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コード整理。process_world()があまりに巨大で管理しずらいので、
[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         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
133         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
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 - A_DAY * 3 / 4) / A_DAY + 1;
142                 break;
143         default:
144                 *day = (turn + A_DAY / 4) / A_DAY + 1;
145                 break;
146         }
147         *hour = (24 * turn_in_today / A_DAY) % 24;
148         *min = (1440 * turn_in_today / A_DAY) % 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         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
758         {
759 #ifdef JP
760         (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
761 #else
762         (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
763 #endif
764         }
765         else
766         {
767                 if (p_ptr->lev >= PY_MAX_LEVEL)
768                 {
769                         (void)sprintf(out_val, "********");
770                 }
771                 else
772                 {
773 #ifdef JP
774                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
775 #else      
776                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
777 #endif
778                 }
779         }
780
781         if (p_ptr->exp >= p_ptr->max_exp)
782         {
783 #ifdef JP
784                 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
785                 else put_str("·Ð¸³ ", ROW_EXP, 0);
786                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
787 #else
788                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
789                 else put_str("EXP ", ROW_EXP, 0);
790                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
791 #endif
792
793         }
794         else
795         {
796 #ifdef JP
797                 put_str("x·Ð¸³", ROW_EXP, 0);
798                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
799 #else
800                 put_str("Exp ", ROW_EXP, 0);
801                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
802 #endif
803
804         }
805 }
806
807 /*
808  * Prints current gold
809  */
810 static void prt_gold(void)
811 {
812         char tmp[32];
813
814 #ifdef JP
815         put_str("¡ð ", ROW_GOLD, COL_GOLD);
816 #else
817         put_str("AU ", ROW_GOLD, COL_GOLD);
818 #endif
819
820         sprintf(tmp, "%9ld", (long)p_ptr->au);
821         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
822 }
823
824
825
826 /*
827  * Prints current AC
828  */
829 static void prt_ac(void)
830 {
831         char tmp[32];
832
833 #ifdef JP
834 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
835         put_str(" £Á£Ã(     )", ROW_AC, COL_AC);
836         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
837         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
838 #else
839         put_str("Cur AC ", ROW_AC, COL_AC);
840         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
841         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
842 #endif
843
844 }
845
846
847 /*
848  * Prints Cur/Max hit points
849  */
850 static void prt_hp(void)
851 {
852 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
853         char tmp[32];
854   
855         byte color;
856   
857         /* ¥¿¥¤¥È¥ë */
858 /*      put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
859
860         put_str("HP", ROW_CURHP, COL_CURHP);
861
862         /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
863         sprintf(tmp, "%4d", p_ptr->chp);
864
865         if (p_ptr->chp >= p_ptr->mhp)
866         {
867                 color = TERM_L_GREEN;
868         }
869         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
870         {
871                 color = TERM_YELLOW;
872         }
873         else
874         {
875                 color = TERM_RED;
876         }
877
878         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
879
880         /* ¶èÀÚ¤ê */
881         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
882
883         /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
884         sprintf(tmp, "%4d", p_ptr->mhp);
885         color = TERM_L_GREEN;
886
887         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
888 }
889
890
891 /*
892  * Prints players max/cur spell points
893  */
894 static void prt_sp(void)
895 {
896 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
897         char tmp[32];
898         byte color;
899
900
901         /* Do not show mana unless it matters */
902         if (!mp_ptr->spell_book) return;
903
904         /* ¥¿¥¤¥È¥ë */
905 /*      put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
906
907 #ifdef JP
908         put_str("MP", ROW_CURSP, COL_CURSP);
909 #else
910         put_str("SP", ROW_CURSP, COL_CURSP);
911 #endif
912
913         /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
914         sprintf(tmp, "%4d", p_ptr->csp);
915
916         if (p_ptr->csp >= p_ptr->msp)
917         {
918                 color = TERM_L_GREEN;
919         }
