OSDN Git Service

SJIS環境で, 例として{八咫}と刻んだアイテムを鑑定の巻物や杖で鑑定しよ
[hengband/hengband.git] / src / xtra1.c
1
2 /* File: misc.c */
3
4 /*
5  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6  *
7  * This software may be copied and distributed for educational, research,
8  * and not for profit purposes provided that this copyright and statement
9  * are included in all such copies.  Other copyrights may also apply.
10  */
11
12 /* Purpose: misc code */
13
14 #include "angband.h"
15
16
17
18
19 /*
20  * Converts stat num into a six-char (right justified) string
21  */
22 void cnv_stat(int val, char *out_val)
23 {
24         /* Above 18 */
25         if (val > 18)
26         {
27                 int bonus = (val - 18);
28
29                 if (bonus >= 220)
30                 {
31                         sprintf(out_val, "18/%3s", "***");
32                 }
33                 else if (bonus >= 100)
34                 {
35                         sprintf(out_val, "18/%03d", bonus);
36                 }
37                 else
38                 {
39                         sprintf(out_val, " 18/%02d", bonus);
40                 }
41         }
42
43         /* From 3 to 18 */
44         else
45         {
46                 sprintf(out_val, "    %2d", val);
47         }
48 }
49
50
51
52 /*
53  * Modify a stat value by a "modifier", return new value
54  *
55  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56  * Or even: 18/13, 18/23, 18/33, ..., 18/220
57  *
58  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59  * Or even: 18/13, 18/03, 18, 17, ..., 3
60  */
61 s16b modify_stat_value(int value, int amount)
62 {
63         int    i;
64
65         /* Reward */
66         if (amount > 0)
67         {
68                 /* Apply each point */
69                 for (i = 0; i < amount; i++)
70                 {
71                         /* One point at a time */
72                         if (value < 18) value++;
73
74                         /* Ten "points" at a time */
75                         else value += 10;
76                 }
77         }
78
79         /* Penalty */
80         else if (amount < 0)
81         {
82                 /* Apply each point */
83                 for (i = 0; i < (0 - amount); i++)
84                 {
85                         /* Ten points at a time */
86                         if (value >= 18+10) value -= 10;
87
88                         /* Hack -- prevent weirdness */
89                         else if (value > 18) value = 18;
90
91                         /* One point at a time */
92                         else if (value > 3) value--;
93                 }
94         }
95
96         /* Return new value */
97         return (value);
98 }
99
100
101
102 /*
103  * Print character info at given row, column in a 13 char field
104  */
105 static void prt_field(cptr info, int row, int col)
106 {
107         /* Dump 13 spaces to clear */
108         c_put_str(TERM_WHITE, "             ", row, col);
109
110         /* Dump the info itself */
111         c_put_str(TERM_L_BLUE, info, row, col);
112 }
113
114
115 /*
116  *  Whether daytime or not
117  */
118 bool is_daytime(void)
119 {
120         s32b len = TURNS_PER_TICK * TOWN_DAWN;
121         if ((turn % len) < (len / 2))
122                 return TRUE;
123         else
124                 return FALSE;
125 }
126
127 /*
128  * Extract day, hour, min
129  */
130 void extract_day_hour_min(int *day, int *hour, int *min)
131 {
132         s32b len = TURNS_PER_TICK * TOWN_DAWN;
133         s32b tick = turn % len + len / 4;
134
135         switch (p_ptr->start_race)
136         {
137         case RACE_VAMPIRE:
138         case RACE_SKELETON:
139         case RACE_ZOMBIE:
140         case RACE_SPECTRE:
141                 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4)) / len + 1;
142                 break;
143         default:
144                 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN / 4)) / len + 1;
145                 break;
146         }
147         *hour = (24 * tick / len) % 24;
148         *min = (1440 * tick / len) % 60;
149 }
150
151 /*
152  * Print time
153  */
154 void prt_time(void)
155 {
156         int day, hour, min;
157
158         /* Dump 13 spaces to clear */
159         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
160
161         extract_day_hour_min(&day, &hour, &min);
162
163         /* Dump the info itself */
164         c_put_str(TERM_WHITE, format(
165 #ifdef JP
166                 "%2dÆüÌÜ",
167 #else
168                 "Day %-2d",
169 #endif
170                 day), ROW_DAY, COL_DAY);
171         
172         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 }
174
175
176 cptr map_name(void)
177 {
178         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 #ifdef JP
181                 return "¥¯¥¨¥¹¥È";
182 #else
183                 return "Quest";
184 #endif
185         else if (p_ptr->wild_mode)
186 #ifdef JP
187                 return "ÃϾå";
188 #else
189                 return "Surface";
190 #endif
191         else if (p_ptr->inside_arena)
192 #ifdef JP
193                 return "¥¢¥ê¡¼¥Ê";
194 #else
195                 return "Arena";
196 #endif
197         else if (p_ptr->inside_battle)
198 #ifdef JP
199                 return "Æ®µ»¾ì";
200 #else
201                 return "Monster Arena";
202 #endif
203         else if (!dun_level && p_ptr->town_num)
204                 return town[p_ptr->town_num].name;
205         else
206                 return d_name+d_info[dungeon_type].name;
207 }
208
209 /*
210  * Print dungeon
211  */
212 static void prt_dungeon(void)
213 {
214         cptr dungeon_name;
215         int col;
216
217         /* Dump 13 spaces to clear */
218         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
219
220         dungeon_name = map_name();
221
222         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223         if (col < 0) col = 0;
224
225         /* Dump the info itself */
226         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
227                   ROW_DUNGEON, col);
228 }
229
230
231
232
233 /*
234  * Print character stat in given row, column
235  */
236 static void prt_stat(int stat)
237 {
238         char tmp[32];
239
240         /* Display "injured" stat */
241         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
242         {
243                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244                 cnv_stat(p_ptr->stat_use[stat], tmp);
245                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246         }
247
248         /* Display "healthy" stat */
249         else
250         {
251                 put_str(stat_names[stat], ROW_STAT + stat, 0);
252                 cnv_stat(p_ptr->stat_use[stat], tmp);
253                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254         }
255
256         /* Indicate natural maximum */
257         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258         {
259 #ifdef JP
260                 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261                 put_str("!", ROW_STAT + stat, 5);
262 #else
263                 put_str("!", ROW_STAT + stat, 3);
264 #endif
265
266         }
267 }
268
269
270 /*
271  *  Data structure for status bar
272  */
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
279 #define BAR_AFRAID 6
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
306 #define BAR_TOUKI 33
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
325 #define BAR_ALTER 52
326
327
328 static struct {
329         byte attr;
330         cptr sstr;
331         cptr lstr;
332 } bar[]
333 #ifdef JP
334 = {
335         {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
336         {TERM_VIOLET, "¸¸", "¸¸³Ð"},
337         {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
338         {TERM_RED, "áã", "Ëãáã"},
339         {TERM_VIOLET, "Íð", "º®Íð"},
340         {TERM_GREEN, "ÆÇ", "ÆÇ"},
341         {TERM_BLUE, "¶²", "¶²ÉÝ"},
342         {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
343         {TERM_SLATE, "È¿", "È¿¼Í"},
344         {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
345         {TERM_L_DARK, "Í©", "Í©ÂÎ"},
346         {TERM_SLATE, "¼Ù", "ËɼÙ"},
347         {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
348         {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
349         {TERM_L_UMBER, "¿­", "¿­¤Ó"},
350         {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
351         {TERM_L_BLUE, "ʬ", "ʬ¿È"},
352         {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
353         {TERM_YELLOW, "µæ", "µæ¶Ë"},
354         {TERM_YELLOW, "̵", "̵Ũ"},
355         {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
356         {TERM_GREEN, "»À", "ÂÑ»À"},
357         {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
358         {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
359         {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
360         {TERM_RED, "²Ð", "ÂѲÐ"},
361         {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
362         {TERM_SLATE, "Îä", "ÂÑÎä"},
363         {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
364         {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
365         {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
366         {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
367         {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
368         {TERM_WHITE, "Æ®", "Æ®µ¤"},
369         {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
370         {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
371         {TERM_WHITE, "½Ë", "½ËÊ¡"},
372         {TERM_WHITE, "ͦ", "ͦ"},
373         {TERM_RED, "¶¸", "¶¸Íð"},
374         {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
375         {TERM_WHITE, "Îä", "Ëâ·õÎä"},
376         {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
377         {TERM_SLATE, "»À", "Ëâ·õ»À"},
378         {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
379         {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
380         {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
381         {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
382         {TERM_L_BLUE, "²ó", "²óÉü"},
383         {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
384         {TERM_UMBER, "±£", "±£Ì©"},
385         {TERM_YELLOW, "±£", "Ķ±£Ì©"},
386         {TERM_WHITE, "µ¢", "µ¢´Ô"},
387         {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
388         {0, NULL, NULL}
389 };
390 #else
391 = {
392         {TERM_YELLOW, "Ts", "Tsuyoshi"},
393         {TERM_VIOLET, "Hu", "Hullc"},
394         {TERM_L_DARK, "Bl", "Blind"},
395         {TERM_RED, "Pa", "Paralyzed"},
396         {TERM_VIOLET, "Cf", "Confused"},
397         {TERM_GREEN, "Po", "Poisoned"},
398         {TERM_BLUE, "Af", "Afraid"},
399         {TERM_L_BLUE, "Lv", "Levit"},
400         {TERM_SLATE, "Rf", "Reflect"},
401         {TERM_SLATE, "Pw", "PassWall"},
402         {TERM_L_DARK, "Wr", "Wraith"},
403         {TERM_SLATE, "Ev", "PrtEvl"},
404         {TERM_VIOLET, "Kw", "Kawarimi"},
405         {TERM_YELLOW, "Md", "MgcArm"},
406         {TERM_L_UMBER, "Eh", "Expand"},
407         {TERM_WHITE, "Ss", "StnSkn"},
408         {TERM_L_BLUE, "Ms", "MltShdw"},
409         {TERM_SLATE, "Rm", "ResMag"},
410         {TERM_YELLOW, "Ul", "Ultima"},
411         {TERM_YELLOW, "Iv", "Invuln"},
412         {TERM_L_GREEN, "IAc", "ImmAcid"},
413         {TERM_GREEN, "Ac", "Acid"},
414         {TERM_L_BLUE, "IEl", "ImmElec"},
415         {TERM_BLUE, "El", "Elec"},
416         {TERM_L_RED, "IFi", "ImmFire"},
417         {TERM_RED, "Fi", "Fire"},
418         {TERM_WHITE, "ICo", "ImmCold"},
419         {TERM_SLATE, "Co", "Cold"},
420         {TERM_GREEN, "Po", "Pois"},
421         {TERM_L_DARK, "Nt", "Nthr"},
422         {TERM_L_BLUE, "Ti", "Time"},
423         {TERM_L_DARK, "Mr", "Mirr"},
424         {TERM_L_RED, "SFi", "SFire"},
425         {TERM_WHITE, "Fo", "Force"},
426         {TERM_WHITE, "Ho", "Holy"},
427         {TERM_VIOLET, "Ee", "EyeEye"},
428         {TERM_WHITE, "Bs", "Bless"},
429         {TERM_WHITE, "He", "Hero"},
430         {TERM_RED, "Br", "Berserk"},
431         {TERM_L_RED, "BFi", "BFire"},
432         {TERM_WHITE, "BCo", "BCold"},
433         {TERM_L_BLUE, "BEl", "BElec"},
434         {TERM_SLATE, "BAc", "BAcid"},
435         {TERM_L_GREEN, "BPo", "BPois"},
436         {TERM_RED, "TCf", "TchCnf"},
437         {TERM_L_BLUE, "Se", "SInv"},
438         {TERM_ORANGE, "Te", "Telepa"},
439         {TERM_L_BLUE, "Rg", "Regen"},
440         {TERM_L_RED, "If", "Infr"},
441         {TERM_UMBER, "Sl", "Stealth"},
442         {TERM_YELLOW, "Stlt", "Stealth"},
443         {TERM_WHITE, "Rc", "Recall"},
444         {TERM_WHITE, "Al", "Alter"},
445         {0, NULL, NULL}
446 };
447 #endif
448
449 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
450 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
451
452
453 /*
454  *  Show status bar
455  */
456 static void prt_status(void)
457 {
458         u32b bar_flags[2];
459         int wid, hgt, row_statbar, max_col_statbar;
460         int i, col = 0, num = 0;
461         int space = 2;
462
463         Term_get_size(&wid, &hgt);
464         row_statbar = hgt + ROW_STATBAR;
465         max_col_statbar = wid + MAX_COL_STATBAR;
466
467         Term_erase(0, row_statbar, max_col_statbar);
468
469         bar_flags[0] = bar_flags[1] = 0L;
470
471         /* Tsuyoshi  */
472         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
473
474         /* Hallucinating */
475         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
476
477         /* Blindness */
478         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
479
480         /* Paralysis */
481         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
482
483         /* Confusion */
484         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
485
486         /* Posioned */
487         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
488
489         /* Times see-invisible */
490         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
491
492         /* Timed esp */
493         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
494
495         /* Timed regenerate */
496         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
497
498         /* Timed infra-vision */
499         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
500
501         /* Protection from evil */
502         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
503
504         /* Invulnerability */
505         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
506
507         /* Wraith form */
508         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
509
510         /* Kabenuke */
511         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
512
513         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
514
515         /* Heroism */
516         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
517
518         /* Super Heroism / berserk */
519         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
520
521         /* Blessed */
522         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
523
524         /* Shield */
525         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
526
527         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
528
529         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
530         
531         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
532
533         /* Oppose Acid */
534         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
535         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
536
537         /* Oppose Lightning */
538         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
539         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
540
541         /* Oppose Fire */
542         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
543         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
544
545         /* Oppose Cold */
546         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
547         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
548
549         /* Oppose Poison */
550         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
551
552         /* Word of Recall */
553         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
554
555         /* Alter realiry */
556         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
557
558         /* Afraid */
559         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
560
561         /* Resist time */
562         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
563
564         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
565
566         /* Confusing Hands */
567         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
568
569         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
570
571         /* Ultimate-resistance */
572         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
573
574         /* tim levitation */
575         if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
576
577         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
578
579         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
580
581         /* Mahouken */
582         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
583         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
584         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
585         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
586         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
587         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
588
589         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
590
591         /* tim stealth */
592         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
593
594         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
595
596         /* Holy aura */
597         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
598
599         /* An Eye for an Eye */
600         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
601
602         /* Calcurate length */
603         for (i = 0; bar[i].sstr; i++)
604         {
605                 if (IS_FLG(i))
606                 {
607                         col += strlen(bar[i].lstr) + 1;
608                         num++;
609                 }
610         }
611
612         /* If there are not excess spaces for long strings, use short one */
613         if (col - 1 > max_col_statbar)
614         {
615                 space = 0;
616                 col = 0;
617
618                 for (i = 0; bar[i].sstr; i++)
619                 {
620                         if (IS_FLG(i))
621                         {
622                                 col += strlen(bar[i].sstr);
623                         }
624                 }
625
626                 /* If there are excess spaces for short string, use more */
627                 if (col - 1 <= max_col_statbar - (num-1))
628                 {
629                         space = 1;
630                         col += num - 1;
631                 }
632         }
633
634
635         /* Centering display column */
636         col = (max_col_statbar - col) / 2;
637
638         /* Display status bar */
639         for (i = 0; bar[i].sstr; i++)
640         {
641                 if (IS_FLG(i))
642                 {
643                         cptr str;
644                         if (space == 2) str = bar[i].lstr;
645                         else str = bar[i].sstr;
646
647                         c_put_str(bar[i].attr, str, row_statbar, col);
648                         col += strlen(str);
649                         if (space > 0) col++;
650                         if (col > max_col_statbar) break;
651                 }
652         }
653 }
654
655
656
657 /*
658  * Prints "title", including "wizard" or "winner" as needed.
659  */
660 static void prt_title(void)
661 {
662         cptr p = "";
663         char str[14];
664
665         /* Wizard */
666         if (p_ptr->wizard)
667         {
668 #ifdef JP
669                 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
670                 p = "[¥¦¥£¥¶¡¼¥É]";
671 #else
672                 p = "[=-WIZARD-=]";
673 #endif
674
675         }
676
677         /* Winner */
678         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
679         {
680                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
681                 {
682 #ifdef JP
683                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
684                         p = "*¿¿¡¦¾¡Íø¼Ô*";
685 #else
686                         p = "*TRUEWINNER*";
687 #endif
688                 }
689                 else
690                 {
691 #ifdef JP
692                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
693                         p = "***¾¡Íø¼Ô***";
694 #else
695                         p = "***WINNER***";
696 #endif
697                 }
698         }
699
700         /* Normal */
701         else
702         {
703                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
704                 p = str;
705         }
706
707         prt_field(p, ROW_TITLE, COL_TITLE);
708 }
709
710
711 /*
712  * Prints level
713  */
714 static void prt_level(void)
715 {
716         char tmp[32];
717
718 #ifdef JP
719         sprintf(tmp, "%5d", p_ptr->lev);
720 #else
721         sprintf(tmp, "%6d", p_ptr->lev);
722 #endif
723
724
725         if (p_ptr->lev >= p_ptr->max_plv)
726         {
727 #ifdef JP
728                 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
729                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
730 #else
731                 put_str("LEVEL ", ROW_LEVEL, 0);
732                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
733 #endif
734
735         }
736         else
737         {
738 #ifdef JP
739                 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
740                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
741 #else
742                 put_str("Level ", ROW_LEVEL, 0);
743                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
744 #endif
745
746         }
747 }
748
749
750 /*
751  * Display the experience
752  */
753 static void prt_exp(void)
754 {
755         char out_val[32];
756
757 #ifdef JP
758 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
759 #else
760         (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
761 #endif
762
763
764         if (p_ptr->exp >= p_ptr->max_exp)
765         {
766 #ifdef JP
767                 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
768                 else put_str("·Ð¸³ ", ROW_EXP, 0);
769                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
770 #else
771                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
772                 else put_str("EXP ", ROW_EXP, 0);
773                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
774 #endif
775
776         }
777         else
778         {
779 #ifdef JP
780                 put_str("x·Ð¸³", ROW_EXP, 0);
781                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
782 #else
783                 put_str("Exp ", ROW_EXP, 0);
784                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
785 #endif
786
787         }
788 }
789
790
791 /*
792  * Prints current gold
793  */
794 static void prt_gold(void)
795 {
796         char tmp[32];
797
798 #ifdef JP
799         put_str("¡ð ", ROW_GOLD, COL_GOLD);
800 #else
801         put_str("AU ", ROW_GOLD, COL_GOLD);
802 #endif
803
804         sprintf(tmp, "%9ld", (long)p_ptr->au);
805         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
806 }
807
808
809
810 /*
811  * Prints current AC
812  */
813 static void prt_ac(void)
814 {
815         char tmp[32];
816
817 #ifdef JP
818 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
819         put_str(" £Á£Ã(     )", ROW_AC, COL_AC);
820         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
822 #else
823         put_str("Cur AC ", ROW_AC, COL_AC);
824         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
826 #endif
827
828 }
829
830
831 /*
832  * Prints Cur/Max hit points
833  */
834 static void prt_hp(void)
835 {
836 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
837         char tmp[32];
838   
839         byte color;
840   
841         /* ¥¿¥¤¥È¥ë */
842 /*      put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
843
844         put_str("HP", ROW_CURHP, COL_CURHP);
845
846         /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
847         sprintf(tmp, "%4d", p_ptr->chp);
848
849         if (p_ptr->chp >= p_ptr->mhp)
850         {
851                 color = TERM_L_GREEN;
852         }
853         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
854         {
855                 color = TERM_YELLOW;
856         }
857         else
858         {
859                 color = TERM_RED;
860         }
861
862         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
863
864         /* ¶èÀÚ¤ê */
865         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
866
867         /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
868         sprintf(tmp, "%4d", p_ptr->mhp);
869         color = TERM_L_GREEN;
870
871         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
872 }
873
874
875 /*
876  * Prints players max/cur spell points
877  */
878 static void prt_sp(void)
879 {
880 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
881         char tmp[32];
882         byte color;
883
884
885         /* Do not show mana unless it matters */
886         if (!mp_ptr->spell_book) return;
887
888         /* ¥¿¥¤¥È¥ë */
889 /*      put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
890
891 #ifdef JP
892         put_str("MP", ROW_CURSP, COL_CURSP);
893 #else
894         put_str("SP", ROW_CURSP, COL_CURSP);
895 #endif
896
897         /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
898         sprintf(tmp, "%4d", p_ptr->csp);
899
900         if (p_ptr->csp >= p_ptr->msp)
901         {
902                 color = TERM_L_GREEN;
903         }
904         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
905         {
906                 color = TERM_YELLOW;
907         }
908         else
909         {
910                 color = TERM_RED;
911         }
912
913         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
914
915         /* ¶èÀÚ¤ê */
916         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
917
918         /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
919         sprintf(tmp, "%4d", p_ptr->msp);
920         color = TERM_L_GREEN;
921
922         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
923 }
924
925
926 /*
927  * Prints depth in stat area
928  */
929 static void prt_depth(void)
930 {
931         char depths[32];
932         int wid, hgt, row_depth, col_depth;
933
934         Term_get_size(&wid, &hgt);
935         col_depth = wid + COL_DEPTH;
936         row_depth = hgt + ROW_DEPTH;
937
938         if (!dun_level)
939         {
940 #ifdef JP
941                 strcpy(depths, "ÃϾå");
942 #else
943                 strcpy(depths, "Surf.");
944 #endif
945         }
946         else if (p_ptr->inside_quest && !dungeon_type)
947         {
948 #ifdef JP
949 strcpy(depths, "ÃϾå");
950 #else
951                 strcpy(depths, "Quest");
952 #endif
953
954         }
955         else if (depth_in_feet)
956         {
957 #ifdef JP
958 (void)sprintf(depths, "%d ft", dun_level * 50);
959 #else
960                 (void)sprintf(depths, "%d ft", dun_level * 50);
961 #endif
962
963         }
964         else
965         {
966 #ifdef JP
967 sprintf(depths, "%d ³¬", dun_level);
968 #else
969                 (void)sprintf(depths, "Lev %d", dun_level);
970 #endif
971
972         }
973
974         /* Right-Adjust the "depth", and clear old values */
975         prt(format("%7s", depths), row_depth, col_depth);
976 }
977
978
979 /*
980  * Prints status of hunger
981  */
982 static void prt_hunger(void)
983 {
984         /* Fainting / Starving */
985         if (p_ptr->food < PY_FOOD_FAINT)
986         {
987 #ifdef JP
988                 c_put_str(TERM_RED, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
989 #else
990                 c_put_str(TERM_RED, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
991 #endif
992
993         }
994
995         /* Weak */
996         else if (p_ptr->food < PY_FOOD_WEAK)
997         {
998 #ifdef JP
999                 c_put_str(TERM_ORANGE, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1000 #else
1001                 c_put_str(TERM_ORANGE, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1002 #endif
1003
1004         }
1005
1006         /* Hungry */
1007         else if (p_ptr->food < PY_FOOD_ALERT)
1008         {
1009 #ifdef JP
1010                 c_put_str(TERM_YELLOW, "¶õÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1011 #else
1012                 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1013 #endif
1014
1015         }
1016
1017         /* Normal */
1018         else if (p_ptr->food < PY_FOOD_FULL)
1019         {
1020                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1021         }
1022
1023         /* Full */
1024         else if (p_ptr->food < PY_FOOD_MAX)
1025         {
1026 #ifdef JP
1027                 c_put_str(TERM_L_GREEN, "ËþÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1028 #else
1029                 c_put_str(TERM_L_GREEN, "Full  ", ROW_HUNGRY, COL_HUNGRY);
1030 #endif
1031
1032         }
1033
1034         /* Gorged */
1035         else
1036         {
1037 #ifdef JP
1038                 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1039 #else
1040                 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1041 #endif
1042
1043         }
1044 }
1045
1046
1047 /*
1048  * Prints Searching, Resting, Paralysis, or 'count' status
1049  * Display is always exactly 10 characters wide (see below)
1050  *
1051  * This function was a major bottleneck when resting, so a lot of
1052  * the text formatting code was optimized in place below.
