = TRUE;
4563                 p_ptr->pass_wall = TRUE;
4564         }
4565
4566         if (p_ptr->kabenuke)
4567         {
4568                 p_ptr->pass_wall = TRUE;
4569         }
4570
4571         /* Temporary blessing */
4572         if (IS_BLESSED())
4573         {
4574                 p_ptr->to_a += 5;
4575                 p_ptr->dis_to_a += 5;
4576                 p_ptr->to_h[0] += 10;
4577                 p_ptr->to_h[1] += 10;
4578                 p_ptr->to_h_b  += 10;
4579                 p_ptr->to_h_m  += 10;
4580                 p_ptr->dis_to_h[0] += 10;
4581                 p_ptr->dis_to_h[1] += 10;
4582                 p_ptr->dis_to_h_b += 10;
4583         }
4584
4585         if (p_ptr->magicdef)
4586         {
4587                 p_ptr->resist_blind = TRUE;
4588                 p_ptr->resist_conf = TRUE;
4589                 p_ptr->reflect = TRUE;
4590                 p_ptr->free_act = TRUE;
4591                 p_ptr->levitation = TRUE;
4592         }
4593
4594         /* Temporary "Hero" */
4595         if (IS_HERO())
4596         {
4597                 p_ptr->to_h[0] += 12;
4598                 p_ptr->to_h[1] += 12;
4599                 p_ptr->to_h_b  += 12;
4600                 p_ptr->to_h_m  += 12;
4601                 p_ptr->dis_to_h[0] += 12;
4602                 p_ptr->dis_to_h[1] += 12;
4603                 p_ptr->dis_to_h_b  += 12;
4604         }
4605
4606         /* Temporary "Beserk" */
4607         if (p_ptr->shero)
4608         {
4609                 p_ptr->to_h[0] += 12;
4610                 p_ptr->to_h[1] += 12;
4611                 p_ptr->to_h_b  -= 12;
4612                 p_ptr->to_h_m  += 12;
4613                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4614                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4615                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4616                 p_ptr->dis_to_h[0] += 12;
4617                 p_ptr->dis_to_h[1] += 12;
4618                 p_ptr->dis_to_h_b  -= 12;
4619                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4620                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4621                 p_ptr->to_a -= 10;
4622                 p_ptr->dis_to_a -= 10;
4623                 p_ptr->skill_stl -= 7;
4624                 p_ptr->skill_dev -= 20;
4625                 p_ptr->skill_sav -= 30;
4626                 p_ptr->skill_srh -= 15;
4627                 p_ptr->skill_fos -= 15;
4628                 p_ptr->skill_tht -= 20;
4629                 p_ptr->skill_dig += 30;
4630         }
4631
4632         /* Temporary "fast" */
4633         if (IS_FAST())
4634         {
4635                 new_speed += 10;
4636         }
4637
4638         /* Temporary "slow" */
4639         if (p_ptr->slow)
4640         {
4641                 new_speed -= 10;
4642         }
4643
4644         /* Temporary "telepathy" */
4645         if (IS_TIM_ESP())
4646         {
4647                 p_ptr->telepathy = TRUE;
4648         }
4649
4650         if (p_ptr->ele_immune)
4651         {
4652                 if (p_ptr->special_defense & DEFENSE_ACID)
4653                         p_ptr->immune_acid = TRUE;
4654                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4655                         p_ptr->immune_elec = TRUE;
4656                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4657                         p_ptr->immune_fire = TRUE;
4658                 else if (p_ptr->special_defense & DEFENSE_COLD)
4659                         p_ptr->immune_cold = TRUE;
4660         }
4661
4662         /* Temporary see invisible */
4663         if (p_ptr->tim_invis)
4664         {
4665                 p_ptr->see_inv = TRUE;
4666         }
4667
4668         /* Temporary infravision boost */
4669         if (p_ptr->tim_infra)
4670         {
4671                 p_ptr->see_infra+=3;
4672         }
4673
4674         /* Temporary regeneration boost */
4675         if (p_ptr->tim_regen)
4676         {
4677                 p_ptr->regenerate = TRUE;
4678         }
4679
4680         /* Temporary levitation */
4681         if (p_ptr->tim_levitation)
4682         {
4683                 p_ptr->levitation = TRUE;
4684         }
4685
4686         /* Temporary reflection */
4687         if (p_ptr->tim_reflect)
4688         {
4689                 p_ptr->reflect = TRUE;
4690         }
4691
4692         /* Hack -- Hero/Shero -> Res fear */
4693         if (IS_HERO() || p_ptr->shero)
4694         {
4695                 p_ptr->resist_fear = TRUE;
4696         }
4697
4698
4699         /* Hack -- Telepathy Change */
4700         if (p_ptr->telepathy != old_telepathy)
4701         {
4702                 p_ptr->update |= (PU_MONSTERS);
4703         }
4704
4705         if ((p_ptr->esp_animal != old_esp_animal) ||
4706             (p_ptr->esp_undead != old_esp_undead) ||
4707             (p_ptr->esp_demon != old_esp_demon) ||
4708             (p_ptr->esp_orc != old_esp_orc) ||
4709             (p_ptr->esp_troll != old_esp_troll) ||
4710             (p_ptr->esp_giant != old_esp_giant) ||
4711             (p_ptr->esp_dragon != old_esp_dragon) ||
4712             (p_ptr->esp_human != old_esp_human) ||
4713             (p_ptr->esp_evil != old_esp_evil) ||
4714             (p_ptr->esp_good != old_esp_good) ||
4715             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4716             (p_ptr->esp_unique != old_esp_unique))
4717         {
4718                 p_ptr->update |= (PU_MONSTERS);
4719         }
4720
4721         /* Hack -- See Invis Change */
4722         if (p_ptr->see_inv != old_see_inv)
4723         {
4724                 p_ptr->update |= (PU_MONSTERS);
4725         }
4726
4727         /* Bloating slows the player down (a little) */
4728         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4729
4730         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4731
4732         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4733             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4734         {
4735                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4736                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4737         }
4738
4739         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4740         {
4741                 int penalty1, penalty2;
4742                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4743                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4744                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4745                 {
4746                         penalty1 = penalty1 / 2 - 5;
4747                         penalty2 = penalty2 / 2 - 5;
4748                         new_speed += 7;
4749                         p_ptr->to_a += 10;
4750                         p_ptr->dis_to_a += 10;
4751                 }
4752                 if (easy_2weapon)
4753                 {
4754                         if (penalty1 > 0) penalty1 /= 2;
4755                         if (penalty2 > 0) penalty2 /= 2;
4756                 }
4757                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4758                 {
4759                         penalty1 = MAX(0, penalty1 - 10);
4760                         penalty2 = MAX(0, penalty2 - 10);
4761                 }
4762                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4763                 {
4764                         penalty1 = MIN(0, penalty1);
4765                         penalty2 = MIN(0, penalty2);
4766                         p_ptr->to_a += 10;
4767                         p_ptr->dis_to_a += 10;
4768                 }
4769                 else
4770                 {
4771                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4772                                 penalty1 /= 2;