920         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
921         {
922                 color = TERM_YELLOW;
923         }
924         else
925         {
926                 color = TERM_RED;
927         }
928
929         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
930
931         /* ¶èÀÚ¤ê */
932         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
933
934         /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
935         sprintf(tmp, "%4d", p_ptr->msp);
936         color = TERM_L_GREEN;
937
938         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
939 }
940
941
942 /*
943  * Prints depth in stat area
944  */
945 static void prt_depth(void)
946 {
947         char depths[32];
948         int wid, hgt, row_depth, col_depth;
949         byte attr = TERM_WHITE;
950
951         Term_get_size(&wid, &hgt);
952         col_depth = wid + COL_DEPTH;
953         row_depth = hgt + ROW_DEPTH;
954
955         if (!dun_level)
956         {
957 #ifdef JP
958                 strcpy(depths, "ÃϾå");
959 #else
960                 strcpy(depths, "Surf.");
961 #endif
962         }
963         else if (p_ptr->inside_quest && !dungeon_type)
964         {
965 #ifdef JP
966                 strcpy(depths, "ÃϾå");
967 #else
968                 strcpy(depths, "Quest");
969 #endif
970         }
971         else
972         {
973 #ifdef JP
974                 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
975                 else (void)sprintf(depths, "%d ³¬", dun_level);
976 #else
977                 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
978                 else (void)sprintf(depths, "Lev %d", dun_level);
979 #endif
980
981                 attr = TERM_SLATE;
982
983                 /* Get color of level based on feeling  -JSV- */
984                 if ((turn - old_turn >= (150 - dun_level) * TURNS_PER_TICK) || cheat_xtra)
985                 {
986                         switch (feeling)
987                         {
988                         case  1: attr = TERM_L_BLUE;  break; /* Special */
989                         case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
990                         case  3: attr = TERM_RED;     break; /* Very dangerous */
991                         case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
992                         case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
993                         case  6: attr = TERM_YELLOW;  break; /* Nervous */
994                         case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
995                         case  8: attr = TERM_L_WHITE; break; /* Don't like */
996                         case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
997                         case 10: attr = TERM_WHITE;   break; /* Boring place */
998                         }
999                 }
1000         }
1001
1002         /* Right-Adjust the "depth", and clear old values */
1003         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1004 }
1005
1006
1007 /*
1008  * Prints status of hunger
1009  */
1010 static void prt_hunger(void)
1011 {
1012         /* Fainting / Starving */
1013         if (p_ptr->food < PY_FOOD_FAINT)
1014         {
1015 #ifdef JP
1016                 c_put_str(TERM_RED, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1017 #else
1018                 c_put_str(TERM_RED, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1019 #endif
1020
1021         }
1022
1023         /* Weak */
1024         else if (p_ptr->food < PY_FOOD_WEAK)
1025         {
1026 #ifdef JP
1027                 c_put_str(TERM_ORANGE, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1028 #else
1029                 c_put_str(TERM_ORANGE, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1030 #endif
1031
1032         }
1033
1034         /* Hungry */
1035         else if (p_ptr->food < PY_FOOD_ALERT)
1036         {
1037 #ifdef JP
1038                 c_put_str(TERM_YELLOW, "¶õÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1039 #else
1040                 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1041 #endif
1042
1043         }
1044
1045         /* Normal */
1046         else if (p_ptr->food < PY_FOOD_FULL)
1047         {
1048                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1049         }
1050
1051         /* Full */
1052         else if (p_ptr->food < PY_FOOD_MAX)
1053         {
1054 #ifdef JP
1055                 c_put_str(TERM_L_GREEN, "ËþÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1056 #else
1057                 c_put_str(TERM_L_GREEN, "Full  ", ROW_HUNGRY, COL_HUNGRY);
1058 #endif
1059
1060         }
1061
1062         /* Gorged */
1063         else
1064         {
1065 #ifdef JP
1066                 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1067 #else
1068                 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1069 #endif
1070
1071         }
1072 }
1073
1074
1075 /*
1076  * Prints Searching, Resting, Paralysis, or 'count' status
1077  * Display is always exactly 10 characters wide (see below)
1078  *
1079  * This function was a major bottleneck when resting, so a lot of
1080  * the text formatting code was optimized in place below.