1053  */
1054 static void prt_state(void)
1055 {
1056         byte attr = TERM_WHITE;
1057
1058         char text[5];
1059
1060         /* Repeating */
1061         if (command_rep)
1062         {
1063                 if (command_rep > 999)
1064                 {
1065 #ifdef JP
1066 sprintf(text, "%2d00", command_rep / 100);
1067 #else
1068                         (void)sprintf(text, "%2d00", command_rep / 100);
1069 #endif
1070
1071                 }
1072                 else
1073                 {
1074 #ifdef JP
1075 sprintf(text, "  %2d", command_rep);
1076 #else
1077                         (void)sprintf(text, "  %2d", command_rep);
1078 #endif
1079
1080                 }
1081         }
1082
1083         /* Action */
1084         else
1085         {
1086                 switch(p_ptr->action)
1087                 {
1088                         case ACTION_SEARCH:
1089                         {
1090 #ifdef JP
1091                                 strcpy(text, "õº÷");
1092 #else
1093                                 strcpy(text, "Sear");
1094 #endif
1095                                 break;
1096                         }
1097                         case ACTION_REST:
1098                         {
1099                                 int i;
1100
1101                                 /* Start with "Rest" */
1102 #ifdef JP
1103                                 strcpy(text, "    ");
1104 #else
1105                                 strcpy(text, "    ");
1106 #endif
1107
1108
1109                                 /* Extensive (timed) rest */
1110                                 if (resting >= 1000)
1111                                 {
1112                                         i = resting / 100;
1113                                         text[3] = '0';
1114                                         text[2] = '0';
1115                                         text[1] = '0' + (i % 10);
1116                                         text[0] = '0' + (i / 10);
1117                                 }
1118
1119                                 /* Long (timed) rest */
1120                                 else if (resting >= 100)
1121                                 {
1122                                         i = resting;
1123                                         text[3] = '0' + (i % 10);
1124                                         i = i / 10;
1125                                         text[2] = '0' + (i % 10);
1126                                         text[1] = '0' + (i / 10);
1127                                 }
1128
1129                                 /* Medium (timed) rest */
1130                                 else if (resting >= 10)
1131                                 {
1132                                         i = resting;
1133                                         text[3] = '0' + (i % 10);
1134                                         text[2] = '0' + (i / 10);
1135                                 }
1136
1137                                 /* Short (timed) rest */
1138                                 else if (resting > 0)
1139                                 {
1140                                         i = resting;
1141                                         text[3] = '0' + (i);
1142                                 }
1143
1144                                 /* Rest until healed */
1145                                 else if (resting == -1)
1146                                 {
1147                                         text[0] = text[1] = text[2] = text[3] = '*';
1148                                 }
1149
1150                                 /* Rest until done */
1151                                 else if (resting == -2)
1152                                 {
1153                                         text[0] = text[1] = text[2] = text[3] = '&';
1154                                 }
1155                                 break;
1156                         }
1157                         case ACTION_LEARN:
1158                         {
1159 #ifdef JP
1160                                 strcpy(text, "³Ø½¬");
1161 #else
1162                                 strcpy(text, "lear");
1163 #endif
1164                                 if (new_mane) attr = TERM_L_RED;
1165                                 break;
1166                         }
1167                         case ACTION_FISH:
1168                         {
1169 #ifdef JP
1170                                 strcpy(text, "Äà¤ê");
1171 #else
1172                                 strcpy(text, "fish");
1173 #endif
1174                                 break;
1175                         }
1176                         case ACTION_KAMAE:
1177                         {
1178                                 int i;
1179                                 for (i = 0; i < MAX_KAMAE; i++)
1180                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1181                                 switch (i)
1182                                 {
1183                                         case 0: attr = TERM_GREEN;break;
1184                                         case 1: attr = TERM_WHITE;break;
1185                                         case 2: attr = TERM_L_BLUE;break;
1186                                         case 3: attr = TERM_L_RED;break;
1187                                 }
1188                                 strcpy(text, kamae_shurui[i].desc);
1189                                 break;
1190                         }
1191                         case ACTION_KATA:
1192                         {
1193                                 int i;
1194                                 for (i = 0; i < MAX_KATA; i++)
1195                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1196                                 strcpy(text, kata_shurui[i].desc);
1197                                 break;
1198                         }
1199                         case ACTION_SING:
1200                         {
1201 #ifdef JP
1202                                 strcpy(text, "²Î  ");
1203 #else
1204                                 strcpy(text, "Sing");
1205 #endif
1206                                 break;
1207                         }
1208                         case ACTION_HAYAGAKE:
1209                         {
1210 #ifdef JP
1211                                 strcpy(text, "®¶î");
1212 #else
1213                                 strcpy(text, "Fast");
1214 #endif
1215                                 break;
1216                         }
1217                         default:
1218                         {
1219                                 strcpy(text, "    ");
1220                                 break;
1221                         }
1222                 }
1223         }
1224
1225         /* Display the info (or blanks) */
1226         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1227 }
1228
1229
1230 /*
1231  * Prints the speed of a character.                     -CJS-
1232  */
1233 static void prt_speed(void)
1234 {
1235         int i = p_ptr->pspeed;
1236         bool is_fast = IS_FAST();
1237
1238         byte attr = TERM_WHITE;
1239         char buf[32] = "";
1240         int wid, hgt, row_speed, col_speed;
1241
1242         Term_get_size(&wid, &hgt);
1243         col_speed = wid + COL_SPEED;
1244         row_speed = hgt + ROW_SPEED;
1245
1246         /* Hack -- Visually "undo" the Search Mode Slowdown */
1247         if (p_ptr->action == ACTION_SEARCH) i += 10;
1248
1249         /* Fast */
1250         if (i > 110)
1251         {
1252                 if (p_ptr->riding)
1253                 {
1254                         if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1255                         else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1256                         else attr = TERM_GREEN;
1257                 }
1258                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1259                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1260                 else attr = TERM_L_GREEN;
1261 #ifdef JP
1262                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1263 #else
1264                 sprintf(buf, "Fast(+%d)", (i - 110));
1265 #endif
1266
1267         }
1268
1269         /* Slow */
1270         else if (i < 110)
1271         {
1272                 if (p_ptr->riding)
1273                 {
1274                         if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1275                         else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1276                         else attr = TERM_RED;
1277                 }
1278                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1279                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1280                 else attr = TERM_L_UMBER;
1281 #ifdef JP
1282                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1283 #else
1284                 sprintf(buf, "Slow(-%d)", (110 - i));
1285 #endif
1286         }
1287         else if (p_ptr->riding)
1288         {
1289                 attr = TERM_GREEN;
1290 #ifdef JP
1291                 strcpy(buf, "¾èÇÏÃæ");
1292 #else
1293                 strcpy(buf, "Riding");
1294 #endif
1295         }
1296
1297         /* Display the speed */
1298         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1299 }
1300
1301
1302 static void prt_study(void)
1303 {
1304         int wid, hgt, row_study, col_study;
1305
1306         Term_get_size(&wid, &hgt);
1307         col_study = wid + COL_STUDY;
1308         row_study = hgt + ROW_STUDY;
1309
1310         if (p_ptr->new_spells)
1311         {
1312 #ifdef JP
1313                 put_str("³Ø½¬", row_study, col_study);
1314 #else
1315                 put_str("Stud", row_study, col_study);
1316 #endif
1317
1318         }
1319         else
1320         {
1321                 put_str("    ", row_study, col_study);
1322         }
1323 }
1324
1325
1326 static void prt_mane(void)
1327 {
1328         int wid, hgt, row_study, col_study;
1329
1330         Term_get_size(&wid, &hgt);
1331         col_study = wid + COL_STUDY;
1332         row_study = hgt + ROW_STUDY;
1333
1334         if (p_ptr->pclass == CLASS_IMITATOR)
1335         {
1336                 if (p_ptr->mane_num)
1337                 {
1338                         byte attr;
1339                         if (new_mane) attr = TERM_L_RED;
1340                         else attr = TERM_WHITE;
1341 #ifdef JP
1342                         c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1343 #else
1344                         c_put_str(attr, "Mane", row_study, col_study);
1345 #endif
1346                 }
1347                 else
1348                 {
1349                         put_str("    ", row_study, col_study);
1350                 }
1351         }
1352 }
1353
1354
1355 static void prt_cut(void)
1356 {
1357         int c = p_ptr->cut;
1358
1359         if (c > 1000)
1360         {
1361 #ifdef JP
1362                 c_put_str(TERM_L_RED, "Ã×Ì¿½ý      ", ROW_CUT, COL_CUT);
1363 #else
1364                 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1365 #endif
1366
1367         }
1368         else if (c > 200)
1369         {
1370 #ifdef JP
1371                 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê  ", ROW_CUT, COL_CUT);
1372 #else
1373                 c_put_str(TERM_RED, "Deep gash   ", ROW_CUT, COL_CUT);
1374 #endif
1375
1376         }
1377         else if (c > 100)
1378         {
1379 #ifdef JP
1380                 c_put_str(TERM_RED, "½Å½ý        ", ROW_CUT, COL_CUT);
1381 #else
1382                 c_put_str(TERM_RED, "Severe cut  ", ROW_CUT, COL_CUT);
1383 #endif
1384
1385         }
1386         else if (c > 50)
1387         {
1388 #ifdef JP
1389                 c_put_str(TERM_ORANGE, "ÂçÊѤʽý    ", ROW_CUT, COL_CUT);
1390 #else
1391                 c_put_str(TERM_ORANGE, "Nasty cut   ", ROW_CUT, COL_CUT);
1392 #endif
1393
1394         }
1395         else if (c > 25)
1396         {
1397 #ifdef JP
1398                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý    ", ROW_CUT, COL_CUT);
1399 #else
1400                 c_put_str(TERM_ORANGE, "Bad cut     ", ROW_CUT, COL_CUT);
1401 #endif
1402
1403         }
1404         else if (c > 10)
1405         {
1406 #ifdef JP
1407                 c_put_str(TERM_YELLOW, "·Ú½ý        ", ROW_CUT, COL_CUT);
1408 #else
1409                 c_put_str(TERM_YELLOW, "Light cut   ", ROW_CUT, COL_CUT);
1410 #endif
1411
1412         }
1413         else if (c)
1414         {
1415 #ifdef JP
1416                 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý    ", ROW_CUT, COL_CUT);
1417 #else
1418                 c_put_str(TERM_YELLOW, "Graze       ", ROW_CUT, COL_CUT);
1419 #endif
1420
1421         }
1422         else
1423         {
1424                 put_str("            ", ROW_CUT, COL_CUT);
1425         }
1426 }
1427
1428
1429
1430 static void prt_stun(void)
1431 {
1432         int s = p_ptr->stun;
1433
1434         if (s > 100)
1435         {
1436 #ifdef JP
1437                 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ  ", ROW_STUN, COL_STUN);
1438 #else
1439                 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1440 #endif
1441
1442         }
1443         else if (s > 50)
1444         {
1445 #ifdef JP
1446                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û°  ", ROW_STUN, COL_STUN);
1447 #else
1448                 c_put_str(TERM_ORANGE, "Heavy stun  ", ROW_STUN, COL_STUN);
1449 #endif
1450
1451         }
1452         else if (s)
1453         {
1454 #ifdef JP
1455                 c_put_str(TERM_ORANGE, "ۯ۰        ", ROW_STUN, COL_STUN);
1456 #else
1457                 c_put_str(TERM_ORANGE, "Stun        ", ROW_STUN, COL_STUN);
1458 #endif
1459
1460         }
1461         else
1462         {
1463                 put_str("            ", ROW_STUN, COL_STUN);
1464         }
1465 }
1466
1467
1468
1469 /*
1470  * Redraw the "monster health bar"      -DRS-
1471  * Rather extensive modifications by    -BEN-
1472  *
1473  * The "monster health bar" provides visual feedback on the "health"
1474  * of the monster currently being "tracked".  There are several ways
1475  * to "track" a monster, including targetting it, attacking it, and
1476  * affecting it (and nobody else) with a ranged attack.
1477  *
1478  * Display the monster health bar (affectionately known as the
1479  * "health-o-meter").  Clear health bar if nothing is being tracked.
1480  * Auto-track current target monster when bored.  Note that the
1481  * health-bar stops tracking any monster that "disappears".
1482  */
1483 static void health_redraw(bool riding)
1484 {
1485         s16b health_who;
1486         int row, col;
1487         monster_type *m_ptr;
1488
1489         if (riding)
1490         {
1491                 health_who = p_ptr->riding;
1492                 row = ROW_RIDING_INFO;
1493                 col = COL_RIDING_INFO;
1494         }
1495         else
1496         {
1497                 health_who = p_ptr->health_who;
1498                 row = ROW_INFO;
1499                 col = COL_INFO;
1500         }
1501
1502         m_ptr = &m_list[health_who];
1503
1504         /* Not tracking */
1505         if (!health_who)
1506         {
1507                 /* Erase the health bar */
1508                 Term_erase(col, row, 12);
1509         }
1510
1511         /* Tracking an unseen monster */
1512         else if (!m_ptr->ml)
1513         {
1514                 /* Indicate that the monster health is "unknown" */
1515                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1516         }
1517
1518         /* Tracking a hallucinatory monster */
1519         else if (p_ptr->image)
1520         {
1521                 /* Indicate that the monster health is "unknown" */
1522                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1523         }
1524
1525         /* Tracking a dead monster (???) */
1526         else if (m_ptr->hp < 0)
1527         {
1528                 /* Indicate that the monster health is "unknown" */
1529                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1530         }
1531
1532         /* Tracking a visible monster */
1533         else
1534         {
1535                 /* Extract the "percent" of health */
1536                 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1537                 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1538
1539                 /* Convert percent into "health" */
1540                 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1541
1542                 /* Default to almost dead */
1543                 byte attr = TERM_RED;
1544
1545                 /* Invulnerable */
1546                 if (m_ptr->invulner) attr = TERM_WHITE;
1547
1548                 /* Asleep */
1549                 else if (m_ptr->csleep) attr = TERM_BLUE;
1550
1551                 /* Afraid */
1552                 else if (m_ptr->monfear) attr = TERM_VIOLET;
1553
1554                 /* Healthy */
1555                 else if (pct >= 100) attr = TERM_L_GREEN;
1556
1557                 /* Somewhat Wounded */
1558                 else if (pct >= 60) attr = TERM_YELLOW;
1559
1560                 /* Wounded */
1561                 else if (pct >= 25) attr = TERM_ORANGE;
1562
1563                 /* Badly wounded */
1564                 else if (pct >= 10) attr = TERM_L_RED;
1565
1566                 /* Default to "unknown" */
1567                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1568
1569                 /* Dump the current "health" (use '*' symbols) */
1570                 Term_putstr(col + 1, row, len, attr, "**********");
1571         }
1572 }
1573
1574
1575
1576 /*
1577  * Display basic info (mostly left of map)
1578  */
1579 static void prt_frame_basic(void)
1580 {
1581         int i;
1582
1583         /* Race and Class */
1584         if (p_ptr->mimic_form)
1585                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1586         else
1587         {
1588                 char str[14];
1589                 my_strcpy(str, rp_ptr->title, sizeof(str));
1590                 prt_field(str, ROW_RACE, COL_RACE);
1591         }
1592 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1593 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1594
1595
1596         /* Title */
1597         prt_title();
1598
1599         /* Level/Experience */
1600         prt_level();
1601         prt_exp();
1602
1603         /* All Stats */
1604         for (i = 0; i < 6; i++) prt_stat(i);
1605
1606         /* Armor */
1607         prt_ac();
1608
1609         /* Hitpoints */
1610         prt_hp();
1611
1612         /* Spellpoints */
1613         prt_sp();
1614
1615         /* Gold */
1616         prt_gold();
1617
1618         /* Current depth */
1619         prt_depth();
1620
1621         /* Special */
1622         health_redraw(FALSE);
1623         health_redraw(TRUE);
1624 }
1625
1626
1627 /*
1628  * Display extra info (mostly below map)
1629  */
1630 static void prt_frame_extra(void)
1631 {
1632         /* Cut/Stun */
1633         prt_cut();
1634         prt_stun();
1635
1636         /* Food */
1637         prt_hunger();
1638
1639         /* State */
1640         prt_state();
1641
1642         /* Speed */
1643         prt_speed();
1644
1645         /* Study spells */
1646         prt_study();
1647
1648         prt_mane();
1649
1650         prt_status();
1651 }
1652
1653
1654 /*
1655  * Hack -- display inventory in sub-windows
1656  */
1657 static void fix_inven(void)
1658 {
1659         int j;
1660
1661         /* Scan windows */
1662         for (j = 0; j < 8; j++)
1663         {
1664                 term *old = Term;
1665
1666                 /* No window */
1667                 if (!angband_term[j]) continue;
1668
1669                 /* No relevant flags */
1670                 if (!(window_flag[j] & (PW_INVEN))) continue;
1671
1672                 /* Activate */
1673                 Term_activate(angband_term[j]);
1674
1675                 /* Display inventory */
1676                 display_inven();
1677
1678                 /* Fresh */
1679                 Term_fresh();
1680
1681                 /* Restore */
1682                 Term_activate(old);
1683         }
1684 }
1685
1686
1687
1688 /*
1689  * Hack -- display equipment in sub-windows
1690  */
1691 static void fix_equip(void)
1692 {
1693         int j;
1694
1695         /* Scan windows */
1696         for (j = 0; j < 8; j++)
1697         {
1698                 term *old = Term;
1699
1700                 /* No window */
1701                 if (!angband_term[j]) continue;
1702
1703                 /* No relevant flags */
1704                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1705
1706                 /* Activate */
1707                 Term_activate(angband_term[j]);
1708
1709                 /* Display equipment */
1710                 display_equip();
1711
1712                 /* Fresh */
1713                 Term_fresh();
1714
1715                 /* Restore */
1716                 Term_activate(old);
1717         }
1718 }
1719
1720
1721 /*
1722  * Hack -- display equipment in sub-windows
1723  */
1724 static void fix_spell(void)
1725 {
1726         int j;
1727
1728         /* Scan windows */
1729         for (j = 0; j < 8; j++)
1730         {
1731                 term *old = Term;
1732
1733                 /* No window */
1734                 if (!angband_term[j]) continue;
1735
1736                 /* No relevant flags */
1737                 if (!(window_flag[j] & (PW_SPELL))) continue;
1738
1739                 /* Activate */
1740                 Term_activate(angband_term[j]);
1741
1742                 /* Display spell list */
1743                 display_spell_list();
1744
1745                 /* Fresh */
1746                 Term_fresh();
1747
1748                 /* Restore */
1749                 Term_activate(old);
1750         }
1751 }
1752
1753
1754 /*
1755  * Hack -- display character in sub-windows
1756  */
1757 static void fix_player(void)
1758 {
1759         int j;
1760
1761         /* Scan windows */
1762         for (j = 0; j < 8; j++)
1763         {
1764                 term *old = Term;
1765
1766                 /* No window */
1767                 if (!angband_term[j]) continue;
1768
1769                 /* No relevant flags */
1770                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1771
1772                 /* Activate */
1773                 Term_activate(angband_term[j]);
1774
1775                 update_playtime();
1776
1777                 /* Display player */
1778                 display_player(0);
1779
1780                 /* Fresh */
1781                 Term_fresh();
1782
1783                 /* Restore */
1784                 Term_activate(old);
1785         }
1786 }
1787
1788
1789
1790 /*
1791  * Hack -- display recent messages in sub-windows
1792  *
1793  * XXX XXX XXX Adjust for width and split messages
1794  */
1795 static void fix_message(void)
1796 {
1797         int j, i;
1798         int w, h;
1799         int x, y;
1800
1801         /* Scan windows */
1802         for (j = 0; j < 8; j++)
1803         {
1804                 term *old = Term;
1805
1806                 /* No window */
1807                 if (!angband_term[j]) continue;
1808
1809                 /* No relevant flags */
1810                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1811
1812                 /* Activate */
1813                 Term_activate(angband_term[j]);
1814
1815                 /* Get size */
1816                 Term_get_size(&w, &h);
1817
1818                 /* Dump messages */
1819                 for (i = 0; i < h; i++)
1820                 {
1821                         /* Dump the message on the appropriate line */
1822                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1823
1824                         /* Cursor */
1825                         Term_locate(&x, &y);
1826
1827                         /* Clear to end of line */
1828                         Term_erase(x, y, 255);
1829                 }
1830
1831                 /* Fresh */
1832                 Term_fresh();
1833
1834                 /* Restore */
1835                 Term_activate(old);
1836         }
1837 }
1838
1839
1840 /*
1841  * Hack -- display overhead view in sub-windows
1842  *
1843  * Note that the "player" symbol does NOT appear on the map.