4773                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4774                                 penalty2 /= 2;
4775                 }
4776                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4777                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4778                 p_ptr->to_h[0] -= penalty1;
4779                 p_ptr->to_h[1] -= penalty2;
4780                 p_ptr->dis_to_h[0] -= penalty1;
4781                 p_ptr->dis_to_h[1] -= penalty2;
4782         }
4783
4784         /* Extract the current weight (in tenth pounds) */
4785         j = p_ptr->total_weight;
4786
4787         if (!p_ptr->riding)
4788         {
4789                 /* Extract the "weight limit" (in tenth pounds) */
4790                 i = (int)weight_limit();
4791         }
4792         else
4793         {
4794                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4795                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4796                 int speed = riding_m_ptr->mspeed;
4797
4798                 if (riding_m_ptr->mspeed > 110)
4799                 {
4800                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4801                         if (new_speed < 110) new_speed = 110;
4802                 }
4803                 else
4804                 {
4805                         new_speed = speed;
4806                 }
4807                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4808                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4809                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4810                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4811                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4812
4813                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4814                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4815
4816                 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;
4817
4818                 /* Extract the "weight limit" */
4819                 i = 1500 + riding_r_ptr->level * 25;
4820         }
4821
4822         /* XXX XXX XXX Apply "encumbrance" from weight */
4823         if (j > i) new_speed -= ((j - i) / (i / 5));
4824
4825         /* Searching slows the player down */
4826         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4827
4828         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4829         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4830         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4831         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4832         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4833         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4834         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4835         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4836         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4837         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4838         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4839         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4840         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4841
4842         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4843         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4844         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4845         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4846         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4847         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4848         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4849         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4850         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4851         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4852
4853
4854         /* Obtain the "hold" value */
4855         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4856
4857
4858         /* Examine the "current bow" */
4859         o_ptr = &inventory[INVEN_BOW];
4860
4861         /* It is hard to carholdry a heavy bow */
4862         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4863         if (p_ptr->heavy_shoot)
4864         {
4865                 /* Hard to wield a heavy bow */
4866                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4867                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4868         }
4869
4870         /* Compute "extra shots" if needed */
4871         if (o_ptr->k_idx)
4872         {
4873                 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4874
4875                 /* Apply special flags */
4876                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4877                 {
4878                         /* Extra shots */
4879                         p_ptr->num_fire = calc_num_fire(o_ptr);
4880
4881                         /* Snipers love Cross bows */
4882                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4883                                 (p_ptr->tval_ammo == TV_BOLT))
4884                         {
4885                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4886                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4887                         }
4888                 }
4889         }
4890
4891         if (p_ptr->ryoute)
4892                 hold *= 2;
4893
4894         for(i = 0 ; i < 2 ; i++)
4895         {
4896                 /* Examine the "main weapon" */
4897                 o_ptr = &inventory[INVEN_RARM+i];
4898
4899                 object_flags(o_ptr, flgs);
4900
4901                 /* Assume not heavy */
4902                 p_ptr->heavy_wield[i] = FALSE;
4903                 p_ptr->icky_wield[i] = FALSE;
4904                 p_ptr->riding_wield[i] = FALSE;
4905
4906                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4907                 /* It is hard to hold a heavy weapon */
4908                 if (hold < o_ptr->weight / 10)
4909                 {
4910                         /* Hard to wield a heavy weapon */
4911                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4912                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4913
4914                         /* Heavy weapon */
4915                         p_ptr->heavy_wield[i] = TRUE;
4916                 }
4917                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4918
4919                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4920                 {
4921                         p_ptr->to_a += 5;
4922                         p_ptr->dis_to_a += 5;
4923                 }
4924
4925                 /* Normal weapons */
4926                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4927                 {
4928                         int str_index, dex_index;
4929
4930                         int num = 0, wgt = 0, mul = 0, div = 0;
4931
4932                         /* Analyze the class */
4933                         switch (p_ptr->pclass)
4934                         {
4935                                 /* Warrior */
4936                                 case CLASS_WARRIOR:
4937                                         num = 6; wgt = 70; mul = 5; break;
4938
4939                                 /* Berserker */
4940                                 case CLASS_BERSERKER:
4941                                         num = 6; wgt = 70; mul = 7; break;
4942
4943                                 /* Mage */
4944                                 case CLASS_MAGE:
4945                                 case CLASS_HIGH_MAGE:
4946                                 case CLASS_BLUE_MAGE:
4947                                         num = 3; wgt = 100; mul = 2; break;
4948
4949                                 /* Priest, Mindcrafter, Magic-Eater */
4950                                 case CLASS_PRIEST:
4951                                 case CLASS_MAGIC_EATER:
4952                                 case CLASS_MINDCRAFTER:
4953                                         num = 5; wgt = 100; mul = 3; break;
4954
4955                                 /* Rogue */
4956                                 case CLASS_ROGUE:
4957                                         num = 5; wgt = 40; mul = 3; break;
4958
4959                                 /* Ranger */
4960                                 case CLASS_RANGER:
4961                                         num = 5; wgt = 70; mul = 4; break;
4962
4963                                 /* Paladin */
4964                                 case CLASS_PALADIN:
4965                                 case CLASS_SAMURAI:
4966                                         num = 5; wgt = 70; mul = 4; break;
4967
4968                                 /* Weaponsmith */
4969                                 case CLASS_SMITH:
4970                                         num = 5; wgt = 150; mul = 5; break;
4971
4972                                 /* Warrior-Mage */
4973                                 case CLASS_WARRIOR_MAGE:
4974                                 case CLASS_RED_MAGE:
4975                                         num = 5; wgt = 70; mul = 3; break;
4976
4977                                 /* Chaos Warrior */
4978                                 case CLASS_CHAOS_WARRIOR:
4979                                         num = 5; wgt = 70; mul = 4; break;
4980
4981                                 /* Monk */
4982                                 case CLASS_MONK:
4983                                         num = 5; wgt = 60; mul = 3; break;
4984
4985                                 /* Tourist */
4986                                 case CLASS_TOURIST:
4987                                         num = 4; wgt = 100; mul = 3; break;
4988
4989                                 /* Imitator */
4990                                 case CLASS_IMITATOR:
4991                                         num = 5; wgt = 70; mul = 4; break;
4992
4993                                 /* Beastmaster */
4994                                 case CLASS_BEASTMASTER:
4995                                         num = 5; wgt = 70; mul = 3; break;
4996
4997                                 /* Cavalry */
4998                                 case CLASS_CAVALRY:
4999                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5000                                         else {num = 5; wgt = 100; mul = 3;}
5001                                         break;
5002
5003                                 /* Sorcerer */
5004                                 case CLASS_SORCERER:
5005                                         num = 1; wgt = 1; mul = 1; break;
5006
5007                                 /* Archer, Bard, Sniper */
5008                                 case CLASS_ARCHER:
5009                                 case CLASS_BARD:
5010                                 case CLASS_SNIPER:
5011                                         num = 4; wgt = 70; mul = 2; break;
5012
5013                                 /* ForceTrainer */
5014                                 case CLASS_FORCETRAINER:
5015                                         num = 4; wgt = 60; mul = 2; break;
5016
5017                                 /* Mirror Master */
5018                                 case CLASS_MIRROR_MASTER:
5019                                         num = 3; wgt = 100; mul = 3; break;
5020
5021                                 /* Ninja */
5022                                 case CLASS_NINJA:
5023                                         num = 4; wgt = 20; mul = 1; break;
5024                         }
5025
5026                         /* Hex - extra mights gives +1 bonus to max blows */
5027                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5028
5029                         /* Enforce a minimum "weight" (tenth pounds) */
5030                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5031
5032                         /* Access the strength vs weight */
5033                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5034
5035                         if (p_ptr->ryoute && !omoi) str_index++;
5036                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5037
5038                         /* Maximal value */
5039                         if (str_index > 11) str_index = 11;
5040
5041                         /* Index by dexterity */
5042                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5043
5044                         /* Maximal value */
5045                         if (dex_index > 11) dex_index = 11;
5046
5047                         /* Use the blows table */
5048                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5049
5050                         /* Maximal value */
5051                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5052
5053                         /* Add in the "bonus blows" */
5054                         p_ptr->num_blow[i] += extra_blows[i];
5055
5056
5057                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5058                         else if (p_ptr->pclass == CLASS_BERSERKER)
5059                         {
5060                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5061                         }
5062                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5063
5064                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5065
5066                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5067
5068
5069                         /* Require at least one blow */
5070                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5071
5072                         /* Boost digging skill by weapon weight */
5073                         p_ptr->skill_dig += (o_ptr->weight / 10);
5074                 }
5075
5076                 /* Assume okay */
5077                 /* Priest weapon penalty for non-blessed edged weapons */
5078                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5079                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5080                 {
5081                         /* Reduce the real bonuses */
5082                         p_ptr->to_h[i] -= 2;
5083                         p_ptr->to_d[i] -= 2;
5084
5085                         /* Reduce the mental bonuses */
5086                         p_ptr->dis_to_h[i] -= 2;
5087                         p_ptr->dis_to_d[i] -= 2;
5088
5089                         /* Icky weapon */
5090                         p_ptr->icky_wield[i] = TRUE;
5091                 }
5092                 else if (p_ptr->pclass == CLASS_BERSERKER)
5093                 {
5094                         p_ptr->to_h[i] += p_ptr->lev/5;
5095                         p_ptr->to_d[i] += p_ptr->lev/6;
5096                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5097                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5098                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5099                         {
5100                                 p_ptr->to_h[i] += p_ptr->lev/5;
5101                                 p_ptr->to_d[i] += p_ptr->lev/6;
5102                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5103                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5104                         }
5105                 }
5106                 else if (p_ptr->pclass == CLASS_SORCERER)