1081  */
1082 static void prt_state(void)
1083 {
1084         byte attr = TERM_WHITE;
1085
1086         char text[5];
1087
1088         /* Repeating */
1089         if (command_rep)
1090         {
1091                 if (command_rep > 999)
1092                 {
1093 #ifdef JP
1094 sprintf(text, "%2d00", command_rep / 100);
1095 #else
1096                         (void)sprintf(text, "%2d00", command_rep / 100);
1097 #endif
1098
1099                 }
1100                 else
1101                 {
1102 #ifdef JP
1103 sprintf(text, "  %2d", command_rep);
1104 #else
1105                         (void)sprintf(text, "  %2d", command_rep);
1106 #endif
1107
1108                 }
1109         }
1110
1111         /* Action */
1112         else
1113         {
1114                 switch(p_ptr->action)
1115                 {
1116                         case ACTION_SEARCH:
1117                         {
1118 #ifdef JP
1119                                 strcpy(text, "õº÷");
1120 #else
1121                                 strcpy(text, "Sear");
1122 #endif
1123                                 break;
1124                         }
1125                         case ACTION_REST:
1126                         {
1127                                 int i;
1128
1129                                 /* Start with "Rest" */
1130 #ifdef JP
1131                                 strcpy(text, "    ");
1132 #else
1133                                 strcpy(text, "    ");
1134 #endif
1135
1136
1137                                 /* Extensive (timed) rest */
1138                                 if (resting >= 1000)
1139                                 {
1140                                         i = resting / 100;
1141                                         text[3] = '0';
1142                                         text[2] = '0';
1143                                         text[1] = '0' + (i % 10);
1144                                         text[0] = '0' + (i / 10);
1145                                 }
1146
1147                                 /* Long (timed) rest */
1148                                 else if (resting >= 100)
1149                                 {
1150                                         i = resting;
1151                                         text[3] = '0' + (i % 10);
1152                                         i = i / 10;
1153                                         text[2] = '0' + (i % 10);
1154                                         text[1] = '0' + (i / 10);
1155                                 }
1156
1157                                 /* Medium (timed) rest */
1158                                 else if (resting >= 10)
1159                                 {
1160                                         i = resting;
1161                                         text[3] = '0' + (i % 10);
1162                                         text[2] = '0' + (i / 10);
1163                                 }
1164
1165                                 /* Short (timed) rest */
1166                                 else if (resting > 0)
1167                                 {
1168                                         i = resting;
1169                                         text[3] = '0' + (i);
1170                                 }
1171
1172                                 /* Rest until healed */
1173                                 else if (resting == -1)
1174                                 {
1175                                         text[0] = text[1] = text[2] = text[3] = '*';
1176                                 }
1177
1178                                 /* Rest until done */
1179                                 else if (resting == -2)
1180                                 {
1181                                         text[0] = text[1] = text[2] = text[3] = '&';
1182                                 }
1183                                 break;
1184                         }
1185                         case ACTION_LEARN:
1186                         {
1187 #ifdef JP
1188                                 strcpy(text, "³Ø½¬");
1189 #else
1190                                 strcpy(text, "lear");
1191 #endif
1192                                 if (new_mane) attr = TERM_L_RED;
1193                                 break;
1194                         }
1195                         case ACTION_FISH:
1196                         {
1197 #ifdef JP
1198                                 strcpy(text, "Äà¤ê");
1199 #else
1200                                 strcpy(text, "fish");
1201 #endif
1202                                 break;
1203                         }
1204                         case ACTION_KAMAE:
1205                         {
1206                                 int i;
1207                                 for (i = 0; i < MAX_KAMAE; i++)