1844  */
1845 static void fix_overhead(void)
1846 {
1847         int j;
1848
1849         int cy, cx;
1850
1851         /* Scan windows */
1852         for (j = 0; j < 8; j++)
1853         {
1854                 term *old = Term;
1855                 int wid, hgt;
1856
1857                 /* No window */
1858                 if (!angband_term[j]) continue;
1859
1860                 /* No relevant flags */
1861                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1862
1863                 /* Activate */
1864                 Term_activate(angband_term[j]);
1865
1866                 /* Full map in too small window is useless  */
1867                 Term_get_size(&wid, &hgt);
1868                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1869                 {
1870                         /* Redraw map */
1871                         display_map(&cy, &cx);
1872
1873                         /* Fresh */
1874                         Term_fresh();
1875                 }
1876
1877                 /* Restore */
1878                 Term_activate(old);
1879         }
1880 }
1881
1882
1883 /*
1884  * Hack -- display dungeon view in sub-windows
1885  */
1886 static void fix_dungeon(void)
1887 {
1888         int j;
1889
1890         /* Scan windows */
1891         for (j = 0; j < 8; j++)
1892         {
1893                 term *old = Term;
1894
1895                 /* No window */
1896                 if (!angband_term[j]) continue;
1897
1898                 /* No relevant flags */
1899                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1900
1901                 /* Activate */
1902                 Term_activate(angband_term[j]);
1903
1904                 /* Redraw dungeon view */
1905                 display_dungeon();
1906
1907                 /* Fresh */
1908                 Term_fresh();
1909
1910                 /* Restore */
1911                 Term_activate(old);
1912         }
1913 }
1914
1915
1916 /*
1917  * Hack -- display monster recall in sub-windows
1918  */
1919 static void fix_monster(void)
1920 {
1921         int j;
1922
1923         /* Scan windows */
1924         for (j = 0; j < 8; j++)
1925         {
1926                 term *old = Term;
1927
1928                 /* No window */
1929                 if (!angband_term[j]) continue;
1930
1931                 /* No relevant flags */
1932                 if (!(window_flag[j] & (PW_MONSTER))) continue;
1933
1934                 /* Activate */
1935                 Term_activate(angband_term[j]);
1936
1937                 /* Display monster race info */
1938                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
1939
1940                 /* Fresh */
1941                 Term_fresh();
1942
1943                 /* Restore */
1944                 Term_activate(old);
1945         }
1946 }
1947
1948
1949 /*
1950  * Hack -- display object recall in sub-windows
1951  */
1952 static void fix_object(void)
1953 {
1954         int j;
1955
1956         /* Scan windows */
1957         for (j = 0; j < 8; j++)
1958         {
1959                 term *old = Term;
1960
1961                 /* No window */
1962                 if (!angband_term[j]) continue;
1963
1964                 /* No relevant flags */
1965                 if (!(window_flag[j] & (PW_OBJECT))) continue;
1966
1967                 /* Activate */
1968                 Term_activate(angband_term[j]);
1969
1970                 /* Display monster race info */
1971                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
1972
1973                 /* Fresh */
1974                 Term_fresh();
1975
1976                 /* Restore */
1977                 Term_activate(old);
1978         }
1979 }
1980
1981
1982 /*
1983  * Calculate number of spells player should have, and forget,
1984  * or remember, spells until that number is properly reflected.
1985  *
1986  * Note that this function induces various "status" messages,
1987  * which must be bypasses until the character is created.
1988  */
1989 static void calc_spells(void)
1990 {
1991         int                     i, j, k, levels;
1992         int                     num_allowed;
1993         int                     num_boukyaku = 0;
1994
1995         magic_type              *s_ptr;
1996         int which;
1997         int bonus = 0;
1998
1999
2000         cptr p;
2001
2002         /* Hack -- must be literate */
2003         if (!mp_ptr->spell_book) return;
2004
2005         /* Hack -- wait for creation */
2006         if (!character_generated) return;
2007
2008         /* Hack -- handle "xtra" mode */
2009         if (character_xtra) return;
2010
2011         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2012         {
2013                 p_ptr->new_spells = 0;
2014                 return;
2015         }
2016
2017         p = spell_category_name(mp_ptr->spell_book);
2018
2019         /* Determine the number of spells allowed */
2020         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2021
2022         /* Hack -- no negative spells */
2023         if (levels < 0) levels = 0;
2024
2025         /* Extract total allowed spells */
2026         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2027
2028         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2029         {
2030                 bonus = 4;
2031         }
2032         if (p_ptr->pclass == CLASS_SAMURAI)
2033         {
2034                 num_allowed = 32;
2035         }
2036         else if (p_ptr->realm2 == REALM_NONE)
2037         {
2038                 num_allowed = (num_allowed+1)/2;
2039                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2040         }
2041         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2042         {
2043                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2044         }
2045         else
2046         {
2047                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2048         }
2049
2050         /* Count the number of spells we know */
2051         for (j = 0; j < 64; j++)
2052         {
2053                 /* Count known spells */
2054                 if ((j < 32) ?
2055                     (p_ptr->spell_forgotten1 & (1L << j)) :
2056                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2057                 {
2058                         num_boukyaku++;
2059                 }
2060         }
2061
2062         /* See how many spells we must forget or may learn */
2063         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2064
2065         /* Forget spells which are too hard */
2066         for (i = 63; i >= 0; i--)
2067         {
2068                 /* Efficiency -- all done */
2069                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2070
2071                 /* Access the spell */
2072                 j = p_ptr->spell_order[i];
2073
2074                 /* Skip non-spells */
2075                 if (j >= 99) continue;
2076
2077
2078                 /* Get the spell */
2079                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2080                 {
2081                         if (j < 32)
2082                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2083                         else
2084                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2085                 }
2086                 else if (j < 32)
2087                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2088                 else
2089                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2090
2091                 /* Skip spells we are allowed to know */
2092                 if (s_ptr->slevel <= p_ptr->lev) continue;
2093
2094                 /* Is it known? */
2095                 if ((j < 32) ?
2096                     (p_ptr->spell_learned1 & (1L << j)) :
2097                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2098                 {
2099                         /* Mark as forgotten */
2100                         if (j < 32)
2101                         {
2102                                 p_ptr->spell_forgotten1 |= (1L << j);
2103                                 which = p_ptr->realm1;
2104                         }
2105                         else
2106                         {
2107                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2108                                 which = p_ptr->realm2;
2109                         }
2110
2111                         /* No longer known */
2112                         if (j < 32)
2113                         {
2114                                 p_ptr->spell_learned1 &= ~(1L << j);
2115                                 which = p_ptr->realm1;
2116                         }
2117                         else
2118                         {
2119                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2120                                 which = p_ptr->realm2;
2121                         }
2122
2123                         /* Message */
2124 #ifdef JP
2125                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2126                                    spell_names[technic2magic(which)-1][j%32], p );
2127 #else
2128                         msg_format("You have forgotten the %s of %s.", p,
2129                         spell_names[technic2magic(which)-1][j%32]);
2130 #endif
2131
2132
2133                         /* One more can be learned */
2134                         p_ptr->new_spells++;
2135                 }
2136         }
2137
2138
2139         /* Forget spells if we know too many spells */
2140         for (i = 63; i >= 0; i--)
2141         {
2142                 /* Stop when possible */
2143                 if (p_ptr->new_spells >= 0) break;
2144
2145                 /* Efficiency -- all done */
2146                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2147
2148                 /* Get the (i+1)th spell learned */
2149                 j = p_ptr->spell_order[i];
2150
2151                 /* Skip unknown spells */
2152                 if (j >= 99) continue;
2153
2154                 /* Forget it (if learned) */
2155                 if ((j < 32) ?
2156                     (p_ptr->spell_learned1 & (1L << j)) :
2157                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2158                 {
2159                         /* Mark as forgotten */
2160                         if (j < 32)
2161                         {
2162                                 p_ptr->spell_forgotten1 |= (1L << j);
2163                                 which = p_ptr->realm1;
2164                         }
2165                         else
2166                         {
2167                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2168                                 which = p_ptr->realm2;
2169                         }
2170
2171                         /* No longer known */
2172                         if (j < 32)
2173                         {
2174                                 p_ptr->spell_learned1 &= ~(1L << j);
2175                                 which = p_ptr->realm1;
2176                         }
2177                         else
2178                         {
2179                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2180                                 which = p_ptr->realm2;
2181                         }
2182
2183                         /* Message */
2184 #ifdef JP
2185                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2186                                    spell_names[technic2magic(which)-1][j%32], p );
2187 #else
2188                         msg_format("You have forgotten the %s of %s.", p,
2189                                    spell_names[technic2magic(which)-1][j%32]);
2190 #endif
2191
2192
2193                         /* One more can be learned */
2194                         p_ptr->new_spells++;
2195                 }
2196         }
2197
2198
2199         /* Check for spells to remember */
2200         for (i = 0; i < 64; i++)
2201         {
2202                 /* None left to remember */
2203                 if (p_ptr->new_spells <= 0) break;
2204
2205                 /* Efficiency -- all done */
2206                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2207
2208                 /* Get the next spell we learned */
2209                 j = p_ptr->spell_order[i];
2210
2211                 /* Skip unknown spells */
2212                 if (j >= 99) break;
2213
2214                 /* Access the spell */
2215                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2216                 {
2217                         if (j < 32)
2218                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2219                         else
2220                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2221                 }
2222                 else if (j<32)
2223                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2224                 else
2225                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2226
2227                 /* Skip spells we cannot remember */
2228                 if (s_ptr->slevel > p_ptr->lev) continue;
2229
2230                 /* First set of spells */
2231                 if ((j < 32) ?
2232                     (p_ptr->spell_forgotten1 & (1L << j)) :
2233                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2234                 {
2235                         /* No longer forgotten */
2236                         if (j < 32)
2237                         {
2238                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2239                                 which = p_ptr->realm1;
2240                         }
2241                         else
2242                         {
2243                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2244                                 which = p_ptr->realm2;
2245                         }
2246
2247                         /* Known once more */
2248                         if (j < 32)
2249                         {
2250                                 p_ptr->spell_learned1 |= (1L << j);
2251                                 which = p_ptr->realm1;
2252                         }
2253                         else
2254                         {
2255                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2256                                 which = p_ptr->realm2;
2257                         }
2258
2259                         /* Message */
2260 #ifdef JP
2261                         msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2262                                    spell_names[technic2magic(which)-1][j%32], p );
2263 #else
2264                         msg_format("You have remembered the %s of %s.",
2265                                    p, spell_names[technic2magic(which)-1][j%32]);
2266 #endif
2267
2268
2269                         /* One less can be learned */
2270                         p_ptr->new_spells--;
2271                 }
2272         }
2273
2274         k = 0;
2275
2276         if (p_ptr->realm2 == REALM_NONE)
2277         {
2278                 /* Count spells that can be learned */
2279                 for (j = 0; j < 32; j++)
2280                 {
2281                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2282                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2283
2284                         /* Skip spells we cannot remember */
2285                         if (s_ptr->slevel > p_ptr->lev) continue;
2286
2287                         /* Skip spells we already know */
2288                         if (p_ptr->spell_learned1 & (1L << j))
2289                         {
2290                                 continue;
2291                         }
2292
2293                         /* Count it */
2294                         k++;
2295                 }
2296                 if (k>32) k = 32;
2297                 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2298         }
2299
2300         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2301
2302         /* Spell count changed */
2303         if (p_ptr->old_spells != p_ptr->new_spells)
2304         {
2305                 /* Message if needed */
2306                 if (p_ptr->new_spells)
2307                 {
2308                         /* Message */
2309 #ifdef JP
2310                         if( p_ptr->new_spells < 10 ){
2311                                 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2312                         }else{
2313                                 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2314                         }
2315 #else
2316                         msg_format("You can learn %d more %s%s.",
2317                                    p_ptr->new_spells, p,
2318                                    (p_ptr->new_spells != 1) ? "s" : "");
2319 #endif
2320
2321                 }
2322
2323                 /* Save the new_spells value */
2324                 p_ptr->old_spells = p_ptr->new_spells;
2325
2326                 /* Redraw Study Status */
2327                 p_ptr->redraw |= (PR_STUDY);
2328
2329                 /* Redraw object recall */
2330                 p_ptr->window |= (PW_OBJECT);
2331         }
2332 }
2333
2334
2335 /*
2336  * Calculate maximum mana.  You do not need to know any spells.
2337  * Note that mana is lowered by heavy (or inappropriate) armor.
2338  *
2339  * This function induces status messages.