5107                 {
5108                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5109                         {
5110                                 /* Reduce the real bonuses */
5111                                 p_ptr->to_h[i] -= 200;
5112                                 p_ptr->to_d[i] -= 200;
5113
5114                                 /* Reduce the mental bonuses */
5115                                 p_ptr->dis_to_h[i] -= 200;
5116                                 p_ptr->dis_to_d[i] -= 200;
5117
5118                                 /* Icky weapon */
5119                                 p_ptr->icky_wield[i] = TRUE;
5120                         }
5121                         else
5122                         {
5123                                 /* Reduce the real bonuses */
5124                                 p_ptr->to_h[i] -= 30;
5125                                 p_ptr->to_d[i] -= 10;
5126
5127                                 /* Reduce the mental bonuses */
5128                                 p_ptr->dis_to_h[i] -= 30;
5129                                 p_ptr->dis_to_d[i] -= 10;
5130                         }
5131                 }
5132                 /* Hex bonuses */
5133                 if (p_ptr->realm1 == REALM_HEX)
5134                 {
5135                         if (object_is_cursed(o_ptr))
5136                         {
5137                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5138                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5139                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5140                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5141                                 if (hex_spelling(HEX_RUNESWORD))
5142                                 {
5143                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5144                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5145                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5146                                 }
5147                         }
5148                 }
5149                 if (p_ptr->riding)
5150                 {
5151                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5152                         {
5153                                 p_ptr->to_h[i] +=15;
5154                                 p_ptr->dis_to_h[i] +=15;
5155                                 p_ptr->to_dd[i] += 2;
5156                         }
5157                         else if (!(have_flag(flgs, TR_RIDING)))
5158                         {
5159                                 int penalty;
5160                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5161                                 {
5162                                         penalty = 5;
5163                                 }
5164                                 else
5165                                 {
5166                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5167                                         penalty += 30;
5168                                         if (penalty < 30) penalty = 30;
5169                                 }
5170                                 p_ptr->to_h[i] -= penalty;
5171                                 p_ptr->dis_to_h[i] -= penalty;
5172
5173                                 /* Riding weapon */
5174                                 p_ptr->riding_wield[i] = TRUE;
5175                         }
5176                 }
5177         }
5178
5179         if (p_ptr->riding)
5180         {
5181                 int penalty = 0;
5182
5183                 p_ptr->riding_ryoute = FALSE;
5184
5185                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5186                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5187                 {
5188                         switch (p_ptr->pclass)
5189                         {
5190                         case CLASS_MONK:
5191                         case CLASS_FORCETRAINER:
5192                         case CLASS_BERSERKER:
5193                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5194                                         p_ptr->riding_ryoute = TRUE;
5195                                 break;
5196                         }
5197                 }
5198
5199                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5200                 {
5201                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5202                 }
5203                 else
5204                 {
5205                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5206                         penalty += 30;
5207                         if (penalty < 30) penalty = 30;
5208                 }
5209                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5210                 p_ptr->to_h_b -= penalty;
5211                 p_ptr->dis_to_h_b -= penalty;
5212         }
5213
5214         /* Different calculation for monks with empty hands */
5215         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5216                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5217         {
5218                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5219                 p_ptr->num_blow[0] = 0;
5220
5221                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5222                 {
5223                         if (blow_base > 18) p_ptr->num_blow[0]++;
5224                         if (blow_base > 31) p_ptr->num_blow[0]++;
5225                         if (blow_base > 44) p_ptr->num_blow[0]++;
5226                         if (blow_base > 58) p_ptr->num_blow[0]++;
5227                         if (p_ptr->magic_num1[0])
5228                         {
5229                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5230                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5231                         }
5232                 }
5233                 else
5234                 {
5235                         if (blow_base > 12) p_ptr->num_blow[0]++;
5236                         if (blow_base > 22) p_ptr->num_blow[0]++;
5237                         if (blow_base > 31) p_ptr->num_blow[0]++;
5238                         if (blow_base > 39) p_ptr->num_blow[0]++;
5239                         if (blow_base > 46) p_ptr->num_blow[0]++;
5240                         if (blow_base > 53) p_ptr->num_blow[0]++;
5241                         if (blow_base > 59) p_ptr->num_blow[0]++;
5242                 }
5243
5244                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5245                         p_ptr->num_blow[0] /= 2;
5246                 else
5247                 {
5248                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5249                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5250
5251                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5252                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5253                 }
5254
5255                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5256                 {
5257                         p_ptr->to_a -= 40;
5258                         p_ptr->dis_to_a -= 40;
5259                         
5260                 }
5261                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5262                 {
5263                         p_ptr->to_a -= 50;
5264                         p_ptr->dis_to_a -= 50;
5265                         p_ptr->resist_acid = TRUE;
5266                         p_ptr->resist_fire = TRUE;
5267                         p_ptr->resist_elec = TRUE;
5268                         p_ptr->resist_cold = TRUE;
5269                         p_ptr->resist_pois = TRUE;
5270                         p_ptr->sh_fire = TRUE;