1208                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1209                                 switch (i)
1210                                 {
1211                                         case 0: attr = TERM_GREEN;break;
1212                                         case 1: attr = TERM_WHITE;break;
1213                                         case 2: attr = TERM_L_BLUE;break;
1214                                         case 3: attr = TERM_L_RED;break;
1215                                 }
1216                                 strcpy(text, kamae_shurui[i].desc);
1217                                 break;
1218                         }
1219                         case ACTION_KATA:
1220                         {
1221                                 int i;
1222                                 for (i = 0; i < MAX_KATA; i++)
1223                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1224                                 strcpy(text, kata_shurui[i].desc);
1225                                 break;
1226                         }
1227                         case ACTION_SING:
1228                         {
1229 #ifdef JP
1230                                 strcpy(text, "²Î  ");
1231 #else
1232                                 strcpy(text, "Sing");
1233 #endif
1234                                 break;
1235                         }
1236                         case ACTION_HAYAGAKE:
1237                         {
1238 #ifdef JP
1239                                 strcpy(text, "®¶î");
1240 #else
1241                                 strcpy(text, "Fast");
1242 #endif
1243                                 break;
1244                         }
1245                         default:
1246                         {
1247                                 strcpy(text, "    ");
1248                                 break;
1249                         }
1250                 }
1251         }
1252
1253         /* Display the info (or blanks) */
1254         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1255 }
1256
1257
1258 /*
1259  * Prints the speed of a character.                     -CJS-
1260  */
1261 static void prt_speed(void)
1262 {
1263         int i = p_ptr->pspeed;
1264         bool is_fast = IS_FAST();
1265
1266         byte attr = TERM_WHITE;
1267         char buf[32] = "";
1268         int wid, hgt, row_speed, col_speed;
1269
1270         Term_get_size(&wid, &hgt);
1271         col_speed = wid + COL_SPEED;
1272         row_speed = hgt + ROW_SPEED;
1273
1274         /* Hack -- Visually "undo" the Search Mode Slowdown */
1275         if (p_ptr->action == ACTION_SEARCH) i += 10;
1276
1277         /* Fast */
1278         if (i > 110)
1279         {
1280                 if (p_ptr->riding)
1281                 {
1282                         if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1283                         else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1284                         else attr = TERM_GREEN;
1285                 }
1286                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1287                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1288                 else attr = TERM_L_GREEN;
1289 #ifdef JP
1290                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1291 #else
1292                 sprintf(buf, "Fast(+%d)", (i - 110));
1293 #endif
1294
1295         }
1296
1297         /* Slow */
1298         else if (i < 110)
1299         {
1300                 if (p_ptr->riding)
1301                 {
1302                         if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1303                         else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1304                         else attr = TERM_RED;
1305                 }
1306                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1307                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1308                 else attr = TERM_L_UMBER;
1309 #ifdef JP
1310                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1311 #else
1312                 sprintf(buf, "Slow(-%d)", (110 - i));
1313 #endif
1314         }
1315         else if (p_ptr->riding)
1316         {
1317                 attr = TERM_GREEN;
1318 #ifdef JP
1319                 strcpy(buf, "¾èÇÏÃæ");
1320 #else
1321                 strcpy(buf, "Riding");
1322 #endif
1323         }
1324
1325         /* Display the speed */
1326         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1327 }
1328
1329
1330 static void prt_study(void)
1331 {
1332         int wid, hgt, row_study, col_study;
1333
1334         Term_get_size(&wid, &hgt);
1335         col_study = wid + COL_STUDY;
1336         row_study = hgt + ROW_STUDY;
1337
1338         if (p_ptr->new_spells)
1339         {
1340 #ifdef JP
1341                 put_str("³Ø½¬", row_study, col_study);
1342 #else
