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