2340  */
2341 static void calc_mana(void)
2342 {
2343         int             msp, levels, cur_wgt, max_wgt;
2344
2345         object_type     *o_ptr;
2346
2347
2348         /* Hack -- Must be literate */
2349         if (!mp_ptr->spell_book) return;
2350
2351         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2352             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2353             (p_ptr->pclass == CLASS_BLUE_MAGE))
2354         {
2355                 levels = p_ptr->lev;
2356         }
2357         else
2358         {
2359                 if(mp_ptr->spell_first > p_ptr->lev)
2360                 {
2361                         /* Save new mana */
2362                         p_ptr->msp = 0;
2363
2364                         /* Display mana later */
2365                         p_ptr->redraw |= (PR_MANA);
2366                         return;
2367                 }
2368
2369                 /* Extract "effective" player level */
2370                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2371         }
2372
2373         if (p_ptr->pclass == CLASS_SAMURAI)
2374         {
2375                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2376                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2377         }
2378         else
2379         {
2380                 /* Extract total mana */
2381                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2382
2383                 /* Hack -- usually add one mana */
2384                 if (msp) msp++;
2385
2386                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2387
2388                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2389
2390                 /* Hack: High mages have a 25% mana bonus */
2391                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2392
2393                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2394         }
2395
2396         /* Only mages are affected */
2397         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2398         {
2399                 u32b flgs[TR_FLAG_SIZE];
2400
2401                 /* Assume player is not encumbered by gloves */
2402                 p_ptr->cumber_glove = FALSE;
2403
2404                 /* Get the gloves */
2405                 o_ptr = &inventory[INVEN_HANDS];
2406
2407                 /* Examine the gloves */
2408                 object_flags(o_ptr, flgs);
2409
2410                 /* Normal gloves hurt mage-type spells */
2411                 if (o_ptr->k_idx &&
2412                     !(have_flag(flgs, TR_FREE_ACT)) &&
2413                     !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2414                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2415                 {
2416                         /* Encumbered */
2417                         p_ptr->cumber_glove = TRUE;
2418
2419                         /* Reduce mana */
2420                         msp = (3 * msp) / 4;
2421                 }
2422         }
2423
2424
2425         /* Assume player not encumbered by armor */
2426         p_ptr->cumber_armor = FALSE;
2427
2428         /* Weigh the armor */
2429         cur_wgt = 0;
2430         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2431         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2432         cur_wgt += inventory[INVEN_BODY].weight;
2433         cur_wgt += inventory[INVEN_HEAD].weight;
2434         cur_wgt += inventory[INVEN_OUTER].weight;
2435         cur_wgt += inventory[INVEN_HANDS].weight;
2436         cur_wgt += inventory[INVEN_FEET].weight;
2437
2438         /* Subtract a percentage of maximum mana. */
2439         switch (p_ptr->pclass)
2440         {
2441                 /* For these classes, mana is halved if armour 
2442                  * is 30 pounds over their weight limit. */
2443                 case CLASS_MAGE:
2444                 case CLASS_HIGH_MAGE:
2445                 case CLASS_BLUE_MAGE:
2446                 case CLASS_MONK:
2447                 case CLASS_FORCETRAINER:
2448                 case CLASS_SORCERER:
2449                 {
2450                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2451                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2452                         break;
2453                 }
2454
2455                 /* Mana halved if armour is 40 pounds over weight limit. */
2456                 case CLASS_PRIEST:
2457                 case CLASS_BARD:
2458                 case CLASS_TOURIST:
2459                 {
2460                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2461                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2462                         break;
2463                 }
2464
2465                 case CLASS_MINDCRAFTER:
2466                 case CLASS_BEASTMASTER:
2467                 case CLASS_MIRROR_MASTER:
2468                 {
2469                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2470                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2471                         break;
2472                 }
2473
2474                 /* Mana halved if armour is 50 pounds over weight limit. */
2475                 case CLASS_ROGUE:
2476                 case CLASS_RANGER:
2477                 case CLASS_RED_MAGE:
2478                 case CLASS_WARRIOR_MAGE:
2479                 {
2480                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2481                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2482                         break;
2483                 }
2484
2485                 /* Mana halved if armour is 60 pounds over weight limit. */
2486                 case CLASS_PALADIN:
2487                 case CLASS_CHAOS_WARRIOR:
2488                 {
2489                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2490                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2491                         break;
2492                 }
2493
2494                 /* For new classes created, but not yet added to this formula. */
2495                 default:
2496                 {
2497                         break;
2498                 }
2499         }
2500
2501         /* Determine the weight allowance */
2502         max_wgt = mp_ptr->spell_weight;
2503
2504         /* Heavy armor penalizes mana by a percentage.  -LM- */
2505         if ((cur_wgt - max_wgt) > 0)
2506         {
2507                 /* Encumbered */
2508                 p_ptr->cumber_armor = TRUE;
2509
2510                 /* Subtract a percentage of maximum mana. */
2511                 switch (p_ptr->pclass)
2512                 {
2513                         /* For these classes, mana is halved if armour 
2514                          * is 30 pounds over their weight limit. */
2515                         case CLASS_MAGE:
2516                         case CLASS_HIGH_MAGE:
2517                         case CLASS_BLUE_MAGE:
2518                         {
2519                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2520                                 break;
2521                         }
2522
2523                         /* Mana halved if armour is 40 pounds over weight limit. */
2524                         case CLASS_PRIEST:
2525                         case CLASS_MINDCRAFTER:
2526                         case CLASS_BEASTMASTER:
2527                         case CLASS_BARD:
2528                         case CLASS_FORCETRAINER:
2529                         case CLASS_TOURIST:
2530                         case CLASS_MIRROR_MASTER:
2531                         {
2532                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2533                                 break;
2534                         }
2535
2536                         case CLASS_SORCERER:
2537                         {
2538                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2539                                 break;
2540                         }
2541
2542                         /* Mana halved if armour is 50 pounds over weight limit. */
2543                         case CLASS_ROGUE:
2544                         case CLASS_RANGER:
2545                         case CLASS_MONK:
2546                         case CLASS_RED_MAGE:
2547                         {
2548                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2549                                 break;
2550                         }
2551
2552                         /* Mana halved if armour is 60 pounds over weight limit. */
2553                         case CLASS_PALADIN:
2554                         case CLASS_CHAOS_WARRIOR:
2555                         case CLASS_WARRIOR_MAGE:
2556                         {
2557                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2558                                 break;
2559                         }
2560
2561                         case CLASS_SAMURAI:
2562                         {
2563                                 p_ptr->cumber_armor = FALSE;
2564                                 break;
2565                         }
2566
2567                         /* For new classes created, but not yet added to this formula. */
2568                         default:
2569                         {
2570                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2571                                 break;
2572                         }
2573                 }
2574         }
2575
2576         /* Mana can never be negative */
2577         if (msp < 0) msp = 0;
2578
2579
2580         /* Maximum mana has changed */
2581         if (p_ptr->msp != msp)
2582         {
2583                 /* Enforce maximum */
2584                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2585                 {
2586                         p_ptr->csp = msp;
2587                         p_ptr->csp_frac = 0;
2588                 }
2589
2590 #ifdef JP
2591                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2592                 if ((level_up == 1) && (msp > p_ptr->msp))
2593                 {
2594                         msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2595                                    (msp - p_ptr->msp));
2596                 }
2597 #endif
2598                 /* Save new mana */
2599                 p_ptr->msp = msp;
2600
2601                 /* Display mana later */
2602                 p_ptr->redraw |= (PR_MANA);
2603
2604                 /* Window stuff */
2605                 p_ptr->window |= (PW_PLAYER);
2606                 p_ptr->window |= (PW_SPELL);
2607         }
2608
2609
2610         /* Hack -- handle "xtra" mode */
2611         if (character_xtra) return;
2612
2613         /* Take note when "glove state" changes */
2614         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2615         {
2616                 /* Message */
2617                 if (p_ptr->cumber_glove)
2618                 {
2619 #ifdef JP
2620                         msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2621 #else
2622                         msg_print("Your covered hands feel unsuitable for spellcasting.");
2623 #endif
2624
2625                 }
2626                 else
2627                 {
2628 #ifdef JP
2629                         msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2630 #else
2631                         msg_print("Your hands feel more suitable for spellcasting.");
2632 #endif
2633
2634                 }
2635
2636                 /* Save it */
2637                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2638         }
2639
2640
2641         /* Take note when "armor state" changes */
2642         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2643         {
2644                 /* Message */
2645                 if (p_ptr->cumber_armor)
2646                 {
2647 #ifdef JP
2648                         msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤­¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2649 #else
2650                         msg_print("The weight of your equipment encumbers your movement.");
2651 #endif
2652
2653                 }
2654                 else
2655                 {
2656 #ifdef JP
2657                         msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2658 #else
2659                         msg_print("You feel able to move more freely.");
2660 #endif
2661
2662                 }
2663
2664                 /* Save it */
2665                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2666         }
2667 }
2668
2669
2670
2671 /*
2672  * Calculate the players (maximal) hit points
2673  * Adjust current hitpoints if necessary
2674  */
2675 static void calc_hitpoints(void)
2676 {
2677         int bonus, mhp;
2678         byte tmp_hitdie;
2679
2680         /* Un-inflate "half-hitpoint bonus per level" value */
2681         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2682
2683         /* Calculate hitpoints */
2684         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2685
2686         if (p_ptr->mimic_form)
2687         {
2688                 if (p_ptr->pclass == CLASS_SORCERER)
2689                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2690                 else
2691                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2692                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2693         }
2694
2695         if (p_ptr->pclass == CLASS_SORCERER)
2696         {
2697                 if (p_ptr->lev < 30)
2698                         mhp = (mhp * (45+p_ptr->lev) / 100);
2699                 else
2700                         mhp = (mhp * 75 / 100);
2701                 bonus = (bonus * 65 / 100);
2702         }
2703
2704         mhp += bonus;
2705
2706         if (p_ptr->pclass == CLASS_BERSERKER)
2707         {
2708                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2709         }
2710
2711         /* Always have at least one hitpoint per level */
2712         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2713
2714         /* Factor in the hero / superhero settings */
2715         if (IS_HERO()) mhp += 10;
2716         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2717         if (p_ptr->tsuyoshi) mhp += 50;
2718
2719         /* New maximum hitpoints */
2720         if (p_ptr->mhp != mhp)
2721         {
2722                 /* Enforce maximum */
2723                 if (p_ptr->chp >= mhp)
2724                 {
2725                         p_ptr->chp = mhp;
2726                         p_ptr->chp_frac = 0;
2727                 }
2728
2729 #ifdef JP
2730                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2731                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2732                 {
2733                         msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2734                                    (mhp - p_ptr->mhp) );
2735                 }
2736 #endif
2737                 /* Save the new max-hitpoints */
2738                 p_ptr->mhp = mhp;
2739
2740                 /* Display hitpoints (later) */
2741                 p_ptr->redraw |= (PR_HP);
2742
2743                 /* Window stuff */
2744                 p_ptr->window |= (PW_PLAYER);
2745         }
2746 }
2747
2748
2749
2750 /*
2751  * Extract and set the current "lite radius"
2752  *
2753  * SWD: Experimental modification: multiple light sources have additive effect.
2754  *
2755  */
2756 static void calc_torch(void)
2757 {
2758         int i;
2759         object_type *o_ptr;
2760         u32b flgs[TR_FLAG_SIZE];
2761
2762         /* Assume no light */
2763         p_ptr->cur_lite = 0;
2764
2765         /* Loop through all wielded items */
2766         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2767         {
2768                 o_ptr = &inventory[i];
2769
2770                 /* Examine actual lites */
2771                 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2772                 {
2773                         if (o_ptr->name2 == EGO_LITE_DARKNESS)
2774                         {
2775                                 if (o_ptr->sval == SV_LITE_TORCH)
2776                                 {
2777                                         p_ptr->cur_lite -= 1;
2778                                 }
2779
2780                                 /* Lanterns (with fuel) provide more lite */
2781                                 else if (o_ptr->sval == SV_LITE_LANTERN)
2782                                 {
2783                                         p_ptr->cur_lite -= 2;
2784                                 }
2785
2786                                 else if (o_ptr->sval == SV_LITE_FEANOR)
2787                                 {
2788                                         p_ptr->cur_lite -= 3;
2789                                 }
2790                         }
2791                         /* Torches (with fuel) provide some lite */
2792                         else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2793                         {
2794                                 p_ptr->cur_lite += 1;
2795                         }
2796
2797                         /* Lanterns (with fuel) provide more lite */
2798                         else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2799                         {
2800                                 p_ptr->cur_lite += 2;
2801                         }
2802
2803                         else if (o_ptr->sval == SV_LITE_FEANOR)
2804                         {
2805                                 p_ptr->cur_lite += 2;
2806                         }
2807
2808                         /* Artifact Lites provide permanent, bright, lite */
2809                         else if (artifact_p(o_ptr))
2810                         {
2811                                 p_ptr->cur_lite += 3;
2812                         }
2813
2814                         if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2815                 }
2816                 else
2817                 {
2818                         /* Skip empty slots */
2819                         if (!o_ptr->k_idx) continue;
2820
2821                         /* Extract the flags */
2822                         object_flags(o_ptr, flgs);
2823
2824                         /* does this item glow? */
2825                         if (have_flag(flgs, TR_LITE))
2826                         {
2827                                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2828                                 else p_ptr->cur_lite++;
2829                         }
2830                 }
2831
2832         }
2833
2834         /* max radius is 14 (was 5) without rewriting other code -- */
2835         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2836         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2837                 p_ptr->cur_lite = 1;
2838
2839         /*
2840          * check if the player doesn't have light radius, 
2841          * but does weakly glow as an intrinsic.
2842          */
2843         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2844
2845         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2846         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2847
2848         /* end experimental mods */
2849
2850         /* Notice changes in the "lite radius" */
2851         if (p_ptr->old_lite != p_ptr->cur_lite)
2852         {
2853                 /* Update the lite */
2854                 /* Hack -- PU_MON_LITE for monsters' darkness */
2855                 p_ptr->update |= (PU_LITE | PU_MON_LITE);
2856
2857                 /* Update the monsters */
2858                 p_ptr->update |= (PU_MONSTERS);
2859
2860                 /* Remember the old lite */
2861                 p_ptr->old_lite = p_ptr->cur_lite;
2862
2863                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2864                         set_superstealth(FALSE);
2865         }
2866 }
2867
2868
2869
2870 /*
2871  * Computes current weight limit.
2872  */
2873 static int weight_limit(void)
2874 {
2875         int i;
2876
2877         /* Weight limit based only on strength */
2878         i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2879         if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2880
2881         /* Return the result */
2882         return (i);
2883 }
2884
2885
2886 bool buki_motteruka(int i)
2887 {
2888         return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2889 }
2890
2891
2892 #ifdef JP
2893 #undef strchr
2894 #define strchr strchr_j
2895 #endif
2896
2897
2898 /*
2899  * Calculate the players current "state", taking into account
2900  * not only race/class intrinsics, but also objects being worn
2901  * and temporary spell effects.
2902  *
2903  * See also calc_mana() and calc_hitpoints().
2904  *
2905  * Take note of the new "speed code", in particular, a very strong
2906  * player will start slowing down as soon as he reaches 150 pounds,
2907  * but not until he reaches 450 pounds will he be half as fast as
2908  * a normal kobold.  This both hurts and helps the player, hurts
2909  * because in the old days a player could just avoid 300 pounds,
2910  * and helps because now carrying 300 pounds is not very painful.
2911  *
2912  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2913  * damage, since that would affect non-combat things.  These values
2914  * are actually added in later, at the appropriate place.
2915  *
2916  * This function induces various "status" messages.
2917  */
2918 void calc_bonuses(void)
2919 {
2920         int             i, j, hold, neutral[2];
2921         int             new_speed;
2922         bool old_telepathy;
2923         bool old_esp_animal;
2924         bool old_esp_undead;
2925         bool old_esp_demon;
2926         bool old_esp_orc;
2927         bool old_esp_troll;
2928         bool old_esp_giant;
2929         bool old_esp_dragon;
2930         bool old_esp_human;
2931         bool old_esp_evil;
2932         bool old_esp_good;
2933         bool old_esp_nonliving;
2934         bool old_esp_unique;
2935         int             old_see_inv;
2936         int             old_dis_ac;
2937         int             old_dis_to_a;
2938         int             extra_blows[2];
2939         int             extra_shots;
2940         object_type     *o_ptr;
2941         u32b flgs[TR_FLAG_SIZE];
2942         bool            omoi = FALSE;
2943         bool            yoiyami = FALSE;
2944         bool            down_saving = FALSE;
2945 #if 0
2946         bool            have_dd_s = FALSE, have_dd_t = FALSE;
2947 #endif
2948         bool            have_sw = FALSE, have_kabe = FALSE;
2949         bool            easy_2weapon = FALSE;
2950         s16b this_o_idx, next_o_idx = 0;
2951         player_race *tmp_rp_ptr;
2952
2953
2954         /* Save the old vision stuff */
2955         old_telepathy = p_ptr->telepathy;
2956         old_esp_animal = p_ptr->esp_animal;
2957         old_esp_undead = p_ptr->esp_undead;
2958         old_esp_demon = p_ptr->esp_demon;
2959         old_esp_orc = p_ptr->esp_orc;
2960         old_esp_troll = p_ptr->esp_troll;
2961         old_esp_giant = p_ptr->esp_giant;
2962         old_esp_dragon = p_ptr->esp_dragon;
2963         old_esp_human = p_ptr->esp_human;
2964         old_esp_evil = p_ptr->esp_evil;
2965         old_esp_good = p_ptr->esp_good;
2966         old_esp_nonliving = p_ptr->esp_nonliving;
2967         old_esp_unique = p_ptr->esp_unique;
2968
2969         old_see_inv = p_ptr->see_inv;
2970
2971         /* Save the old armor class */
2972         old_dis_ac = p_ptr->dis_ac;
2973         old_dis_to_a = p_ptr->dis_to_a;
2974
2975
2976         /* Clear extra blows/shots */
2977         extra_blows[0] = extra_blows[1] = extra_shots = 0;
2978
2979         /* Clear the stat modifiers */
2980         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
2981
2982
2983         /* Clear the Displayed/Real armor class */
2984         p_ptr->dis_ac = p_ptr->ac = 0;
2985
2986         /* Clear the Displayed/Real Bonuses */
2987         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
2988         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
2989         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
2990         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
2991         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
2992         p_ptr->dis_to_a = p_ptr->to_a = 0;
2993         p_ptr->to_h_m = 0;
2994         p_ptr->to_d_m = 0;
2995
2996         p_ptr->to_m_chance = 0;
2997
2998         /* Clear the Extra Dice Bonuses */
2999         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3000         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3001
3002         /* Start with "normal" speed */
3003         new_speed = 110;
3004
3005         /* Start with a single blow per turn */
3006         p_ptr->num_blow[0] = 1;
3007         p_ptr->num_blow[1] = 1;
3008
3009         /* Start with a single shot per turn */
3010         p_ptr->num_fire = 100;
3011
3012         /* Reset the "xtra" tval */
3013         p_ptr->tval_xtra = 0;
3014
3015         /* Reset the "ammo" tval */
3016         p_ptr->tval_ammo = 0;
3017
3018         /* Clear all the flags */
3019         p_ptr->cursed = 0L;
3020         p_ptr->bless_blade = FALSE;
3021         p_ptr->xtra_might = FALSE;
3022         p_ptr->impact[0] = FALSE;
3023         p_ptr->impact[1] = FALSE;
3024         p_ptr->pass_wall = FALSE;
3025         p_ptr->kill_wall = FALSE;
3026         p_ptr->dec_mana = FALSE;
3027         p_ptr->easy_spell = FALSE;
3028         p_ptr->heavy_spell = FALSE;
3029         p_ptr->see_inv = FALSE;
3030         p_ptr->free_act = FALSE;
3031         p_ptr->slow_digest = FALSE;
3032         p_ptr->regenerate = FALSE;
3033         p_ptr->can_swim = FALSE;
3034         p_ptr->ffall = FALSE;
3035         p_ptr->hold_life = FALSE;
3036         p_ptr->telepathy = FALSE;
3037         p_ptr->esp_animal = FALSE;
3038         p_ptr->esp_undead = FALSE;
3039         p_ptr->esp_demon = FALSE;
3040         p_ptr->esp_orc = FALSE;
3041         p_ptr->esp_troll = FALSE;
3042         p_ptr->esp_giant = FALSE;
3043         p_ptr->esp_dragon = FALSE;
3044         p_ptr->esp_human = FALSE;
3045         p_ptr->esp_evil = FALSE;
3046         p_ptr->esp_good = FALSE;
3047         p_ptr->esp_nonliving = FALSE;
3048         p_ptr->esp_unique = FALSE;
3049         p_ptr->lite = FALSE;
3050         p_ptr->sustain_str = FALSE;
3051         p_ptr->sustain_int = FALSE;
3052         p_ptr->sustain_wis = FALSE;
3053         p_ptr->sustain_con = FALSE;
3054         p_ptr->sustain_dex = FALSE;
3055         p_ptr->sustain_chr = FALSE;
3056         p_ptr->resist_acid = FALSE;
3057         p_ptr->resist_elec = FALSE;
3058         p_ptr->resist_fire = FALSE;
3059         p_ptr->resist_cold = FALSE;
3060         p_ptr->resist_pois = FALSE;
3061         p_ptr->resist_conf = FALSE;
3062         p_ptr->resist_sound = FALSE;
3063         p_ptr->resist_lite = FALSE;
3064         p_ptr->resist_dark = FALSE;
3065         p_ptr->resist_chaos = FALSE;
3066         p_ptr->resist_disen = FALSE;
3067         p_ptr->resist_shard = FALSE;
3068         p_ptr->resist_nexus = FALSE;
3069         p_ptr->resist_blind = FALSE;
3070         p_ptr->resist_neth = FALSE;
3071         p_ptr->resist_time = FALSE;
3072         p_ptr->resist_fear = FALSE;
3073         p_ptr->reflect = FALSE;
3074         p_ptr->sh_fire = FALSE;
3075         p_ptr->sh_elec = FALSE;
3076         p_ptr->sh_cold = FALSE;
3077         p_ptr->anti_magic = FALSE;
3078         p_ptr->anti_tele = FALSE;
3079         p_ptr->warning = FALSE;
3080         p_ptr->mighty_throw = FALSE;
3081         p_ptr->see_nocto = FALSE;
3082
3083         p_ptr->immune_acid = FALSE;
3084         p_ptr->immune_elec = FALSE;
3085         p_ptr->immune_fire = FALSE;
3086         p_ptr->immune_cold = FALSE;
3087
3088         p_ptr->ryoute = FALSE;
3089         p_ptr->migite = FALSE;
3090         p_ptr->hidarite = FALSE;
3091         p_ptr->no_flowed = FALSE;
3092
3093         p_ptr->align = 0;
3094
3095         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3096         else tmp_rp_ptr = &race_info[p_ptr->prace];
3097
3098         /* Base infravision (purely racial) */
3099         p_ptr->see_infra = tmp_rp_ptr->infra;
3100
3101         /* Base skill -- disarming */
3102         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3103
3104         /* Base skill -- magic devices */
3105         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3106
3107         /* Base skill -- saving throw */
3108         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3109
3110         /* Base skill -- stealth */
3111         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3112
3113         /* Base skill -- searching ability */
3114         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3115
3116         /* Base skill -- searching frequency */
3117         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3118
3119         /* Base skill -- combat (normal) */
3120         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3121
3122         /* Base skill -- combat (shooting) */
3123         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3124
3125         /* Base skill -- combat (throwing) */
3126         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3127
3128         /* Base skill -- digging */
3129         p_ptr->skill_dig = 0;
3130
3131         if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & EMPTY_HAND_LARM) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3132         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3133         if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3134         if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3135
3136         if (p_ptr->special_defense & KAMAE_MASK)
3137         {
3138                 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
3139                 {
3140                         set_action(ACTION_NONE);
3141                 }
3142         }
3143
3144         switch (p_ptr->pclass)
3145         {
3146                 case CLASS_WARRIOR:
3147                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3148                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3149                         break;
3150                 case CLASS_PALADIN:
3151                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3152                         break;
3153                 case CLASS_CHAOS_WARRIOR:
3154                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3155                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3156                         break;
3157                 case CLASS_MINDCRAFTER:
3158                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3159                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3160                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3161                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3162                         break;
3163                 case CLASS_MONK:
3164                 case CLASS_FORCETRAINER:
3165                         /* Unencumbered Monks become faster every 10 levels */
3166                         if (!(heavy_armor()))
3167                         {
3168                                 if (!(prace_is_(RACE_KLACKON) ||
3169                                       prace_is_(RACE_SPRITE) ||
3170                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3171                                         new_speed += (p_ptr->lev) / 10;
3172
3173                                 /* Free action if unencumbered at level 25 */
3174                                 if  (p_ptr->lev > 24)
3175                                         p_ptr->free_act = TRUE;
3176                         }
3177                         break;
3178                 case CLASS_SORCERER:
3179                         p_ptr->to_a -= 50;
3180                         p_ptr->dis_to_a -= 50;