1343                 put_str("Stud", row_study, col_study);
1344 #endif
1345
1346         }
1347         else
1348         {
1349                 put_str("    ", row_study, col_study);
1350         }
1351 }
1352
1353
1354 static void prt_mane(void)
1355 {
1356         int wid, hgt, row_study, col_study;
1357
1358         Term_get_size(&wid, &hgt);
1359         col_study = wid + COL_STUDY;
1360         row_study = hgt + ROW_STUDY;
1361
1362         if (p_ptr->pclass == CLASS_IMITATOR)
1363         {
1364                 if (p_ptr->mane_num)
1365                 {
1366                         byte attr;
1367                         if (new_mane) attr = TERM_L_RED;
1368                         else attr = TERM_WHITE;
1369 #ifdef JP
1370                         c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1371 #else
1372                         c_put_str(attr, "Mane", row_study, col_study);
1373 #endif
1374                 }
1375                 else
1376                 {
1377                         put_str("    ", row_study, col_study);
1378                 }
1379         }
1380 }
1381
1382
1383 static void prt_cut(void)
1384 {
1385         int c = p_ptr->cut;
1386
1387         if (c > 1000)
1388         {
1389 #ifdef JP
1390                 c_put_str(TERM_L_RED, "Ã×Ì¿½ý      ", ROW_CUT, COL_CUT);
1391 #else
1392                 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1393 #endif
1394
1395         }
1396         else if (c > 200)
1397         {
1398 #ifdef JP
1399                 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê  ", ROW_CUT, COL_CUT);
1400 #else
1401                 c_put_str(TERM_RED, "Deep gash   ", ROW_CUT, COL_CUT);
1402 #endif
1403
1404         }
1405         else if (c > 100)
1406         {
1407 #ifdef JP
1408                 c_put_str(TERM_RED, "½Å½ý        ", ROW_CUT, COL_CUT);
1409 #else
1410                 c_put_str(TERM_RED, "Severe cut  ", ROW_CUT, COL_CUT);
1411 #endif
1412
1413         }
1414         else if (c > 50)
1415         {
1416 #ifdef JP
1417                 c_put_str(TERM_ORANGE, "ÂçÊѤʽý    ", ROW_CUT, COL_CUT);
1418 #else
1419                 c_put_str(TERM_ORANGE, "Nasty cut   ", ROW_CUT, COL_CUT);
1420 #endif
1421
1422         }
1423         else if (c > 25)
1424         {
1425 #ifdef JP
1426                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý    ", ROW_CUT, COL_CUT);
1427 #else
1428                 c_put_str(TERM_ORANGE, "Bad cut     ", ROW_CUT, COL_CUT);
1429 #endif
1430
1431         }
1432         else if (c > 10)
1433         {
1434 #ifdef JP
1435                 c_put_str(TERM_YELLOW, "·Ú½ý        ", ROW_CUT, COL_CUT);
1436 #else
1437                 c_put_str(TERM_YELLOW, "Light cut   ", ROW_CUT, COL_CUT);
1438 #endif
1439
1440         }
1441         else if (c)
1442         {
1443 #ifdef JP
1444                 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý    ", ROW_CUT, COL_CUT);
1445 #else
1446                 c_put_str(TERM_YELLOW, "Graze       ", ROW_CUT, COL_CUT);
1447 #endif
1448
1449         }
1450         else
1451         {
1452                 put_str("            ", ROW_CUT, COL_CUT);
1453         }
1454 }
1455
1456
1457
1458 static void prt_stun(void)
1459 {
1460         int s = p_ptr->stun;
1461
1462         if (s > 100)
1463         {
1464 #ifdef JP
1465                 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ  ", ROW_STUN, COL_STUN);
1466 #else
1467                 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1468 #endif
1469
1470         }
1471         else if (s > 50)
1472         {
1473 #ifdef JP
1474                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û°  ", ROW_STUN, COL_STUN);
1475 #else
1476                 c_put_str(TERM_ORANGE, "Heavy stun  ", ROW_STUN, COL_STUN);
1477 #endif
1478
1479         }
1480         else if (s)
1481         {
1482 #ifdef JP
1483                 c_put_str(TERM_ORANGE, "ۯ۰        ", ROW_STUN, COL_STUN);
1484 #else
1485                 c_put_str(TERM_ORANGE, "Stun        ", ROW_STUN, COL_STUN);
1486 #endif
1487
1488         }
1489         else
1490         {
1491                 put_str("            ", ROW_STUN, COL_STUN);
1492         }
1493 }
1494
1495
1496
1497 /*
1498  * Redraw the "monster health bar"      -DRS-
1499  * Rather extensive modifications by    -BEN-
1500  *
1501  * The "monster health bar" provides visual feedback on the "health"
1502  * of the monster currently being "tracked".  There are several ways
1503  * to "track" a monster, including targetting it, attacking it, and
1504  * affecting it (and nobody else) with a ranged attack.
1505  *
1506  * Display the monster health bar (affectionately known as the
1507  * "health-o-meter").  Clear health bar if nothing is being tracked.
1508  * Auto-track current target monster when bored.  Note that the
1509  * health-bar stops tracking any monster that "disappears".