5271                         p_ptr->sh_elec = TRUE;
5272                         p_ptr->sh_cold = TRUE;
5273                         p_ptr->levitation = TRUE;
5274                 }
5275                 else if (p_ptr->special_defense & KAMAE_GENBU)
5276                 {
5277                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5278                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5279                         p_ptr->reflect = TRUE;
5280                         p_ptr->num_blow[0] -= 2;
5281                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5282                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5283                 }
5284                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5285                 {
5286                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5287                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5288
5289                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5290                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5291                         p_ptr->num_blow[0] /= 2;
5292                         p_ptr->levitation = TRUE;
5293                 }
5294
5295                 p_ptr->num_blow[0] += 1+extra_blows[0];
5296         }
5297
5298         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5299
5300         monk_armour_aux = FALSE;
5301
5302         if (heavy_armor())
5303         {
5304                 monk_armour_aux = TRUE;
5305         }
5306
5307         for (i = 0; i < 2; i++)
5308         {
5309                 if (buki_motteruka(INVEN_RARM+i))
5310                 {
5311                         int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5312                         int sval = inventory[INVEN_RARM+i].sval;
5313
5314                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5315                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5316                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5317                         {
5318                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5319                                 {
5320                                         p_ptr->to_h[i] -= 40;
5321                                         p_ptr->dis_to_h[i] -= 40;
5322                                         p_ptr->icky_wield[i] = TRUE;
5323                                 }
5324                         }
5325                         else if (p_ptr->pclass == CLASS_NINJA)
5326                         {
5327                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5328                                 {
5329                                         p_ptr->to_h[i] -= 40;
5330                                         p_ptr->dis_to_h[i] -= 40;
5331                                         p_ptr->icky_wield[i] = TRUE;
5332                                         p_ptr->num_blow[i] /= 2;
5333                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5334                                 }
5335                         }
5336
5337                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5338                 }
5339         }
5340
5341         /* Maximum speed is (+99). (internally it's 110 + 99) */
5342         /* Temporary lightspeed forces to be maximum speed */
5343         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5344         {
5345                 new_speed = 209;
5346         }
5347
5348         /* Minimum speed is (-99). (internally it's 110 - 99) */
5349         if (new_speed < 11) new_speed = 11;
5350
5351         /* Display the speed (if needed) */
5352         if (p_ptr->pspeed != (byte)new_speed)
5353         {
5354                 p_ptr->pspeed = (byte)new_speed;
5355                 p_ptr->redraw |= (PR_SPEED);
5356         }
5357
5358         if (yoiyami)
5359         {
5360                 if (p_ptr->to_a > (0 - p_ptr->ac))
5361                         p_ptr->to_a = 0 - p_ptr->ac;
5362                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5363                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5364         }
5365
5366         /* Redraw armor (if needed) */
5367         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5368         {
5369                 /* Redraw */
5370                 p_ptr->redraw |= (PR_ARMOR);
5371
5372                 /* Window stuff */
5373                 p_ptr->window |= (PW_PLAYER);
5374         }
5375
5376
5377         if (p_ptr->ryoute && !omoi)
5378         {
5379                 int bonus_to_h=0, bonus_to_d=0;
5380                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5381                 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);
5382
5383                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5384                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5385                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5386                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5387         }
5388
5389         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;
5390
5391         /* Affect Skill -- stealth (bonus one) */
5392         p_ptr->skill_stl += 1;
5393
5394         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5395
5396         /* Affect Skill -- disarming (DEX and INT) */
5397         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5398         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5399
5400         /* Affect Skill -- magic devices (INT) */
5401         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5402
5403         /* Affect Skill -- saving throw (WIS) */
5404         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5405
5406         /* Affect Skill -- digging (STR) */
5407         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5408
5409         /* Affect Skill -- disarming (Level, by Class) */
5410         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5411
5412         /* Affect Skill -- magic devices (Level, by Class) */
5413         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5414
5415         /* Affect Skill -- saving throw (Level, by Class) */
5416         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5417
5418         /* Affect Skill -- stealth (Level, by Class) */
5419         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5420
5421         /* Affect Skill -- search ability (Level, by Class) */
5422         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5423
5424         /* Affect Skill -- search frequency (Level, by Class) */
5425         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5426
5427         /* Affect Skill -- combat (normal) (Level, by Class) */
5428         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5429
5430         /* Affect Skill -- combat (shooting) (Level, by Class) */
5431         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5432
5433         /* Affect Skill -- combat (throwing) (Level, by Class) */
5434         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5435
5436
5437         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5438         {
5439                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5440                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5441         }
5442
5443         /* Limit Skill -- stealth from 0 to 30 */
5444         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5445         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5446
5447         /* Limit Skill -- digging from 1 up */
5448         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5449
5450         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5451