3181                         break;
3182                 case CLASS_BARD:
3183                         p_ptr->resist_sound = TRUE;
3184                         break;
3185                 case CLASS_SAMURAI:
3186                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3187                         break;
3188                 case CLASS_BERSERKER:
3189                         p_ptr->shero = 1;
3190                         p_ptr->sustain_str = TRUE;
3191                         p_ptr->sustain_dex = TRUE;
3192                         p_ptr->sustain_con = TRUE;
3193                         p_ptr->regenerate = TRUE;
3194                         p_ptr->free_act = TRUE;
3195                         new_speed += 2;
3196                         if (p_ptr->lev > 29) new_speed++;
3197                         if (p_ptr->lev > 39) new_speed++;
3198                         if (p_ptr->lev > 44) new_speed++;
3199                         if (p_ptr->lev > 49) new_speed++;
3200                         p_ptr->to_a += 10+p_ptr->lev/2;
3201                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3202                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3203                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3204                         p_ptr->redraw |= PR_STATUS;
3205                         break;
3206                 case CLASS_MIRROR_MASTER:
3207                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3208                         break;
3209                 case CLASS_NINJA:
3210                         /* Unencumbered Ninjas become faster every 10 levels */
3211                         if (heavy_armor())
3212                         {
3213                                 new_speed -= (p_ptr->lev) / 10;
3214                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3215                         }
3216                         else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3217                         {
3218                                 new_speed += 3;
3219                                 if (!(prace_is_(RACE_KLACKON) ||
3220                                       prace_is_(RACE_SPRITE) ||
3221                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3222                                         new_speed += (p_ptr->lev) / 10;
3223                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3224
3225                                 /* Free action if unencumbered at level 25 */
3226                                 if  (p_ptr->lev > 24)
3227                                         p_ptr->free_act = TRUE;
3228                         }
3229                         if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3230                         {
3231                                 p_ptr->to_a += p_ptr->lev/2+5;
3232                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3233                         }
3234                         p_ptr->slow_digest = TRUE;
3235                         p_ptr->resist_fear = TRUE;
3236                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3237                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3238                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3239                         if (p_ptr->lev > 44)
3240                         {
3241                                 p_ptr->oppose_pois = 1;
3242                                 p_ptr->redraw |= PR_STATUS;
3243                         }
3244                         p_ptr->see_nocto = TRUE;
3245                         break;
3246         }
3247
3248         /***** Races ****/
3249         if (p_ptr->mimic_form)
3250         {
3251                 switch(p_ptr->mimic_form)
3252                 {
3253                 case MIMIC_DEMON:
3254                         p_ptr->hold_life=TRUE;
3255                         p_ptr->resist_chaos=TRUE;
3256                         p_ptr->resist_neth=TRUE;
3257                         p_ptr->resist_fire=TRUE;
3258                         p_ptr->oppose_fire = 1;
3259                         p_ptr->see_inv=TRUE;
3260                         new_speed += 3;
3261                         p_ptr->redraw |= PR_STATUS;
3262                         p_ptr->to_a += 10;
3263                         p_ptr->dis_to_a += 10;
3264                         break;
3265                 case MIMIC_DEMON_LORD:
3266                         p_ptr->hold_life=TRUE;
3267                         p_ptr->resist_chaos=TRUE;
3268                         p_ptr->resist_neth=TRUE;
3269                         p_ptr->immune_fire=TRUE;
3270                         p_ptr->resist_acid = TRUE;
3271                         p_ptr->resist_fire=TRUE;
3272                         p_ptr->resist_cold = TRUE;
3273                         p_ptr->resist_elec = TRUE;
3274                         p_ptr->resist_pois = TRUE;
3275                         p_ptr->resist_conf = TRUE;
3276                         p_ptr->resist_disen = TRUE;
3277                         p_ptr->resist_nexus = TRUE;
3278                         p_ptr->resist_fear = TRUE;
3279                         p_ptr->sh_fire = TRUE;
3280                         p_ptr->see_inv = TRUE;
3281                         p_ptr->telepathy = TRUE;
3282                         p_ptr->ffall = TRUE;
3283                         p_ptr->kill_wall = TRUE;
3284                         new_speed += 5;
3285                         p_ptr->to_a += 20;
3286                         p_ptr->dis_to_a += 20;
3287                         break;
3288                 case MIMIC_VAMPIRE:
3289                         p_ptr->resist_dark = TRUE;
3290                         p_ptr->hold_life = TRUE;
3291                         p_ptr->resist_neth = TRUE;
3292                         p_ptr->resist_cold = TRUE;
3293                         p_ptr->resist_pois = TRUE;
3294                         p_ptr->see_inv = TRUE;
3295                         new_speed += 3;
3296                         p_ptr->to_a += 10;
3297                         p_ptr->dis_to_a += 10;
3298                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3299                         break;
3300                 }
3301         }
3302         else
3303         {
3304         switch (p_ptr->prace)
3305         {
3306                 case RACE_ELF:
3307                         p_ptr->resist_lite = TRUE;
3308                         break;
3309                 case RACE_HOBBIT:
3310                         p_ptr->sustain_dex = TRUE;
3311                         break;
3312                 case RACE_GNOME:
3313                         p_ptr->free_act = TRUE;
3314                         break;
3315                 case RACE_DWARF:
3316                         p_ptr->resist_blind = TRUE;
3317                         break;
3318                 case RACE_HALF_ORC:
3319                         p_ptr->resist_dark = TRUE;
3320                         break;
3321                 case RACE_HALF_TROLL:
3322                         p_ptr->sustain_str = TRUE;
3323
3324                         if (p_ptr->lev > 14)
3325                         {
3326                                 /* High level trolls heal fast... */
3327                                 p_ptr->regenerate = TRUE;
3328
3329                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3330                                 {
3331                                         p_ptr->slow_digest = TRUE;
3332                                         /* Let's not make Regeneration
3333                                          * a disadvantage for the poor warriors who can
3334                                          * never learn a spell that satisfies hunger (actually
3335                                          * neither can rogues, but half-trolls are not
3336                                          * supposed to play rogues) */
3337                                 }
3338                         }
3339                         break;
3340                 case RACE_AMBERITE:
3341                         p_ptr->sustain_con = TRUE;
3342                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3343                         break;
3344                 case RACE_HIGH_ELF:
3345                         p_ptr->resist_lite = TRUE;
3346                         p_ptr->see_inv = TRUE;
3347                         break;
3348                 case RACE_BARBARIAN:
3349                         p_ptr->resist_fear = TRUE;
3350                         break;
3351                 case RACE_HALF_OGRE:
3352                         p_ptr->resist_dark = TRUE;
3353                         p_ptr->sustain_str = TRUE;
3354                         break;
3355                 case RACE_HALF_GIANT:
3356                         p_ptr->sustain_str = TRUE;
3357                         p_ptr->resist_shard = TRUE;
3358                         break;
3359                 case RACE_HALF_TITAN:
3360                         p_ptr->resist_chaos = TRUE;
3361                         break;
3362                 case RACE_CYCLOPS:
3363                         p_ptr->resist_sound = TRUE;
3364                         break;
3365                 case RACE_YEEK:
3366                         p_ptr->resist_acid = TRUE;
3367                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3368                         break;
3369                 case RACE_KLACKON:
3370                         p_ptr->resist_conf = TRUE;
3371                         p_ptr->resist_acid = TRUE;
3372
3373                         /* Klackons become faster */
3374                         new_speed += (p_ptr->lev) / 10;
3375                         break;
3376                 case RACE_KOBOLD:
3377                         p_ptr->resist_pois = TRUE;
3378                         break;
3379                 case RACE_NIBELUNG:
3380                         p_ptr->resist_disen = TRUE;
3381                         p_ptr->resist_dark = TRUE;
3382                         break;
3383                 case RACE_DARK_ELF:
3384                         p_ptr->resist_dark = TRUE;
3385                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3386                         break;
3387                 case RACE_DRACONIAN:
3388                         p_ptr->ffall = TRUE;
3389                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3390                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3391                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3392                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3393                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3394                         break;
3395                 case RACE_MIND_FLAYER:
3396                         p_ptr->sustain_int = TRUE;
3397                         p_ptr->sustain_wis = TRUE;
3398                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3399                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3400                         break;
3401                 case RACE_IMP:
3402                         p_ptr->resist_fire = TRUE;
3403                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3404                         break;
3405                 case RACE_GOLEM:
3406                         p_ptr->slow_digest = TRUE;
3407                         p_ptr->free_act = TRUE;
3408                         p_ptr->see_inv = TRUE;
3409                         p_ptr->resist_pois = TRUE;
3410                         if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3411                         break;
3412                 case RACE_SKELETON:
3413                         p_ptr->resist_shard = TRUE;
3414                         p_ptr->hold_life = TRUE;
3415                         p_ptr->see_inv = TRUE;
3416                         p_ptr->resist_pois = TRUE;
3417                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3418                         break;
3419                 case RACE_ZOMBIE:
3420                         p_ptr->resist_neth = TRUE;
3421                         p_ptr->hold_life = TRUE;
3422                         p_ptr->see_inv = TRUE;
3423                         p_ptr->resist_pois = TRUE;
3424                         p_ptr->slow_digest = TRUE;
3425                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3426                         break;
3427                 case RACE_VAMPIRE:
3428                         p_ptr->resist_dark = TRUE;
3429                         p_ptr->hold_life = TRUE;
3430                         p_ptr->resist_neth = TRUE;
3431                         p_ptr->resist_cold = TRUE;
3432                         p_ptr->resist_pois = TRUE;
3433                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3434                         break;
3435                 case RACE_SPECTRE:
3436                         p_ptr->ffall = TRUE;
3437                         p_ptr->free_act = TRUE;
3438                         p_ptr->resist_neth = TRUE;
3439                         p_ptr->hold_life = TRUE;
3440                         p_ptr->see_inv = TRUE;
3441                         p_ptr->resist_pois = TRUE;
3442                         p_ptr->slow_digest = TRUE;
3443                         p_ptr->resist_cold = TRUE;
3444                         p_ptr->pass_wall = TRUE;
3445                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3446                         break;
3447                 case RACE_SPRITE:
3448                         p_ptr->ffall = TRUE;
3449                         p_ptr->resist_lite = TRUE;
3450
3451                         /* Sprites become faster */
3452                         new_speed += (p_ptr->lev) / 10;
3453                         break;
3454                 case RACE_BEASTMAN:
3455                         p_ptr->resist_conf  = TRUE;
3456                         p_ptr->resist_sound = TRUE;
3457                         break;
3458                 case RACE_ENT:
3459                         /* Ents dig like maniacs, but only with their hands. */
3460                         if (!inventory[INVEN_RARM].k_idx) 
3461                                 p_ptr->skill_dig += p_ptr->lev * 10;
3462                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3463                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3464                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3465                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3466
3467                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3468                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3469                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3470
3471                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3472                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3473                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3474                         break;
3475                 case RACE_ANGEL:
3476                         p_ptr->ffall = TRUE;
3477                         p_ptr->see_inv = TRUE;
3478                         break;
3479                 case RACE_DEMON:
3480                         p_ptr->resist_fire  = TRUE;
3481                         p_ptr->resist_neth  = TRUE;
3482                         p_ptr->hold_life = TRUE;
3483                         if (p_ptr->lev > 9)
3484                                 p_ptr->see_inv = TRUE;
3485                         if (p_ptr->lev > 44)
3486                         {
3487                                 p_ptr->oppose_fire = 1;
3488                                 p_ptr->redraw |= PR_STATUS;
3489                         }
3490                         break;
3491                 case RACE_DUNADAN:
3492                         p_ptr->sustain_con = TRUE;
3493                         break;
3494                 case RACE_S_FAIRY:
3495                         p_ptr->ffall = TRUE;
3496                         break;
3497                 case RACE_KUTA:
3498                         p_ptr->resist_conf = TRUE;
3499                         break;
3500                 case RACE_ANDROID:
3501                         p_ptr->slow_digest = TRUE;
3502                         p_ptr->free_act = TRUE;
3503                         p_ptr->resist_pois = TRUE;
3504                         p_ptr->hold_life = TRUE;
3505                         break;
3506                 default:
3507                         /* Do nothing */
3508                         ;
3509         }
3510         }
3511
3512         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3513         {
3514                 p_ptr->see_inv = TRUE;
3515                 p_ptr->free_act = TRUE;
3516                 p_ptr->slow_digest = TRUE;
3517                 p_ptr->regenerate = TRUE;
3518                 p_ptr->ffall = TRUE;
3519                 p_ptr->hold_life = TRUE;
3520                 p_ptr->telepathy = TRUE;
3521                 p_ptr->lite = TRUE;
3522                 p_ptr->sustain_str = TRUE;
3523                 p_ptr->sustain_int = TRUE;
3524                 p_ptr->sustain_wis = TRUE;
3525                 p_ptr->sustain_con = TRUE;
3526                 p_ptr->sustain_dex = TRUE;
3527                 p_ptr->sustain_chr = TRUE;
3528                 p_ptr->resist_acid = TRUE;
3529                 p_ptr->resist_elec = TRUE;
3530                 p_ptr->resist_fire = TRUE;
3531                 p_ptr->resist_cold = TRUE;
3532                 p_ptr->resist_pois = TRUE;
3533                 p_ptr->resist_conf = TRUE;
3534                 p_ptr->resist_sound = TRUE;
3535                 p_ptr->resist_lite = TRUE;
3536                 p_ptr->resist_dark = TRUE;
3537                 p_ptr->resist_chaos = TRUE;
3538                 p_ptr->resist_disen = TRUE;
3539                 p_ptr->resist_shard = TRUE;
3540                 p_ptr->resist_nexus = TRUE;
3541                 p_ptr->resist_blind = TRUE;
3542                 p_ptr->resist_neth = TRUE;
3543                 p_ptr->resist_fear = TRUE;
3544                 p_ptr->reflect = TRUE;
3545                 p_ptr->sh_fire = TRUE;
3546                 p_ptr->sh_elec = TRUE;
3547                 p_ptr->sh_cold = TRUE;
3548                 p_ptr->to_a += 100;
3549                 p_ptr->dis_to_a += 100;
3550         }
3551         /* Temporary shield */
3552         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3553         {
3554                 p_ptr->to_a += 50;
3555                 p_ptr->dis_to_a += 50;
3556         }
3557
3558         if (p_ptr->tim_res_nether)
3559         {
3560                 p_ptr->resist_neth = TRUE;
3561         }
3562         if (p_ptr->tim_sh_fire)
3563         {
3564                 p_ptr->sh_fire = TRUE;
3565         }
3566         if (p_ptr->tim_res_time)
3567         {
3568                 p_ptr->resist_time = TRUE;
3569         }
3570
3571         /* Sexy Gal */
3572         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3573         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3574         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3575         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3576
3577         /* Lucky man */
3578         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3579
3580         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3581         {
3582                 p_ptr->resist_blind = TRUE;
3583                 p_ptr->resist_conf  = TRUE;
3584                 p_ptr->hold_life = TRUE;
3585                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3586
3587                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3588                         /* Munchkin become faster */
3589                         new_speed += (p_ptr->lev) / 10 + 5;
3590         }
3591
3592         if (p_ptr->riding)
3593         {
3594                 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3595                         p_ptr->pass_wall = FALSE;
3596                 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3597                         p_ptr->pass_wall = TRUE;
3598         }
3599         if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3600
3601         if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3602
3603         /* Hack -- apply racial/class stat maxes */
3604         /* Apply the racial modifiers */
3605         for (i = 0; i < 6; i++)
3606         {
3607                 /* Modify the stats for "race" */
3608                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3609         }
3610
3611
3612         /* I'm adding the mutations here for the lack of a better place... */
3613         if (p_ptr->muta3)
3614         {
3615                 /* Hyper Strength */
3616                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3617                 {
3618                         p_ptr->stat_add[A_STR] += 4;
3619                 }
3620
3621                 /* Puny */
3622                 if (p_ptr->muta3 & MUT3_PUNY)
3623                 {
3624                         p_ptr->stat_add[A_STR] -= 4;
3625                 }
3626
3627                 /* Living computer */
3628                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3629                 {
3630                         p_ptr->stat_add[A_INT] += 4;
3631                         p_ptr->stat_add[A_WIS] += 4;
3632                 }
3633
3634                 /* Moronic */
3635                 if (p_ptr->muta3 & MUT3_MORONIC)
3636                 {
3637                         p_ptr->stat_add[A_INT] -= 4;
3638                         p_ptr->stat_add[A_WIS] -= 4;
3639                 }
3640
3641                 if (p_ptr->muta3 & MUT3_RESILIENT)
3642                 {
3643                         p_ptr->stat_add[A_CON] += 4;
3644                 }
3645
3646                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3647                 {
3648                         p_ptr->stat_add[A_CON] += 2;
3649                         new_speed -= 2;
3650                 }
3651
3652                 if (p_ptr->muta3 & MUT3_ALBINO)
3653                 {
3654                         p_ptr->stat_add[A_CON] -= 4;
3655                 }
3656
3657                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3658                 {
3659                         p_ptr->stat_add[A_CON] -= 2;
3660                         p_ptr->stat_add[A_CHR] -= 1;
3661                         p_ptr->regenerate = FALSE;
3662                         /* Cancel innate regeneration */
3663                 }
3664
3665                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3666                 {
3667                         p_ptr->stat_add[A_CHR] -= 4;
3668                 }
3669
3670                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3671                 {
3672                         p_ptr->stat_add[A_CHR] -= 1;
3673                 }
3674
3675                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3676                 {
3677                         p_ptr->skill_fos += 15;
3678                         p_ptr->skill_srh += 15;
3679                 }
3680
3681                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3682                 {
3683                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3684                 }
3685
3686                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3687                 {
3688                         p_ptr->skill_stl -= 3;
3689                 }
3690
3691                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3692                 {
3693                         p_ptr->see_infra += 3;
3694                 }
3695
3696                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3697                 {
3698                         new_speed += 3;
3699                 }
3700
3701                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3702                 {
3703                         new_speed -= 3;
3704                 }
3705
3706                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3707                 {
3708                         p_ptr->sh_elec = TRUE;
3709                 }
3710
3711                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3712                 {
3713                         p_ptr->sh_fire = TRUE;
3714                         p_ptr->lite = TRUE;
3715                 }
3716
3717                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3718                 {
3719                         p_ptr->stat_add[A_CHR] -= 2;
3720                         p_ptr->to_a += 5;
3721                         p_ptr->dis_to_a += 5;
3722                 }
3723
3724                 if (p_ptr->muta3 & MUT3_SCALES)
3725                 {
3726                         p_ptr->stat_add[A_CHR] -= 1;
3727                         p_ptr->to_a += 10;
3728                         p_ptr->dis_to_a += 10;
3729                 }
3730
3731                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3732                 {
3733                         p_ptr->stat_add[A_DEX] -= 1;
3734                         p_ptr->to_a += 25;
3735                         p_ptr->dis_to_a += 25;
3736                 }
3737
3738                 if (p_ptr->muta3 & MUT3_WINGS)
3739                 {
3740                         p_ptr->ffall = TRUE;
3741                 }
3742
3743                 if (p_ptr->muta3 & MUT3_FEARLESS)
3744                 {
3745                         p_ptr->resist_fear = TRUE;
3746                 }
3747
3748                 if (p_ptr->muta3 & MUT3_REGEN)
3749                 {
3750                         p_ptr->regenerate = TRUE;
3751                 }
3752
3753                 if (p_ptr->muta3 & MUT3_ESP)
3754                 {
3755                         p_ptr->telepathy = TRUE;
3756                 }
3757
3758                 if (p_ptr->muta3 & MUT3_LIMBER)
3759                 {
3760                         p_ptr->stat_add[A_DEX] += 3;
3761                 }
3762
3763                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3764                 {
3765                         p_ptr->stat_add[A_DEX] -= 3;
3766                 }
3767
3768                 if (p_ptr->muta3 & MUT3_MOTION)
3769                 {
3770                         p_ptr->free_act = TRUE;
3771                         p_ptr->skill_stl += 1;
3772                 }
3773
3774                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3775                 {
3776                         p_ptr->stat_add[A_CHR] = 0;
3777                 }
3778         }
3779
3780         if (p_ptr->tsuyoshi)
3781         {
3782                 p_ptr->stat_add[A_STR] += 4;
3783                 p_ptr->stat_add[A_CON] += 4;
3784         }
3785
3786         /* Scan the usable inventory */
3787         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3788         {
3789                 int bonus_to_h, bonus_to_d;
3790                 o_ptr = &inventory[i];
3791
3792                 /* Skip non-objects */
3793                 if (!o_ptr->k_idx) continue;
3794
3795                 /* Extract the item flags */
3796                 object_flags(o_ptr, flgs);
3797
3798                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3799                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3800
3801                 /* Affect stats */
3802                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3803                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3804                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3805                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3806                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3807                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3808
3809                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
3810
3811                 /* Affect stealth */
3812                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3813
3814                 /* Affect searching ability (factor of five) */
3815                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3816
3817                 /* Affect searching frequency (factor of five) */
3818                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3819
3820                 /* Affect infravision */
3821                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3822
3823                 /* Affect digging (factor of 20) */
3824                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3825
3826                 /* Affect speed */
3827                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3828
3829                 /* Affect blows */
3830                 if (have_flag(flgs, TR_BLOWS))
3831                 {
3832                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3833                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3834                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3835                 }
3836
3837                 /* Hack -- cause earthquakes */
3838                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3839
3840                 /* Boost shots */
3841                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3842
3843                 /* Various flags */
3844                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
3845                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
3846                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
3847                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
3848                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
3849                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
3850                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3851                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
3852                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
3853                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
3854                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
3855                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
3856                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
3857                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
3858                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
3859                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
3860                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
3861                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
3862                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
3863                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3864                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
3865
3866                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
3867                 if (have_flag(flgs, TR_FEATHER))     p_ptr->ffall = TRUE;
3868                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
3869                 if (have_flag(flgs, TR_HOLD_LIFE))   p_ptr->hold_life = TRUE;
3870                 if (have_flag(flgs, TR_WARNING)){
3871                         if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3872                           p_ptr->warning = TRUE;
3873                 }
3874
3875                 if (have_flag(flgs, TR_TELEPORT))
3876                 {
3877                         if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3878                         else
3879                         {
3880                                 cptr insc = quark_str(o_ptr->inscription);
3881
3882                                 if (o_ptr->inscription &&
3883                                     (strchr(insc, '.') || strchr(insc, '%')))
3884                                 {
3885                                         /*
3886                                          * {.} will stop random teleportation.