5452         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5453
5454         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;
5455
5456         if (down_saving) p_ptr->skill_sav /= 2;
5457
5458         /* Hack -- Each elemental immunity includes resistance */
5459         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5460         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5461         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5462         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5463
5464         /* Determine player alignment */
5465         for (i = 0, j = 0; i < 8; i++)
5466         {
5467                 switch (p_ptr->vir_types[i])
5468                 {
5469                 case V_JUSTICE:
5470                         p_ptr->align += p_ptr->virtues[i] * 2;
5471                         break;
5472                 case V_CHANCE:
5473                         /* Do nothing */
5474                         break;
5475                 case V_NATURE:
5476                 case V_HARMONY:
5477                         neutral[j++] = i;
5478                         break;
5479                 case V_UNLIFE:
5480                         p_ptr->align -= p_ptr->virtues[i];
5481                         break;
5482                 default:
5483                         p_ptr->align += p_ptr->virtues[i];
5484                         break;
5485                 }
5486         }
5487
5488         for (i = 0; i < j; i++)
5489         {
5490                 if (p_ptr->align > 0)
5491                 {
5492                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5493                         if (p_ptr->align < 0) p_ptr->align = 0;
5494                 }
5495                 else if (p_ptr->align < 0)
5496                 {
5497                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5498                         if (p_ptr->align > 0) p_ptr->align = 0;
5499                 }
5500         }
5501
5502         /* Hack -- handle "xtra" mode */
5503         if (character_xtra) return;
5504
5505         /* Take note when "heavy bow" changes */
5506         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5507         {
5508                 /* Message */
5509                 if (p_ptr->heavy_shoot)
5510                 {
5511                         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."));
5512                 }
5513                 else if (inventory[INVEN_BOW].k_idx)
5514                 {
5515                         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."));
5516                 }
5517                 else
5518                 {
5519                         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."));
5520                 }
5521
5522                 /* Save it */
5523                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5524         }
5525
5526         for (i = 0 ; i < 2 ; i++)
5527         {
5528                 /* Take note when "heavy weapon" changes */
5529                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5530                 {
5531                         /* Message */
5532                         if (p_ptr->heavy_wield[i])
5533                         {
5534                                 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."));
5535                         }
5536                         else if (buki_motteruka(INVEN_RARM+i))
5537                         {
5538                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5539                         }
5540                         else if (p_ptr->heavy_wield[1-i])
5541                         {
5542                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5543                         }
5544                         else
5545                         {
5546                                 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."));
5547                         }
5548
5549                         /* Save it */
5550                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5551                 }
5552
5553                 /* Take note when "heavy weapon" changes */
5554                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5555                 {
5556                         /* Message */
5557                         if (p_ptr->riding_wield[i])
5558                         {
5559                                 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."));
5560                         }
5561                         else if (!p_ptr->riding)
5562                         {
5563                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5564                         }
5565                         else if (buki_motteruka(INVEN_RARM+i))
5566                         {
5567                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5568                         }
5569                         /* Save it */
5570                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5571                 }
5572
5573                 /* Take note when "illegal weapon" changes */
5574                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5575                 {
5576                         /* Message */
5577                         if (p_ptr->icky_wield[i])
5578                         {
5579                                 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."));
5580                                 if (hack_mind)
5581                                 {
5582                                         chg_virtue(V_FAITH, -1);
5583                                 }
5584                         }
5585                         else if (buki_motteruka(INVEN_RARM+i))
5586                         {
5587                                 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."));
5588                         }
5589                         else
5590                         {
5591                                 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."));
5592                         }
5593
5594                         /* Save it */
5595                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5596                 }
5597         }
5598
5599         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5600         {
5601                 /* Message */
5602                 if (p_ptr->riding_ryoute)
5603                 {
5604 #ifdef JP
5605                         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" : "");
5606 #else
5607                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5608 #endif
5609                 }
5610                 else
5611                 {
5612 #ifdef JP
5613                         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" : "");
5614 #else
5615                         msg_print("You began to control riding pet with one hand.");
5616 #endif
5617                 }
5618
5619                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5620         }
5621
5622         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5623         {
5624                 if (heavy_armor())
5625                 {
5626                         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."));
5627                         if (hack_mind)
5628                         {
5629                                 chg_virtue(V_HARMONY, -1);
5630                         }
5631                 }
5632                 else
5633                 {
5634                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5635                 }
5636                 
5637                 monk_notify_aux = monk_armour_aux;
5638         }
5639
5640         for (i = 0; i < INVEN_PACK; i++)
5641         {
5642 #if 0
5643                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5644                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5645 #endif
5646                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5647                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5648         }
5649         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5650         {
5651                 object_type *o_ptr;
5652
5653                 /* Acquire object */
5654                 o_ptr = &o_list[this_o_idx];
5655
5656                 /* Acquire next object */
5657                 next_o_idx = o_ptr->next_o_idx;
5658
5659 #if 0
5660                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5661                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5662 #endif
5663                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5664                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5665         }
5666
5667         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5668 #if 0
5669         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5670         {
5671                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5672                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5673         }
5674
5675         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)))
5676         {
5677                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5678                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5679         }
5680 #endif
5681         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5682         {
5683                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5684                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5685         }
5686
5687         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5688         {
5689                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5690                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5691         }
5692 }
5693
5694
5695
5696 /*
5697  * Handle "p_ptr->notice"
5698  */
5699 void notice_stuff(void)
5700 {
5701         /* Notice stuff */
5702         if (!p_ptr->notice) return;
5703
5704
5705         /* Actually do auto-destroy */
5706         if (p_ptr->notice & (PN_AUTODESTROY))
5707         {
5708                 p_ptr->notice &= ~(PN_AUTODESTROY);
5709                 autopick_delayed_alter();
5710         }
5711
5712         /* Combine the pack */
5713         if (p_ptr->notice & (PN_COMBINE))
5714         {
5715                 p_ptr->notice &= ~(PN_COMBINE);
5716                 combine_pack();
5717         }
5718
5719         /* Reorder the pack */
5720         if (p_ptr->notice & (PN_REORDER))
5721         {
5722                 p_ptr->notice &= ~(PN_REORDER);
5723                 reorder_pack();
5724         }
5725 }
5726
5727
5728 /*
5729  * Handle "p_ptr->update"
5730  */
5731 void update_stuff(void)
5732 {
5733         /* Update stuff */
5734         if (!p_ptr->update) return;
5735
5736
5737         if (p_ptr->update & (PU_BONUS))
5738         {
5739                 p_ptr->update &= ~(PU_BONUS);
5740                 calc_bonuses();
5741         }
5742
5743         if (p_ptr->update & (PU_TORCH))
5744         {
5745                 p_ptr->update &= ~(PU_TORCH);
5746                 calc_torch();
5747         }
5748
5749         if (p_ptr->update & (PU_HP))
5750         {
5751                 p_ptr->update &= ~(PU_HP);
5752                 calc_hitpoints();
5753         }
5754
5755         if (p_ptr->update & (PU_MANA))
5756         {
5757                 p_ptr->update &= ~(PU_MANA);
5758                 calc_mana();
5759         }
5760
5761         if (p_ptr->update & (PU_SPELLS))
5762         {
5763                 p_ptr->update &= ~(PU_SPELLS);
5764                 calc_spells();
5765         }
5766
5767
5768         /* Character is not ready yet, no screen updates */
5769         if (!character_generated) return;
5770
5771
5772         /* Character is in "icky" mode, no screen updates */
5773         if (character_icky) return;
5774
5775
5776         if (p_ptr->update & (PU_UN_LITE))
5777         {
5778                 p_ptr->update &= ~(PU_UN_LITE);
5779                 forget_lite();
5780         }
5781
5782         if (p_ptr->update & (PU_UN_VIEW))
5783         {
5784                 p_ptr->update &= ~(PU_UN_VIEW);
5785                 forget_view();
5786         }
5787
5788         if (p_ptr->update & (PU_VIEW))
5789         {
5790                 p_ptr->update &= ~(PU_VIEW);
5791                 update_view();
5792         }
5793
5794         if (p_ptr->update & (PU_LITE))
5795         {
5796                 p_ptr->update &= ~(PU_LITE);
5797                 update_lite();
5798         }
5799
5800
5801         if (p_ptr->update & (PU_FLOW))
5802         {
5803                 p_ptr->update &= ~(PU_FLOW);
5804                 update_flow();
5805         }
5806
5807         if (p_ptr->update & (PU_DISTANCE))
5808         {
5809                 p_ptr->update &= ~(PU_DISTANCE);
5810
5811                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5812                 /* p_ptr->update &= ~(PU_MONSTERS); */
5813
5814                 update_monsters(TRUE);
5815         }
5816
5817         if (p_ptr->update & (PU_MON_LITE))
5818         {
5819                 p_ptr->update &= ~(PU_MON_LITE);
5820                 update_mon_lite();
5821         }
5822
5823         /*
5824          * Mega-Hack -- Delayed visual update
5825          * Only used if update_view(), update_lite() or update_mon_lite() was called
5826          */
5827         if (p_ptr->update & (PU_DELAY_VIS))
5828         {
5829                 p_ptr->update &= ~(PU_DELAY_VIS);
5830                 delayed_visual_update();
5831         }
5832
5833         if (p_ptr->update & (PU_MONSTERS))
5834         {
5835                 p_ptr->update &= ~(PU_MONSTERS);
5836                 update_monsters(FALSE);
5837         }
5838 }
5839
5840
5841 /*
5842  * Handle "p_ptr->redraw"
5843  */
5844 void redraw_stuff(void)
5845 {
5846         /* Redraw stuff */
5847         if (!p_ptr->redraw) return;
5848
5849
5850         /* Character is not ready yet, no screen updates */
5851         if (!character_generated) return;
5852
5853
5854         /* Character is in "icky" mode, no screen updates */
5855         if (character_icky) return;
5856
5857
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
5868         if (p_ptr->redraw & (PR_MAP))
5869         {
5870                 p_ptr->redraw &= ~(PR_MAP);
5871                 prt_map();
5872         }
5873
5874
5875         if (p_ptr->redraw & (PR_BASIC))
5876         {
5877                 p_ptr->redraw &= ~(PR_BASIC);
5878                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5879                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5880                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5881                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5882                 prt_frame_basic();
5883                 prt_time();
5884                 prt_dungeon();
5885         }
5886
5887         if (p_ptr->redraw & (PR_EQUIPPY))
5888         {
5889                 p_ptr->redraw &= ~(PR_EQUIPPY);
5890                 print_equippy(); /* To draw / delete equippy chars */
5891         }
5892
5893         if (p_ptr->redraw & (PR_MISC))
5894         {
5895                 p_ptr->redraw &= ~(PR_MISC);
5896                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5897 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5898
5899         }
5900
5901         if (p_ptr->redraw & (PR_TITLE))
5902         {