3887                                          * {%} includes '.' after conversion.
3888                                          */
3889                                 }
3890                                 else
3891                                 {
3892                                         /* Controlled random teleportation */
3893                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
3894                                 }
3895                         }
3896                 }
3897
3898                 /* Immunity flags */
3899                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3900                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3901                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3902                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3903
3904                 /* Resistance flags */
3905                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
3906                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
3907                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
3908                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
3909                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
3910                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
3911                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
3912                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
3913                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
3914                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
3915                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
3916                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
3917                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3918                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
3919                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
3920                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3921
3922                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
3923                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
3924                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
3925                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
3926                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3927                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
3928
3929                 /* Sustain flags */
3930                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3931                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3932                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3933                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3934                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3935                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3936
3937                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3938                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
3939                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
3940                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
3941                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
3942                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
3943                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
3944
3945                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3946                 {
3947                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3948                         {
3949                                 p_ptr->to_m_chance += 10;
3950                         }
3951                         else
3952                         {
3953                                 p_ptr->to_m_chance += 3;
3954                         }
3955                 }
3956
3957                 if (o_ptr->tval == TV_CAPTURE) continue;
3958
3959                 /* Modify the base armor class */
3960                 p_ptr->ac += o_ptr->ac;
3961
3962                 /* The base armor class is always known */
3963                 p_ptr->dis_ac += o_ptr->ac;
3964
3965                 /* Apply the bonuses to armor class */
3966                 p_ptr->to_a += o_ptr->to_a;
3967
3968                 /* Apply the mental bonuses to armor class, if known */
3969                 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
3970
3971                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
3972                 {
3973                         int slot = i - INVEN_RARM;
3974                         if (slot < 2)
3975                         {
3976                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3977                                 {
3978                                         p_ptr->to_h[slot] -= 15;
3979                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
3980                                 }
3981                                 else
3982                                 {
3983                                         p_ptr->to_h[slot] -= 5;
3984                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
3985                                 }
3986                         }
3987                         else
3988                         {
3989                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3990                                 {
3991                                         p_ptr->to_h_b -= 15;
3992                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
3993                                 }
3994                                 else
3995                                 {
3996                                         p_ptr->to_h_b -= 5;
3997                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
3998                                 }
3999                         }
4000                 }
4001
4002                 if (o_ptr->curse_flags & TRC_LOW_AC)
4003                 {
4004                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4005                         {
4006                                 p_ptr->to_a -= 30;
4007                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4008                         }
4009                         else
4010                         {
4011                                 p_ptr->to_a -= 10;
4012                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4013                         }
4014                 }
4015
4016                 /* Hack -- do not apply "weapon" bonuses */
4017                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4018                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4019
4020                 /* Hack -- do not apply "bow" bonuses */
4021                 if (i == INVEN_BOW) continue;
4022
4023                 bonus_to_h = o_ptr->to_h;
4024                 bonus_to_d = o_ptr->to_d;
4025
4026                 if (p_ptr->pclass == CLASS_NINJA)
4027                 {
4028                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4029                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4030                 }
4031
4032                 /* To Bow and Natural attack */
4033
4034                 /* Apply the bonuses to hit/damage */
4035                 p_ptr->to_h_b += bonus_to_h;
4036                 p_ptr->to_h_m += bonus_to_h;
4037                 p_ptr->to_d_m += bonus_to_d;
4038
4039                 /* Apply the mental bonuses tp hit/damage, if known */
4040                 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4041
4042                 /* To Melee */
4043                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4044                 {
4045                         /* Apply the bonuses to hit/damage */
4046                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4047                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4048
4049                         /* Apply the mental bonuses tp hit/damage, if known */
4050                         if (object_known_p(o_ptr))
4051                         {
4052                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4053                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4054                         }
4055                 }
4056                 else if (p_ptr->migite && p_ptr->hidarite)
4057                 {
4058                         /* Apply the bonuses to hit/damage */
4059                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4060                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4061                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4062                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4063
4064                         /* Apply the mental bonuses tp hit/damage, if known */
4065                         if (object_known_p(o_ptr))
4066                         {
4067                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4068                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4069                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4070                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4071                         }
4072                 }
4073                 else
4074                 {
4075                         /* Apply the bonuses to hit/damage */
4076                         p_ptr->to_h[0] += bonus_to_h;
4077                         p_ptr->to_d[0] += bonus_to_d;
4078
4079                         /* Apply the mental bonuses tp hit/damage, if known */
4080                         if (object_known_p(o_ptr))
4081                         {
4082                                 p_ptr->dis_to_h[0] += bonus_to_h;
4083                                 p_ptr->dis_to_d[0] += bonus_to_d;
4084                         }
4085                 }
4086         }
4087
4088         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4089
4090         /* Monks get extra ac for armour _not worn_ */
4091         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4092         {
4093                 if (!(inventory[INVEN_BODY].k_idx))
4094                 {
4095                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4096                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4097                 }
4098                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4099                 {
4100                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4101                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4102                 }
4103                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4104                 {
4105                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4106                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4107                 }
4108                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4109                 {
4110                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4111                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4112                 }
4113                 if (!(inventory[INVEN_HANDS].k_idx))
4114                 {
4115                         p_ptr->to_a += (p_ptr->lev / 2);
4116                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4117                 }
4118                 if (!(inventory[INVEN_FEET].k_idx))
4119                 {
4120                         p_ptr->to_a += (p_ptr->lev / 3);
4121                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4122                 }
4123                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4124                 {
4125                         p_ptr->stat_add[A_STR] += 2;
4126                         p_ptr->stat_add[A_DEX] += 2;
4127                         p_ptr->stat_add[A_CON] -= 3;
4128                 }
4129                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4130                 {
4131                 }
4132                 else if (p_ptr->special_defense & KAMAE_GENBU)
4133                 {
4134                         p_ptr->stat_add[A_INT] -= 1;
4135                         p_ptr->stat_add[A_WIS] -= 1;
4136                         p_ptr->stat_add[A_DEX] -= 2;
4137                         p_ptr->stat_add[A_CON] += 3;
4138                 }
4139                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4140                 {
4141                         p_ptr->stat_add[A_STR] -= 2;
4142                         p_ptr->stat_add[A_INT] += 1;
4143                         p_ptr->stat_add[A_WIS] += 1;
4144                         p_ptr->stat_add[A_DEX] += 2;
4145                         p_ptr->stat_add[A_CON] -= 2;
4146                 }
4147         }
4148
4149         if (p_ptr->special_defense & KATA_KOUKIJIN)
4150         {
4151                 for (i = 0; i < 6; i++)
4152                         p_ptr->stat_add[i] += 5;
4153                 p_ptr->to_a -= 50;
4154                 p_ptr->dis_to_a -= 50;
4155         }
4156
4157         /* Hack -- aura of fire also provides light */
4158         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4159
4160         /* Golems also get an intrinsic AC bonus */
4161         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4162         {
4163                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4164                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4165         }
4166
4167         /* Calculate stats */
4168         for (i = 0; i < 6; i++)
4169         {
4170                 int top, use, ind;
4171
4172                 /* Extract the new "stat_use" value for the stat */
4173                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4174
4175                 /* Notice changes */
4176                 if (p_ptr->stat_top[i] != top)
4177                 {
4178                         /* Save the new value */
4179                         p_ptr->stat_top[i] = top;
4180
4181                         /* Redisplay the stats later */
4182                         p_ptr->redraw |= (PR_STATS);
4183
4184                         /* Window stuff */
4185                         p_ptr->window |= (PW_PLAYER);
4186                 }
4187
4188
4189                 /* Extract the new "stat_use" value for the stat */
4190                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4191
4192                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4193                 {
4194                         /* 10 to 18/90 charisma, guaranteed, based on level */
4195                         if (use < 8 + 2 * p_ptr->lev)
4196                         {
4197                                 use = 8 + 2 * p_ptr->lev;
4198                         }
4199                 }
4200
4201                 /* Notice changes */
4202                 if (p_ptr->stat_use[i] != use)
4203                 {
4204                         /* Save the new value */
4205                         p_ptr->stat_use[i] = use;
4206
4207                         /* Redisplay the stats later */
4208                         p_ptr->redraw |= (PR_STATS);
4209
4210                         /* Window stuff */
4211                         p_ptr->window |= (PW_PLAYER);
4212                 }
4213
4214
4215                 /* Values: 3, 4, ..., 17 */
4216                 if (use <= 18) ind = (use - 3);
4217
4218                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4219                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4220
4221                 /* Range: 18/220+ */
4222                 else ind = (37);
4223
4224                 /* Notice changes */
4225                 if (p_ptr->stat_ind[i] != ind)
4226                 {
4227                         /* Save the new index */
4228                         p_ptr->stat_ind[i] = ind;
4229
4230                         /* Change in CON affects Hitpoints */
4231                         if (i == A_CON)
4232                         {
4233                                 p_ptr->update |= (PU_HP);
4234                         }
4235
4236                         /* Change in INT may affect Mana/Spells */
4237                         else if (i == A_INT)
4238                         {
4239                                 if (mp_ptr->spell_stat == A_INT)
4240                                 {
4241                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4242                                 }
4243                         }
4244
4245                         /* Change in WIS may affect Mana/Spells */
4246                         else if (i == A_WIS)
4247                         {
4248                                 if (mp_ptr->spell_stat == A_WIS)
4249                                 {
4250                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4251                                 }
4252                         }
4253
4254                         /* Change in WIS may affect Mana/Spells */
4255                         else if (i == A_CHR)
4256                         {
4257                                 if (mp_ptr->spell_stat == A_CHR)
4258                                 {
4259                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4260                                 }
4261                         }
4262
4263                         /* Window stuff */
4264                         p_ptr->window |= (PW_PLAYER);
4265                 }
4266         }
4267
4268
4269         /* Apply temporary "stun" */
4270         if (p_ptr->stun > 50)
4271         {
4272                 p_ptr->to_h[0] -= 20;
4273                 p_ptr->to_h[1] -= 20;
4274                 p_ptr->to_h_b  -= 20;
4275                 p_ptr->to_h_m  -= 20;
4276                 p_ptr->dis_to_h[0] -= 20;
4277                 p_ptr->dis_to_h[1] -= 20;
4278                 p_ptr->dis_to_h_b  -= 20;
4279                 p_ptr->to_d[0] -= 20;
4280                 p_ptr->to_d[1] -= 20;
4281                 p_ptr->to_d_m -= 20;
4282                 p_ptr->dis_to_d[0] -= 20;
4283                 p_ptr->dis_to_d[1] -= 20;
4284         }
4285         else if (p_ptr->stun)
4286         {
4287                 p_ptr->to_h[0] -= 5;
4288                 p_ptr->to_h[1] -= 5;
4289                 p_ptr->to_h_b -= 5;
4290                 p_ptr->to_h_m -= 5;
4291                 p_ptr->dis_to_h[0] -= 5;
4292                 p_ptr->dis_to_h[1] -= 5;
4293                 p_ptr->dis_to_h_b -= 5;
4294                 p_ptr->to_d[0] -= 5;
4295                 p_ptr->to_d[1] -= 5;
4296                 p_ptr->to_d_m -= 5;
4297                 p_ptr->dis_to_d[0] -= 5;
4298                 p_ptr->dis_to_d[1] -= 5;
4299         }
4300
4301         /* wraith_form */
4302         if (p_ptr->wraith_form)
4303         {
4304                 p_ptr->reflect = TRUE;
4305         }
4306
4307         /* Temporary blessing */
4308         if (IS_BLESSED())
4309         {
4310                 p_ptr->to_a += 5;
4311                 p_ptr->dis_to_a += 5;
4312                 p_ptr->to_h[0] += 10;
4313                 p_ptr->to_h[1] += 10;
4314                 p_ptr->to_h_b  += 10;
4315                 p_ptr->to_h_m  += 10;
4316                 p_ptr->dis_to_h[0] += 10;
4317                 p_ptr->dis_to_h[1] += 10;
4318                 p_ptr->dis_to_h_b += 10;
4319         }
4320
4321         if (p_ptr->magicdef)
4322         {
4323                 p_ptr->resist_blind = TRUE;
4324                 p_ptr->resist_conf = TRUE;
4325                 p_ptr->reflect = TRUE;
4326                 p_ptr->free_act = TRUE;
4327                 p_ptr->ffall = TRUE;
4328         }
4329
4330         /* Temporary "Hero" */
4331         if (IS_HERO())
4332         {
4333                 p_ptr->to_h[0] += 12;
4334                 p_ptr->to_h[1] += 12;
4335                 p_ptr->to_h_b  += 12;
4336                 p_ptr->to_h_m  += 12;
4337                 p_ptr->dis_to_h[0] += 12;
4338                 p_ptr->dis_to_h[1] += 12;
4339                 p_ptr->dis_to_h_b  += 12;
4340         }
4341
4342         /* Temporary "Beserk" */
4343         if (p_ptr->shero)
4344         {
4345                 p_ptr->to_h[0] += 12;
4346                 p_ptr->to_h[1] += 12;
4347                 p_ptr->to_h_b  -= 12;
4348                 p_ptr->to_h_m  += 12;
4349                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4350                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4351                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4352                 p_ptr->dis_to_h[0] += 12;
4353                 p_ptr->dis_to_h[1] += 12;
4354                 p_ptr->dis_to_h_b  -= 12;
4355                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4356                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4357                 p_ptr->to_a -= 10;
4358                 p_ptr->dis_to_a -= 10;
4359                 p_ptr->skill_stl -= 7;
4360                 p_ptr->skill_dev -= 20;
4361                 p_ptr->skill_sav -= 30;
4362                 p_ptr->skill_srh -= 15;
4363                 p_ptr->skill_fos -= 15;
4364                 p_ptr->skill_tht -= 20;
4365                 p_ptr->skill_dig += 30;
4366         }
4367
4368         /* Temporary "fast" */
4369         if (IS_FAST())
4370         {
4371                 new_speed += 10;
4372         }
4373
4374         /* Temporary "slow" */
4375         if (p_ptr->slow)
4376         {
4377                 new_speed -= 10;
4378         }
4379
4380         /* Temporary "telepathy" */
4381         if (IS_TIM_ESP())
4382         {
4383                 p_ptr->telepathy = TRUE;
4384         }
4385
4386         if (p_ptr->ele_immune)
4387         {
4388                 if (p_ptr->special_defense & DEFENSE_ACID)
4389                         p_ptr->immune_acid = TRUE;
4390                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4391                         p_ptr->immune_elec = TRUE;
4392                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4393                         p_ptr->immune_fire = TRUE;
4394                 else if (p_ptr->special_defense & DEFENSE_COLD)
4395                         p_ptr->immune_cold = TRUE;
4396         }
4397
4398         /* Temporary see invisible */
4399         if (p_ptr->tim_invis)
4400         {
4401                 p_ptr->see_inv = TRUE;
4402         }
4403
4404         /* Temporary infravision boost */
4405         if (p_ptr->tim_infra)
4406         {
4407                 p_ptr->see_infra+=3;
4408         }
4409
4410         /* Temporary regeneration boost */
4411         if (p_ptr->tim_regen)
4412         {
4413                 p_ptr->regenerate = TRUE;
4414         }
4415
4416         /* Temporary levitation */
4417         if (p_ptr->tim_ffall)
4418         {
4419                 p_ptr->ffall = TRUE;
4420         }
4421
4422         /* Temporary reflection */
4423         if (p_ptr->tim_reflect)
4424         {
4425                 p_ptr->reflect = TRUE;
4426         }
4427
4428         /* Hack -- Hero/Shero -> Res fear */
4429         if (IS_HERO() || p_ptr->shero)
4430         {
4431                 p_ptr->resist_fear = TRUE;
4432         }
4433
4434
4435         /* Hack -- Telepathy Change */
4436         if (p_ptr->telepathy != old_telepathy)
4437         {
4438                 p_ptr->update |= (PU_MONSTERS);
4439         }
4440
4441         if ((p_ptr->esp_animal != old_esp_animal) ||
4442             (p_ptr->esp_undead != old_esp_undead) ||
4443             (p_ptr->esp_demon != old_esp_demon) ||
4444             (p_ptr->esp_orc != old_esp_orc) ||
4445             (p_ptr->esp_troll != old_esp_troll) ||
4446             (p_ptr->esp_giant != old_esp_giant) ||
4447             (p_ptr->esp_dragon != old_esp_dragon) ||
4448             (p_ptr->esp_human != old_esp_human) ||
4449             (p_ptr->esp_evil != old_esp_evil) ||
4450             (p_ptr->esp_good != old_esp_good) ||
4451             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4452             (p_ptr->esp_unique != old_esp_unique))
4453         {
4454                 p_ptr->update |= (PU_MONSTERS);
4455         }
4456
4457         /* Hack -- See Invis Change */
4458         if (p_ptr->see_inv != old_see_inv)
4459         {
4460                 p_ptr->update |= (PU_MONSTERS);
4461         }
4462
4463         /* Bloating slows the player down (a little) */
4464         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4465
4466         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4467
4468         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4469         {
4470                 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4471                 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4472         }
4473
4474         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4475         {
4476                 int penalty1, penalty2;
4477                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4478                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4479                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4480                 {
4481                         penalty1 = penalty1 / 2 - 5;
4482                         penalty2 = penalty2 / 2 - 5;
4483                         new_speed += 7;
4484                         p_ptr->to_a += 10;
4485                         p_ptr->dis_to_a += 10;
4486                 }
4487                 if (easy_2weapon)
4488                 {
4489                         if (penalty1 > 0) penalty1 /= 2;
4490                         if (penalty2 > 0) penalty2 /= 2;
4491                 }
4492                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4493                 {
4494                         penalty1 = MAX(0, penalty1 - 10);
4495                         penalty2 = MAX(0, penalty2 - 10);
4496                 }
4497                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4498                 {
4499                         penalty1 = MIN(0, penalty1);
4500                         penalty2 = MIN(0, penalty2);
4501                         p_ptr->to_a += 10;
4502                         p_ptr->dis_to_a += 10;
4503                 }
4504                 else
4505                 {
4506                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4507                                 penalty1 /= 2;
4508                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4509                                 penalty2 /= 2;
4510                 }
4511                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4512                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4513                 p_ptr->to_h[0] -= penalty1;
4514                 p_ptr->to_h[1] -= penalty2;
4515                 p_ptr->dis_to_h[0] -= penalty1;
4516                 p_ptr->dis_to_h[1] -= penalty2;
4517         }
4518
4519         /* Extract the current weight (in tenth pounds) */
4520         j = p_ptr->total_weight;
4521
4522         /* Extract the "weight limit" (in tenth pounds) */
4523         i = weight_limit();
4524
4525         if (p_ptr->riding)
4526         {
4527                 int speed = m_list[p_ptr->riding].mspeed;
4528                 if (m_list[p_ptr->riding].mspeed > 110)
4529                 {
4530                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4531                         if (new_speed < 110) new_speed = 110;
4532                 }
4533                 else
4534                 {
4535                         new_speed = speed;
4536                 }
4537                 if (m_list[p_ptr->riding].fast) new_speed += 10;
4538                 if (m_list[p_ptr->riding].slow) new_speed -= 10;
4539                 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4540                 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4541
4542                 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;
4543
4544                 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4545         }
4546
4547         /* XXX XXX XXX Apply "encumbrance" from weight */
4548         if (j > i/2) new_speed -= ((j - (i/2)) / (i / 10));
4549
4550         /* Searching slows the player down */
4551         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4552
4553         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4554         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4555         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4556         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4557         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4558         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4559         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4560         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4561         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4562         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4563         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4564         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4565         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4566
4567         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4568         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4569         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4570         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4571         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4572         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4573         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4574         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4575         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4576         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4577
4578
4579         /* Obtain the "hold" value */
4580         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4581
4582
4583         /* Examine the "current bow" */
4584         o_ptr = &inventory[INVEN_BOW];
4585
4586
4587         /* Assume not heavy */
4588         p_ptr->heavy_shoot = FALSE;
4589
4590         /* It is hard to carholdry a heavy bow */
4591         if (hold < o_ptr->weight / 10)
4592         {
4593                 /* Hard to wield a heavy bow */
4594                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4595                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4596
4597                 /* Heavy Bow */
4598                 p_ptr->heavy_shoot = TRUE;
4599         }
4600
4601
4602         /* Compute "extra shots" if needed */
4603         if (o_ptr->k_idx)
4604         {
4605                 /* Analyze the launcher */
4606                 switch (o_ptr->sval)
4607                 {
4608                         case SV_SLING:
4609                         {
4610                                 p_ptr->tval_ammo = TV_SHOT;
4611                                 break;
4612                         }
4613
4614                         case SV_SHORT_BOW:
4615                         case SV_LONG_BOW:
4616                         case SV_NAMAKE_BOW:
4617                         {
4618                                 p_ptr->tval_ammo = TV_ARROW;
4619                                 break;
4620                         }
4621
4622                         case SV_LIGHT_XBOW:
4623                         case SV_HEAVY_XBOW:
4624                         {
4625                                 p_ptr->tval_ammo = TV_BOLT;
4626                                 break;
4627                         }
4628                         case SV_CRIMSON:
4629                         {
4630                                 p_ptr->tval_ammo = TV_NO_AMMO;
4631                                 break;
4632                         }
4633                 }
4634
4635                 /* Apply special flags */
4636                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4637                 {
4638                         /* Extra shots */
4639                         p_ptr->num_fire += (extra_shots * 100);
4640
4641                         /* Hack -- Rangers love Bows */
4642                         if ((p_ptr->pclass == CLASS_RANGER) &&
4643                             (p_ptr->tval_ammo == TV_ARROW))
4644                         {
4645                                 p_ptr->num_fire += (p_ptr->lev * 4);
4646                         }
4647
4648                         if ((p_ptr->pclass == CLASS_CAVALRY) &&
4649                             (p_ptr->tval_ammo == TV_ARROW))
4650                         {
4651                                 p_ptr->num_fire += (p_ptr->lev * 3);
4652                         }
4653
4654                         if (p_ptr->pclass == CLASS_ARCHER)
4655                         {
4656                                 if (p_ptr->tval_ammo == TV_ARROW)
4657                                         p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4658                                 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4659                                         p_ptr->num_fire += (p_ptr->lev * 4);
4660                         }
4661
4662                         /*
4663                          * Addendum -- also "Reward" high level warriors,
4664                          * with _any_ missile weapon -- TY
4665                          */
4666                         if (p_ptr->pclass == CLASS_WARRIOR &&
4667                            (p_ptr->tval_ammo <= TV_BOLT) &&
4668                            (p_ptr->tval_ammo >= TV_SHOT))
4669                         {
4670                                 p_ptr->num_fire += (p_ptr->lev * 2);
4671                         }
4672                         if ((p_ptr->pclass == CLASS_ROGUE) &&
4673                             (p_ptr->tval_ammo == TV_SHOT))
4674                         {
4675                                 p_ptr->num_fire += (p_ptr->lev * 4);
4676                         }
4677                 }
4678         }
4679
4680         if (p_ptr->ryoute)
4681                 hold *= 2;
4682
4683         for(i = 0 ; i < 2 ; i++)
4684         {
4685                 /* Examine the "main weapon" */
4686                 o_ptr = &inventory[INVEN_RARM+i];
4687
4688                 object_flags(o_ptr, flgs);
4689
4690                 /* Assume not heavy */
4691                 p_ptr->heavy_wield[i] = FALSE;
4692                 p_ptr->icky_wield[i] = FALSE;
4693                 p_ptr->riding_wield[i] = FALSE;
4694
4695                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4696                 /* It is hard to hold a heavy weapon */
4697                 if (hold < o_ptr->weight / 10)
4698                 {
4699                         /* Hard to wield a heavy weapon */
4700                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4701                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4702
4703                         /* Heavy weapon */
4704                         p_ptr->heavy_wield[i] = TRUE;
4705                 }
4706                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4707
4708                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4709                 {
4710                         p_ptr->to_a += 5;
4711                         p_ptr->dis_to_a += 5;
4712                 }
4713
4714                 /* Normal weapons */
4715                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4716                 {
4717                         int str_index, dex_index;
4718
4719                         int num = 0, wgt = 0, mul = 0, div = 0;
4720
4721                         /* Analyze the class */
4722                         switch (p_ptr->pclass)
4723                         {
4724                                 /* Warrior */
4725                                 case CLASS_WARRIOR:
4726                                         num = 6; wgt = 70; mul = 5; break;
4727
4728                                 /* Berserker */
4729                                 case CLASS_BERSERKER:
4730                                         num = 6; wgt = 70; mul = 7; break;
4731
4732                                 /* Mage */
4733                                 case CLASS_MAGE:
4734                                 case CLASS_HIGH_MAGE:
4735                                 case CLASS_BLUE_MAGE:
4736                                         num = 3; wgt = 100; mul = 2; break;
4737
4738                                 /* Priest, Mindcrafter */
4739                                 case CLASS_PRIEST:
4740                                 case CLASS_MAGIC_EATER:
4741                                 case CLASS_MINDCRAFTER:
4742                                         num = 5; wgt = 100; mul = 3; break;
4743
4744                                 /* Rogue */
4745                                 case CLASS_ROGUE:
4746                                         num = 5; wgt = 40; mul = 3; break;
4747
4748                                 /* Ranger */
4749                                 case CLASS_RANGER:
4750                                         num = 5; wgt = 70; mul = 4; break;
4751
4752                                 /* Paladin */
4753                                 case CLASS_PALADIN:
4754                                 case CLASS_SAMURAI:
4755                                         num = 5; wgt = 70; mul = 4; break;
4756
4757                                 /* Kaji */
4758                                 case CLASS_SMITH:
4759                                         num = 5; wgt = 150; mul = 5; break;
4760
4761                                 /* Warrior-Mage */
4762                                 case CLASS_WARRIOR_MAGE:
4763                                 case CLASS_RED_MAGE:
4764                                         num = 5; wgt = 70; mul = 3; break;
4765
4766                                 /* Chaos Warrior */
4767                                 case CLASS_CHAOS_WARRIOR:
4768                                         num = 5; wgt = 70; mul = 4; break;
4769
4770                                 /* Monk */
4771                                 case CLASS_MONK:
4772                                         num = 5; wgt = 60; mul = 3; break;
4773
4774                                 /* Tourist */
4775                                 case CLASS_TOURIST:
4776                                         num = 4; wgt = 100; mul = 3; break;
4777
4778                                 /* Imitator */
4779                                 case CLASS_IMITATOR:
4780                                         num = 5; wgt = 70; mul = 4; break;
4781
4782                                 /* Beastmaster */
4783                                 case CLASS_BEASTMASTER:
4784                                         num = 5; wgt = 70; mul = 3; break;
4785
4786                                 case CLASS_CAVALRY:
4787                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4788                                         else {num = 5; wgt = 100; mul = 3;}
4789                                         break;
4790
4791                                 /* Sorcerer */
4792                                 case CLASS_SORCERER:
4793                                         num = 1; wgt = 1; mul = 1; break;
4794
4795                                 /* Archer, Magic eater */
4796                                 case CLASS_ARCHER:
4797                                 case CLASS_BARD:
4798                                         num = 4; wgt = 70; mul = 2; break;
4799
4800                                 /* ForceTrainer */
4801                                 case CLASS_FORCETRAINER:
4802                                         num = 4; wgt = 60; mul = 2; break;
4803
4804                                 /* Mirror Master */
4805                                 case CLASS_MIRROR_MASTER:
4806                                         num = 3; wgt = 100; mul = 3; break;
4807
4808                                 /* Ninja */
4809                                 case CLASS_NINJA:
4810                                         num = 4; wgt = 20; mul = 1; break;
4811                         }
4812
4813                         /* Enforce a minimum "weight" (tenth pounds) */
4814                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4815
4816                         /* Access the strength vs weight */
4817                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4818
4819                         if (p_ptr->ryoute && !omoi) str_index++;
4820                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4821
4822                         /* Maximal value */
4823                         if (str_index > 11) str_index = 11;
4824
4825                         /* Index by dexterity */
4826                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4827
4828                         /* Maximal value */
4829                         if (dex_index > 11) dex_index = 11;
4830
4831                         /* Use the blows table */
4832                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4833
4834                         /* Maximal value */
4835                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4836
4837                         /* Add in the "bonus blows" */
4838                         p_ptr->num_blow[i] += extra_blows[i];
4839
4840
4841                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4842                         else if (p_ptr->pclass == CLASS_BERSERKER)
4843                         {
4844                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4845                         }
4846                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4847
4848                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4849
4850                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4851
4852
4853                         /* Require at least one blow */
4854                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4855
4856                         /* Boost digging skill by weapon weight */
4857                         p_ptr->skill_dig += (o_ptr->weight / 10);
4858                 }
4859
4860                 /* Assume okay */
4861                 /* Priest weapon penalty for non-blessed edged weapons */
4862                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4863                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4864                 {
4865                         /* Reduce the real bonuses */
4866                         p_ptr->to_h[i] -= 2;
4867                         p_ptr->to_d[i] -= 2;
4868
4869                         /* Reduce the mental bonuses */
4870                         p_ptr->dis_to_h[i] -= 2;
4871                         p_ptr->dis_to_d[i] -= 2;
4872
4873                         /* Icky weapon */
4874                         p_ptr->icky_wield[i] = TRUE;
4875                 }
4876                 else if (p_ptr->pclass == CLASS_BERSERKER)
4877                 {
4878                         p_ptr->to_h[i] += p_ptr->lev/5;
4879                         p_ptr->to_d[i] += p_ptr->lev/6;
4880                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
4881                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
4882                         if (!p_ptr->hidarite || p_ptr->ryoute)
4883                         {
4884                                 p_ptr->to_h[i] += p_ptr->lev/5;
4885                                 p_ptr->to_d[i] += p_ptr->lev/6;
4886                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4887                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4888                         }
4889                 }
4890                 else if (p_ptr->pclass == CLASS_SORCERER)
4891                 {
4892                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4893                         {
4894                                 /* Reduce the real bonuses */
4895                                 p_ptr->to_h[i] -= 200;
4896                                 p_ptr->to_d[i] -= 200;
4897
4898                                 /* Reduce the mental bonuses */
4899                                 p_ptr->dis_to_h[i] -= 200;
4900                                 p_ptr->dis_to_d[i] -= 200;
4901
4902                                 /* Icky weapon */
4903                                 p_ptr->icky_wield[i] = TRUE;
4904                         }
4905                         else
4906                         {
4907                                 /* Reduce the real bonuses */
4908                                 p_ptr->to_h[i] -= 30;
4909                                 p_ptr->to_d[i] -= 10;
4910
4911                                 /* Reduce the mental bonuses */
4912                                 p_ptr->dis_to_h[i] -= 30;
4913                                 p_ptr->dis_to_d[i] -= 10;
4914                         }
4915                 }
4916                 if (p_ptr->riding)
4917                 {
4918                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4919                         {
4920                                 p_ptr->to_h[i] +=15;
4921                                 p_ptr->dis_to_h[i] +=15;
4922                                 p_ptr->to_dd[i] += 2;
4923                         }
4924                         else if (!(have_flag(flgs, TR_RIDING)))
4925                         {
4926                                 int penalty;
4927                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4928                                 {
4929                                         penalty = 5;
4930                                 }
4931                                 else
4932                                 {
4933                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4934                                         penalty += 30;
4935                                         if (penalty < 30) penalty = 30;
4936                                 }
4937                                 p_ptr->to_h[i] -= penalty;
4938                                 p_ptr->dis_to_h[i] -= penalty;
4939
4940                                 /* Riding weapon */
4941                                 p_ptr->riding_wield[i] = TRUE;
4942                         }
4943                 }
4944         }
4945
4946         if (p_ptr->riding)
4947         {
4948                 int penalty = 0;
4949
4950                 p_ptr->riding_ryoute = FALSE;
4951                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
4952
4953                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4954                 {
4955                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4956                 }
4957                 else
4958                 {
4959                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4960                         penalty += 30;
4961                         if (penalty < 30) penalty = 30;
4962                 }
4963                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
4964                 p_ptr->to_h_b -= penalty;
4965                 p_ptr->dis_to_h_b -= penalty;
4966         }
4967
4968         /* Different calculation for monks with empty hands */
4969         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
4970         {
4971                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
4972                 p_ptr->num_blow[0] = 0;
4973
4974                 if (p_ptr->pclass == CLASS_FORCETRAINER)
4975                 {
4976                         if (blow_base > 18) p_ptr->num_blow[0]++;
4977                         if (blow_base > 31) p_ptr->num_blow[0]++;
4978                         if (blow_base > 44) p_ptr->num_blow[0]++;
4979                         if (blow_base > 58) p_ptr->num_blow[0]++;
4980                         if (p_ptr->magic_num1[0])
4981                         {
4982                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
4983                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
4984                         }
4985                 }
4986                 else
4987                 {
4988                         if (blow_base > 12) p_ptr->num_blow[0]++;
4989                         if (blow_base > 22) p_ptr->num_blow[0]++;
4990                         if (blow_base > 31) p_ptr->num_blow[0]++;
4991                         if (blow_base > 39) p_ptr->num_blow[0]++;
4992                         if (blow_base > 46) p_ptr->num_blow[0]++;
4993                         if (blow_base > 53) p_ptr->num_blow[0]++;
4994                         if (blow_base > 59) p_ptr->num_blow[0]++;
4995                 }
4996
4997                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
4998                         p_ptr->num_blow[0] /= 2;
4999                 else
5000                 {
5001                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5002                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5003
5004                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5005                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5006                 }
5007
5008                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5009                 {
5010                         p_ptr->to_a -= 40;
5011                         p_ptr->dis_to_a -= 40;
5012                         
5013                 }
5014                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5015                 {
5016                         p_ptr->to_a -= 50;
5017                         p_ptr->dis_to_a -= 50;
5018                         p_ptr->resist_acid = TRUE;
5019                         p_ptr->resist_fire = TRUE;
5020                         p_ptr->resist_elec = TRUE;
5021                         p_ptr->resist_cold = TRUE;
5022                         p_ptr->resist_pois = TRUE;
5023                         p_ptr->sh_fire = TRUE;
5024                         p_ptr->sh_elec = TRUE;
5025                         p_ptr->sh_cold = TRUE;
5026                         p_ptr->ffall = TRUE;
5027                 }
5028                 else if (p_ptr->special_defense & KAMAE_GENBU)
5029                 {
5030                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5031                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5032                         p_ptr->reflect = TRUE;
5033                         p_ptr->num_blow[0] -= 2;
5034                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5035                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5036                 }
5037                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5038                 {
5039                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5040                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5041
5042                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5043                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5044                         p_ptr->num_blow[0] /= 2;
5045                         p_ptr->ffall = TRUE;
5046                 }
5047
5048                 p_ptr->num_blow[0] += 1+extra_blows[0];
5049         }
5050
5051         monk_armour_aux = FALSE;
5052
5053         if (heavy_armor())
5054         {
5055                 monk_armour_aux = TRUE;
5056         }
5057
5058         for (i = 0 ; i < 2 ; i++)
5059         {
5060                 if (buki_motteruka(INVEN_RARM+i))
5061                 {
5062                         int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5063                         int sval = inventory[INVEN_RARM+i].sval;
5064
5065                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5066                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5067                         if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5068                         {
5069                                 p_ptr->to_h[i] -= 40;
5070                                 p_ptr->dis_to_h[i] -= 40;
5071                                 p_ptr->icky_wield[i] = TRUE;
5072                         }
5073                         else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5074                         {
5075                                 p_ptr->to_h[i] -= 40;
5076                                 p_ptr->dis_to_h[i] -= 40;
5077                                 p_ptr->icky_wield[i] = TRUE;
5078                         }
5079                         else if (p_ptr->pclass == CLASS_NINJA)
5080                         {
5081                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5082                                 {
5083                                         p_ptr->to_h[i] -= 40;
5084                                         p_ptr->dis_to_h[i] -= 40;
5085                                         p_ptr->icky_wield[i] = TRUE;
5086                                         p_ptr->num_blow[i] /= 2;
5087                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5088                                 }
5089                         }
5090                 }
5091         }
5092
5093         /* Maximum speed is (+99). (internally it's 110 + 99) */
5094         /* Temporary lightspeed forces to be maximum speed */
5095         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5096         {
5097                 new_speed = 209;
5098         }
5099
5100         /* Minimum speed is (-99). (internally it's 110 - 99) */
5101         if (new_speed < 11) new_speed = 11;
5102
5103         /* Display the speed (if needed) */
5104         if (p_ptr->pspeed != (byte)new_speed)
5105         {
5106                 p_ptr->pspeed = (byte)new_speed;
5107                 p_ptr->redraw |= (PR_SPEED);
5108         }
5109
5110         if (yoiyami)
5111         {
5112                 if (p_ptr->to_a > (0 - p_ptr->ac))
5113                         p_ptr->to_a = 0 - p_ptr->ac;
5114                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5115                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5116         }
5117
5118         /* Redraw armor (if needed) */
5119         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5120         {
5121                 /* Redraw */
5122                 p_ptr->redraw |= (PR_ARMOR);
5123
5124                 /* Window stuff */
5125                 p_ptr->window |= (PW_PLAYER);
5126         }
5127
5128
5129         if (p_ptr->ryoute && !omoi)
5130         {
5131                 int bonus_to_h=0, bonus_to_d=0;
5132                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5133                 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);
5134
5135                 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5136                 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5137                 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5138                 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5139         }
5140
5141         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5142
5143         /* Affect Skill -- stealth (bonus one) */
5144         p_ptr->skill_stl += 1;
5145
5146         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5147
5148         /* Affect Skill -- disarming (DEX and INT) */
5149         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5150         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5151
5152         /* Affect Skill -- magic devices (INT) */
5153         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5154