5903                 p_ptr->redraw &= ~(PR_TITLE);
5904                 prt_title();
5905         }
5906
5907         if (p_ptr->redraw & (PR_LEV))
5908         {
5909                 p_ptr->redraw &= ~(PR_LEV);
5910                 prt_level();
5911         }
5912
5913         if (p_ptr->redraw & (PR_EXP))
5914         {
5915                 p_ptr->redraw &= ~(PR_EXP);
5916                 prt_exp();
5917         }
5918
5919         if (p_ptr->redraw & (PR_STATS))
5920         {
5921                 p_ptr->redraw &= ~(PR_STATS);
5922                 prt_stat(A_STR);
5923                 prt_stat(A_INT);
5924                 prt_stat(A_WIS);
5925                 prt_stat(A_DEX);
5926                 prt_stat(A_CON);
5927                 prt_stat(A_CHR);
5928         }
5929
5930         if (p_ptr->redraw & (PR_STATUS))
5931         {
5932                 p_ptr->redraw &= ~(PR_STATUS);
5933                 prt_status();
5934         }
5935
5936         if (p_ptr->redraw & (PR_ARMOR))
5937         {
5938                 p_ptr->redraw &= ~(PR_ARMOR);
5939                 prt_ac();
5940         }
5941
5942         if (p_ptr->redraw & (PR_HP))
5943         {
5944                 p_ptr->redraw &= ~(PR_HP);
5945                 prt_hp();
5946         }
5947
5948         if (p_ptr->redraw & (PR_MANA))
5949         {
5950                 p_ptr->redraw &= ~(PR_MANA);
5951                 prt_sp();
5952         }
5953
5954         if (p_ptr->redraw & (PR_GOLD))
5955         {
5956                 p_ptr->redraw &= ~(PR_GOLD);
5957                 prt_gold();
5958         }
5959
5960         if (p_ptr->redraw & (PR_DEPTH))
5961         {
5962                 p_ptr->redraw &= ~(PR_DEPTH);
5963                 prt_depth();
5964         }
5965
5966         if (p_ptr->redraw & (PR_HEALTH))
5967         {
5968                 p_ptr->redraw &= ~(PR_HEALTH);
5969                 health_redraw(FALSE);
5970         }
5971
5972         if (p_ptr->redraw & (PR_UHEALTH))
5973         {
5974                 p_ptr->redraw &= ~(PR_UHEALTH);
5975                 health_redraw(TRUE);
5976         }
5977
5978
5979         if (p_ptr->redraw & (PR_EXTRA))
5980         {
5981                 p_ptr->redraw &= ~(PR_EXTRA);
5982                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5983                 p_ptr->redraw &= ~(PR_HUNGER);
5984                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5985                 prt_frame_extra();
5986         }
5987
5988         if (p_ptr->redraw & (PR_CUT))
5989         {
5990                 p_ptr->redraw &= ~(PR_CUT);
5991                 prt_cut();
5992         }
5993
5994         if (p_ptr->redraw & (PR_STUN))
5995         {
5996                 p_ptr->redraw &= ~(PR_STUN);
5997                 prt_stun();
5998         }
5999
6000         if (p_ptr->redraw & (PR_HUNGER))
6001         {
6002                 p_ptr->redraw &= ~(PR_HUNGER);
6003                 prt_hunger();
6004         }
6005
6006         if (p_ptr->redraw & (PR_STATE))
6007         {
6008                 p_ptr->redraw &= ~(PR_STATE);
6009                 prt_state();
6010         }
6011
6012         if (p_ptr->redraw & (PR_SPEED))
6013         {
6014                 p_ptr->redraw &= ~(PR_SPEED);
6015                 prt_speed();
6016         }
6017
6018         if (p_ptr->pclass == CLASS_IMITATOR)
6019         {
6020                 if (p_ptr->redraw & (PR_IMITATION))
6021                 {
6022                         p_ptr->redraw &= ~(PR_IMITATION);
6023                         prt_imitation();
6024                 }
6025         }
6026         else if (p_ptr->redraw & (PR_STUDY))
6027         {
6028                 p_ptr->redraw &= ~(PR_STUDY);
6029                 prt_study();
6030         }
6031 }
6032
6033
6034 /*
6035  * Handle "p_ptr->window"
6036  */
6037 void window_stuff(void)
6038 {
6039         int j;
6040
6041         u32b mask = 0L;
6042
6043
6044         /* Nothing to do */
6045         if (!p_ptr->window) return;
6046
6047         /* Scan windows */
6048         for (j = 0; j < 8; j++)
6049         {
6050                 /* Save usable flags */
6051                 if (angband_term[j]) mask |= window_flag[j];
6052         }
6053
6054         /* Apply usable flags */
6055         p_ptr->window &= mask;
6056
6057         /* Nothing to do */
6058         if (!p_ptr->window) return;
6059
6060
6061         /* Display inventory */
6062         if (p_ptr->window & (PW_INVEN))
6063         {
6064                 p_ptr->window &= ~(PW_INVEN);
6065                 fix_inven();
6066         }
6067
6068         /* Display equipment */
6069         if (p_ptr->window & (PW_EQUIP))
6070         {
6071                 p_ptr->window &= ~(PW_EQUIP);
6072                 fix_equip();
6073         }
6074
6075         /* Display spell list */
6076         if (p_ptr->window & (PW_SPELL))
6077         {
6078                 p_ptr->window &= ~(PW_SPELL);
6079                 fix_spell();
6080         }
6081
6082         /* Display player */
6083         if (p_ptr->window & (PW_PLAYER))
6084         {
6085                 p_ptr->window &= ~(PW_PLAYER);
6086                 fix_player();
6087         }
6088         
6089         /* Display monster list */
6090         if (p_ptr->window & (PW_MONSTER_LIST))
6091         {
6092                 p_ptr->window &= ~(PW_MONSTER_LIST);
6093                 fix_monster_list();
6094         }
6095         
6096         /* Display overhead view */
6097         if (p_ptr->window & (PW_MESSAGE))
6098         {
6099                 p_ptr->window &= ~(PW_MESSAGE);
6100                 fix_message();
6101         }
6102
6103         /* Display overhead view */
6104         if (p_ptr->window & (PW_OVERHEAD))
6105         {
6106                 p_ptr->window &= ~(PW_OVERHEAD);
6107                 fix_overhead();
6108         }
6109
6110         /* Display overhead view */
6111         if (p_ptr->window & (PW_DUNGEON))
6112         {
6113                 p_ptr->window &= ~(PW_DUNGEON);
6114                 fix_dungeon();
6115         }
6116
6117         /* Display monster recall */
6118         if (p_ptr->window & (PW_MONSTER))
6119         {
6120                 p_ptr->window &= ~(PW_MONSTER);
6121                 fix_monster();
6122         }
6123
6124         /* Display object recall */
6125         if (p_ptr->window & (PW_OBJECT))
6126         {
6127                 p_ptr->window &= ~(PW_OBJECT);
6128                 fix_object();
6129         }
6130 }
6131
6132
6133 /*
6134  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6135  */
6136 void handle_stuff(void)
6137 {
6138         /* Update stuff */
6139         if (p_ptr->update) update_stuff();
6140
6141         /* Redraw stuff */
6142         if (p_ptr->redraw) redraw_stuff();
6143
6144         /* Window stuff */
6145         if (p_ptr->window) window_stuff();
6146 }
6147
6148
6149 s16b empty_hands(bool riding_control)
6150 {
6151         s16b status = EMPTY_HAND_NONE;
6152
6153         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6154         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6155
6156         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6157         {
6158                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6159                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6160         }
6161
6162         return status;
6163 }
6164
6165
6166 bool heavy_armor(void)
6167 {
6168         u16b 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 void update_playtime(void)
6185 {
6186         /* Check if the game has started */
6187         if (start_time != 0)
6188         {
6189                 u32b tmp = time(NULL);
6190                 playtime += (tmp - start_time);
6191                 start_time = tmp;
6192         }
6193 }