5155         /* Affect Skill -- saving throw (WIS) */
5156         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5157
5158         /* Affect Skill -- digging (STR) */
5159         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5160
5161         /* Affect Skill -- disarming (Level, by Class) */
5162         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5163
5164         /* Affect Skill -- magic devices (Level, by Class) */
5165         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5166
5167         /* Affect Skill -- saving throw (Level, by Class) */
5168         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5169
5170         /* Affect Skill -- stealth (Level, by Class) */
5171         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5172
5173         /* Affect Skill -- search ability (Level, by Class) */
5174         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5175
5176         /* Affect Skill -- search frequency (Level, by Class) */
5177         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5178
5179         /* Affect Skill -- combat (normal) (Level, by Class) */
5180         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5181
5182         /* Affect Skill -- combat (shooting) (Level, by Class) */
5183         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5184
5185         /* Affect Skill -- combat (throwing) (Level, by Class) */
5186         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5187
5188
5189         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5190         {
5191                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5192                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5193         }
5194
5195         /* Limit Skill -- stealth from 0 to 30 */
5196         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5197         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5198
5199         /* Limit Skill -- digging from 1 up */
5200         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5201
5202         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5203
5204         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5205
5206         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;
5207
5208         if (down_saving) p_ptr->skill_sav /= 2;
5209
5210         /* Hack -- Each elemental immunity includes resistance */
5211         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5212         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5213         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5214         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5215
5216         /* Hack -- handle "xtra" mode */
5217         if (character_xtra) return;
5218
5219         /* Take note when "heavy bow" changes */
5220         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5221         {
5222                 /* Message */
5223                 if (p_ptr->heavy_shoot)
5224                 {
5225 #ifdef JP
5226                         msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5227 #else
5228                         msg_print("You have trouble wielding such a heavy bow.");
5229 #endif
5230
5231                 }
5232                 else if (inventory[INVEN_BOW].k_idx)
5233                 {
5234 #ifdef JP
5235                         msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5236 #else
5237                         msg_print("You have no trouble wielding your bow.");
5238 #endif
5239
5240                 }
5241                 else
5242                 {
5243 #ifdef JP
5244                         msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5245 #else
5246                         msg_print("You feel relieved to put down your heavy bow.");
5247 #endif
5248
5249                 }
5250
5251                 /* Save it */
5252                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5253         }
5254
5255         for(i = 0 ; i < 2 ; i++)
5256         {
5257                 /* Take note when "heavy weapon" changes */
5258                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5259                 {
5260                         /* Message */
5261                         if (p_ptr->heavy_wield[i])
5262                         {
5263 #ifdef JP
5264                                 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5265 #else
5266                                 msg_print("You have trouble wielding such a heavy weapon.");
5267 #endif
5268
5269                         }
5270                         else if (buki_motteruka(INVEN_RARM+i))
5271                         {
5272 #ifdef JP
5273                                 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5274 #else
5275                                 msg_print("You have no trouble wielding your weapon.");
5276 #endif
5277
5278                         }
5279                         else if (p_ptr->heavy_wield[1-i])
5280                         {
5281 #ifdef JP
5282                                 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5283 #else
5284                                 msg_print("You have still trouble wielding a heavy weapon.");
5285 #endif
5286
5287                         }
5288                         else
5289                         {
5290 #ifdef JP
5291                                 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5292 #else
5293                                 msg_print("You feel relieved to put down your heavy weapon.");
5294 #endif
5295
5296                         }
5297
5298                         /* Save it */
5299                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5300                 }
5301
5302                 /* Take note when "heavy weapon" changes */
5303                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5304                 {
5305                         /* Message */
5306                         if (p_ptr->riding_wield[i])
5307                         {
5308 #ifdef JP
5309                                 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5310 #else
5311                                 msg_print("This weapon is not suitable for use while riding.");
5312 #endif
5313
5314                         }
5315                         else if (!p_ptr->riding)
5316                         {
5317 #ifdef JP
5318                                 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5319 #else
5320                                 msg_print("This weapon was not suitable for use while riding.");
5321 #endif
5322
5323                         }
5324                         else if (buki_motteruka(INVEN_RARM+i))
5325                         {
5326 #ifdef JP
5327                                 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5328 #else
5329                                 msg_print("This weapon is suitable for use while riding.");
5330 #endif
5331
5332                         }
5333                         /* Save it */
5334                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5335                 }
5336
5337                 /* Take note when "illegal weapon" changes */
5338                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5339                 {
5340                         /* Message */
5341                         if (p_ptr->icky_wield[i])
5342                         {
5343 #ifdef JP
5344                                 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5345 #else
5346                                 msg_print("You do not feel comfortable with your weapon.");
5347 #endif
5348                                 if (hack_mind)
5349                                 {
5350                                         chg_virtue(V_FAITH, -1);
5351                                 }
5352                         }
5353                         else if (buki_motteruka(INVEN_RARM+i))
5354                         {
5355 #ifdef JP
5356                                 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5357 #else
5358                                 msg_print("You feel comfortable with your weapon.");
5359 #endif
5360
5361                         }
5362                         else
5363                         {
5364 #ifdef JP
5365                                 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5366 #else
5367                                 msg_print("You feel more comfortable after removing your weapon.");
5368 #endif
5369
5370                         }
5371
5372                         /* Save it */
5373                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5374                 }
5375         }
5376
5377         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5378         {
5379                 /* Message */
5380                 if (p_ptr->riding_ryoute)
5381                 {
5382 #ifdef JP
5383                         msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5384 #else
5385                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5386 #endif
5387                 }
5388                 else
5389                 {
5390 #ifdef JP
5391                         msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5392 #else
5393                         msg_print("You began to control riding pet with one hand.");
5394 #endif
5395                 }
5396
5397                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5398         }
5399
5400         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5401         {
5402                 if (heavy_armor())
5403                 {
5404 #ifdef JP
5405 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5406 #else
5407                         msg_print("The weight of your armor disrupts your balance.");
5408 #endif
5409
5410                         if (hack_mind)
5411                         {
5412                                 chg_virtue(V_HARMONY, -1);
5413                         }
5414                 }
5415                 else
5416 #ifdef JP
5417 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5418 #else
5419                         msg_print("You regain your balance.");
5420 #endif
5421
5422                 monk_notify_aux = monk_armour_aux;
5423         }
5424
5425         j = 0;
5426         p_ptr->align = friend_align;
5427
5428         /* Determine player alignment */
5429         for (i = 0; i < 8; i++)
5430         {
5431                 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5432                 {
5433                         neutral[j] = i;
5434                         j++;
5435                 }
5436                 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5437                 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5438                 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5439         }
5440         if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5441         if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5442         if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5443         while (j)
5444         {
5445                 j--;
5446                 if (p_ptr->align > 0)
5447                 {
5448                         p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5449                         if (p_ptr->align < 0) p_ptr->align = 0;
5450                 }
5451                 else if (p_ptr->align < 0)
5452                 {
5453                         p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5454                         if (p_ptr->align > 0) p_ptr->align = 0;
5455                 }
5456         }
5457
5458         for (i = 0; i < INVEN_PACK; i++)
5459         {
5460 #if 0
5461                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5462                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5463 #endif
5464                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5465                 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5466         }
5467         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5468         {
5469                 object_type *o_ptr;
5470
5471                 /* Acquire object */
5472                 o_ptr = &o_list[this_o_idx];
5473
5474                 /* Acquire next object */
5475                 next_o_idx = o_ptr->next_o_idx;
5476
5477 #if 0
5478                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5479                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5480 #endif
5481                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5482                 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5483         }
5484
5485         if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5486 #if 0
5487         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5488         {
5489                 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5490                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5491         }
5492
5493         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)))
5494         {
5495                 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5496                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5497         }
5498 #endif
5499         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5500         {
5501                 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5502                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5503         }
5504
5505         if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5506         {
5507                 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5508                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5509         }
5510 }
5511
5512
5513
5514 /*
5515  * Handle "p_ptr->notice"
5516  */
5517 void notice_stuff(void)
5518 {
5519         /* Notice stuff */
5520         if (!p_ptr->notice) return;
5521
5522
5523         /* Actually do auto-destroy */
5524         if (p_ptr->notice & (PN_AUTODESTROY))
5525         {
5526                 p_ptr->notice &= ~(PN_AUTODESTROY);
5527                 delayed_auto_destroy();
5528         }
5529
5530         /* Combine the pack */
5531         if (p_ptr->notice & (PN_COMBINE))
5532         {
5533                 p_ptr->notice &= ~(PN_COMBINE);
5534                 combine_pack();
5535         }
5536
5537         /* Reorder the pack */
5538         if (p_ptr->notice & (PN_REORDER))
5539         {
5540                 p_ptr->notice &= ~(PN_REORDER);
5541                 reorder_pack();
5542         }
5543 }
5544
5545
5546 /*
5547  * Handle "p_ptr->update"
5548  */
5549 void update_stuff(void)
5550 {
5551         /* Update stuff */
5552         if (!p_ptr->update) return;
5553
5554
5555         if (p_ptr->update & (PU_BONUS))
5556         {
5557                 p_ptr->update &= ~(PU_BONUS);
5558                 calc_bonuses();
5559         }
5560
5561         if (p_ptr->update & (PU_TORCH))
5562         {
5563                 p_ptr->update &= ~(PU_TORCH);
5564                 calc_torch();
5565         }
5566
5567         if (p_ptr->update & (PU_HP))
5568         {
5569                 p_ptr->update &= ~(PU_HP);
5570                 calc_hitpoints();
5571         }
5572
5573         if (p_ptr->update & (PU_MANA))
5574         {
5575                 p_ptr->update &= ~(PU_MANA);
5576                 calc_mana();
5577         }
5578
5579         if (p_ptr->update & (PU_SPELLS))
5580         {
5581                 p_ptr->update &= ~(PU_SPELLS);
5582                 calc_spells();
5583         }
5584
5585
5586         /* Character is not ready yet, no screen updates */
5587         if (!character_generated) return;
5588
5589
5590         /* Character is in "icky" mode, no screen updates */
5591         if (character_icky) return;
5592
5593
5594         if (p_ptr->update & (PU_UN_LITE))
5595         {
5596                 p_ptr->update &= ~(PU_UN_LITE);
5597                 forget_lite();
5598         }
5599
5600         if (p_ptr->update & (PU_UN_VIEW))
5601         {
5602                 p_ptr->update &= ~(PU_UN_VIEW);
5603                 forget_view();
5604         }
5605
5606         if (p_ptr->update & (PU_VIEW))
5607         {
5608                 p_ptr->update &= ~(PU_VIEW);
5609                 update_view();
5610         }
5611
5612         if (p_ptr->update & (PU_LITE))
5613         {
5614                 p_ptr->update &= ~(PU_LITE);
5615                 update_lite();
5616         }
5617
5618
5619         if (p_ptr->update & (PU_FLOW))
5620         {
5621                 p_ptr->update &= ~(PU_FLOW);
5622                 update_flow();
5623         }
5624
5625         if (p_ptr->update & (PU_DISTANCE))
5626         {
5627                 p_ptr->update &= ~(PU_DISTANCE);
5628
5629                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5630                 /* p_ptr->update &= ~(PU_MONSTERS); */
5631
5632                 update_monsters(TRUE);
5633         }
5634
5635         if (p_ptr->update & (PU_MON_LITE))
5636         {
5637                 p_ptr->update &= ~(PU_MON_LITE);
5638                 update_mon_lite();
5639         }
5640
5641         /*
5642          * Mega-Hack -- Delayed visual update
5643          * Only used if update_view(), update_lite() or update_mon_lite() was called
5644          */
5645         if (p_ptr->update & (PU_DELAY_VIS))
5646         {
5647                 p_ptr->update &= ~(PU_DELAY_VIS);
5648                 delayed_visual_update();
5649         }
5650
5651         if (p_ptr->update & (PU_MONSTERS))
5652         {
5653                 p_ptr->update &= ~(PU_MONSTERS);
5654                 update_monsters(FALSE);
5655         }
5656 }
5657
5658
5659 /*
5660  * Handle "p_ptr->redraw"
5661  */
5662 void redraw_stuff(void)
5663 {
5664         /* Redraw stuff */
5665         if (!p_ptr->redraw) return;
5666
5667
5668         /* Character is not ready yet, no screen updates */
5669         if (!character_generated) return;
5670
5671
5672         /* Character is in "icky" mode, no screen updates */
5673         if (character_icky) return;
5674
5675
5676
5677         /* Hack -- clear the screen */
5678         if (p_ptr->redraw & (PR_WIPE))
5679         {
5680                 p_ptr->redraw &= ~(PR_WIPE);
5681                 msg_print(NULL);
5682                 Term_clear();
5683         }
5684
5685
5686         if (p_ptr->redraw & (PR_MAP))
5687         {
5688                 p_ptr->redraw &= ~(PR_MAP);
5689                 prt_map();
5690         }
5691
5692
5693         if (p_ptr->redraw & (PR_BASIC))
5694         {
5695                 p_ptr->redraw &= ~(PR_BASIC);
5696                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5697                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5698                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5699                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5700                 prt_frame_basic();
5701                 prt_time();
5702                 prt_dungeon();
5703         }
5704
5705         if (p_ptr->redraw & (PR_EQUIPPY))
5706         {
5707                 p_ptr->redraw &= ~(PR_EQUIPPY);
5708                 print_equippy(); /* To draw / delete equippy chars */
5709         }
5710
5711         if (p_ptr->redraw & (PR_MISC))
5712         {
5713                 p_ptr->redraw &= ~(PR_MISC);
5714                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5715 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5716
5717         }
5718
5719         if (p_ptr->redraw & (PR_TITLE))
5720         {
5721                 p_ptr->redraw &= ~(PR_TITLE);
5722                 prt_title();
5723         }
5724
5725         if (p_ptr->redraw & (PR_LEV))
5726         {
5727                 p_ptr->redraw &= ~(PR_LEV);
5728                 prt_level();
5729         }
5730
5731         if (p_ptr->redraw & (PR_EXP))
5732         {
5733                 p_ptr->redraw &= ~(PR_EXP);
5734                 prt_exp();
5735         }
5736
5737         if (p_ptr->redraw & (PR_STATS))
5738         {
5739                 p_ptr->redraw &= ~(PR_STATS);
5740                 prt_stat(A_STR);
5741                 prt_stat(A_INT);
5742                 prt_stat(A_WIS);
5743                 prt_stat(A_DEX);
5744                 prt_stat(A_CON);
5745                 prt_stat(A_CHR);
5746         }
5747
5748         if (p_ptr->redraw & (PR_STATUS))
5749         {
5750                 p_ptr->redraw &= ~(PR_STATUS);
5751                 prt_status();
5752         }
5753
5754         if (p_ptr->redraw & (PR_ARMOR))
5755         {
5756                 p_ptr->redraw &= ~(PR_ARMOR);
5757                 prt_ac();
5758         }
5759
5760         if (p_ptr->redraw & (PR_HP))
5761         {
5762                 p_ptr->redraw &= ~(PR_HP);
5763                 prt_hp();
5764         }
5765
5766         if (p_ptr->redraw & (PR_MANA))
5767         {
5768                 p_ptr->redraw &= ~(PR_MANA);
5769                 prt_sp();
5770         }
5771
5772         if (p_ptr->redraw & (PR_GOLD))
5773         {
5774                 p_ptr->redraw &= ~(PR_GOLD);
5775                 prt_gold();
5776         }
5777
5778         if (p_ptr->redraw & (PR_DEPTH))
5779         {
5780                 p_ptr->redraw &= ~(PR_DEPTH);
5781                 prt_depth();
5782         }
5783
5784         if (p_ptr->redraw & (PR_HEALTH))
5785         {
5786                 p_ptr->redraw &= ~(PR_HEALTH);
5787                 health_redraw(FALSE);
5788         }
5789
5790         if (p_ptr->redraw & (PR_UHEALTH))
5791         {
5792                 p_ptr->redraw &= ~(PR_UHEALTH);
5793                 health_redraw(TRUE);
5794         }
5795
5796
5797         if (p_ptr->redraw & (PR_EXTRA))
5798         {
5799                 p_ptr->redraw &= ~(PR_EXTRA);
5800                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5801                 p_ptr->redraw &= ~(PR_HUNGER);
5802                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5803                 prt_frame_extra();
5804         }
5805
5806         if (p_ptr->redraw & (PR_CUT))
5807         {
5808                 p_ptr->redraw &= ~(PR_CUT);
5809                 prt_cut();
5810         }
5811
5812         if (p_ptr->redraw & (PR_STUN))
5813         {
5814                 p_ptr->redraw &= ~(PR_STUN);
5815                 prt_stun();
5816         }
5817
5818         if (p_ptr->redraw & (PR_HUNGER))
5819         {
5820                 p_ptr->redraw &= ~(PR_HUNGER);
5821                 prt_hunger();
5822         }
5823
5824         if (p_ptr->redraw & (PR_STATE))
5825         {
5826                 p_ptr->redraw &= ~(PR_STATE);
5827                 prt_state();
5828         }
5829
5830         if (p_ptr->redraw & (PR_SPEED))
5831         {
5832                 p_ptr->redraw &= ~(PR_SPEED);
5833                 prt_speed();
5834         }
5835
5836         if (p_ptr->pclass == CLASS_IMITATOR)
5837         {
5838                 if (p_ptr->redraw & (PR_MANE))
5839                 {
5840                         p_ptr->redraw &= ~(PR_MANE);
5841                         prt_mane();
5842                 }
5843         }
5844         else if (p_ptr->redraw & (PR_STUDY))
5845         {
5846                 p_ptr->redraw &= ~(PR_STUDY);
5847                 prt_study();
5848         }
5849 }
5850
5851
5852 /*
5853  * Handle "p_ptr->window"
5854  */
5855 void window_stuff(void)
5856 {
5857         int j;
5858
5859         u32b mask = 0L;
5860
5861
5862         /* Nothing to do */
5863         if (!p_ptr->window) return;
5864
5865         /* Scan windows */
5866         for (j = 0; j < 8; j++)
5867         {
5868                 /* Save usable flags */
5869                 if (angband_term[j]) mask |= window_flag[j];
5870         }
5871
5872         /* Apply usable flags */
5873         p_ptr->window &= mask;
5874
5875         /* Nothing to do */
5876         if (!p_ptr->window) return;
5877
5878
5879         /* Display inventory */
5880         if (p_ptr->window & (PW_INVEN))
5881         {
5882                 p_ptr->window &= ~(PW_INVEN);
5883                 fix_inven();
5884         }
5885
5886         /* Display equipment */
5887         if (p_ptr->window & (PW_EQUIP))
5888         {
5889                 p_ptr->window &= ~(PW_EQUIP);
5890                 fix_equip();
5891         }
5892
5893         /* Display spell list */
5894         if (p_ptr->window & (PW_SPELL))
5895         {
5896                 p_ptr->window &= ~(PW_SPELL);
5897                 fix_spell();
5898         }
5899
5900         /* Display player */
5901         if (p_ptr->window & (PW_PLAYER))
5902         {
5903                 p_ptr->window &= ~(PW_PLAYER);
5904                 fix_player();
5905         }
5906
5907         /* Display overhead view */
5908         if (p_ptr->window & (PW_MESSAGE))
5909         {
5910                 p_ptr->window &= ~(PW_MESSAGE);
5911                 fix_message();
5912         }
5913
5914         /* Display overhead view */
5915         if (p_ptr->window & (PW_OVERHEAD))
5916         {
5917                 p_ptr->window &= ~(PW_OVERHEAD);
5918                 fix_overhead();
5919         }
5920
5921         /* Display overhead view */
5922         if (p_ptr->window & (PW_DUNGEON))
5923         {
5924                 p_ptr->window &= ~(PW_DUNGEON);
5925                 fix_dungeon();
5926         }
5927
5928         /* Display monster recall */
5929         if (p_ptr->window & (PW_MONSTER))
5930         {
5931                 p_ptr->window &= ~(PW_MONSTER);
5932                 fix_monster();
5933         }
5934
5935         /* Display object recall */
5936         if (p_ptr->window & (PW_OBJECT))
5937         {
5938                 p_ptr->window &= ~(PW_OBJECT);
5939                 fix_object();
5940         }
5941 }
5942
5943
5944 /*
5945  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5946  */
5947 void handle_stuff(void)
5948 {
5949         /* Update stuff */
5950         if (p_ptr->update) update_stuff();
5951
5952         /* Redraw stuff */
5953         if (p_ptr->redraw) redraw_stuff();
5954
5955         /* Window stuff */
5956         if (p_ptr->window) window_stuff();
5957 }
5958
5959
5960 s16b empty_hands(bool is_monk)
5961 {
5962         s16b status = EMPTY_HAND_NONE;
5963         if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return EMPTY_HAND_NONE;
5964
5965         if (!(inventory[INVEN_RARM].k_idx)) status |= EMPTY_HAND_RARM;
5966         if (!(inventory[INVEN_LARM].k_idx)) status |= EMPTY_HAND_LARM;
5967         return status;
5968 }
5969
5970
5971 bool heavy_armor(void)
5972 {
5973         u16b monk_arm_wgt = 0;
5974
5975         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5976
5977         /* Weight the armor */
5978         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5979         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5980         monk_arm_wgt += inventory[INVEN_BODY].weight;
5981         monk_arm_wgt += inventory[INVEN_HEAD].weight;
5982         monk_arm_wgt += inventory[INVEN_OUTER].weight;
5983         monk_arm_wgt += inventory[INVEN_HANDS].weight;
5984         monk_arm_wgt += inventory[INVEN_FEET].weight;
5985
5986         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5987 }
5988
5989 int number_of_quests(void)
5990 {
5991         int i, j;
5992
5993         /* Clear the counter */
5994         i = 0;
5995
5996         for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
5997         {
5998                 if (quest[j].status != QUEST_STATUS_UNTAKEN)
5999                 {
6000                         /* Increment count of quests taken. */
6001                         i++;
6002                 }
6003         }
6004
6005         /* Return the number of quests taken */
6006         return (i);
6007 }