1510  */
1511 static void health_redraw(bool riding)
1512 {
1513         s16b health_who;
1514         int row, col;
1515         monster_type *m_ptr;
1516
1517         if (riding)
1518         {
1519                 health_who = p_ptr->riding;
1520                 row = ROW_RIDING_INFO;
1521                 col = COL_RIDING_INFO;
1522         }
1523         else
1524         {
1525                 health_who = p_ptr->health_who;
1526                 row = ROW_INFO;
1527                 col = COL_INFO;
1528         }
1529
1530         m_ptr = &m_list[health_who];
1531
1532         /* Not tracking */
1533         if (!health_who)
1534         {
1535                 /* Erase the health bar */
1536                 Term_erase(col, row, 12);
1537         }
1538
1539         /* Tracking an unseen monster */
1540         else if (!m_ptr->ml)
1541         {
1542                 /* Indicate that the monster health is "unknown" */
1543                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1544         }
1545
1546         /* Tracking a hallucinatory monster */
1547         else if (p_ptr->image)
1548         {
1549                 /* Indicate that the monster health is "unknown" */
1550                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1551         }
1552
1553         /* Tracking a dead monster (???) */
1554         else if (m_ptr->hp < 0)
1555         {
1556                 /* Indicate that the monster health is "unknown" */
1557                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1558         }
1559
1560         /* Tracking a visible monster */
1561         else
1562         {
1563                 /* Extract the "percent" of health */
1564                 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1565                 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1566
1567                 /* Convert percent into "health" */
1568                 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1569
1570                 /* Default to almost dead */
1571                 byte attr = TERM_RED;
1572
1573                 /* Invulnerable */
1574                 if (m_ptr->invulner) attr = TERM_WHITE;
1575
1576                 /* Asleep */
1577                 else if (m_ptr->csleep) attr = TERM_BLUE;
1578
1579                 /* Afraid */
1580                 else if (m_ptr->monfear) attr = TERM_VIOLET;
1581
1582                 /* Healthy */
1583                 else if (pct >= 100) attr = TERM_L_GREEN;
1584
1585                 /* Somewhat Wounded */
1586                 else if (pct >= 60) attr = TERM_YELLOW;
1587
1588                 /* Wounded */
1589                 else if (pct >= 25) attr = TERM_ORANGE;
1590
1591                 /* Badly wounded */
1592                 else if (pct >= 10) attr = TERM_L_RED;
1593
1594                 /* Default to "unknown" */
1595                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1596
1597                 /* Dump the current "health" (use '*' symbols) */
1598                 Term_putstr(col + 1, row, len, attr, "**********");
1599         }
1600 }
1601
1602
1603
1604 /*
1605  * Display basic info (mostly left of map)
1606  */
1607 static void prt_frame_basic(void)
1608 {
1609         int i;
1610
1611         /* Race and Class */
1612         if (p_ptr->mimic_form)
1613                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1614         else
1615         {
1616                 char str[14];
1617                 my_strcpy(str, rp_ptr->title, sizeof(str));
1618                 prt_field(str, ROW_RACE, COL_RACE);
1619         }
1620 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1621 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1622
1623
1624         /* Title */
1625         prt_title();
1626
1627         /* Level/Experience */
1628         prt_level();
1629         prt_exp();
1630
1631         /* All Stats */
1632         for (i = 0; i < 6; i++) prt_stat(i);
1633
1634         /* Armor */
1635         prt_ac();
1636
1637         /* Hitpoints */
1638         prt_hp();
1639
1640         /* Spellpoints */
1641         prt_sp();
1642
1643         /* Gold */
1644         prt_gold();
1645
1646         /* Current depth */
1647         prt_depth();
1648
1649         /* Special */
1650         health_redraw(FALSE);
1651         health_redraw(TRUE);
1652 }
1653
1654
1655 /*
1656  * Display extra info (mostly below map)
1657  */
1658 static void prt_frame_extra(void)
1659 {
1660         /* Cut/Stun */
1661         prt_cut();
1662         prt_stun();
1663
1664         /* Food */
1665         prt_hunger();
1666
1667         /* State */
1668         prt_state();
1669
1670         /* Speed */
1671         prt_speed();
1672
1673         /* Study spells */
1674         prt_study();
1675
1676         prt_mane();
1677
1678         prt_status();
1679 }
1680
1681
1682 /*
1683  * Hack -- display inventory in sub-windows
1684  */
1685 static void fix_inven(void)
1686 {
1687         int j;
1688
1689         /* Scan windows */
1690         for (j = 0; j < 8; j++)
1691         {
1692                 term *old = Term;
1693
1694                 /* No window */
1695                 if (!angband_term[j]) continue;
1696
1697                 /* No relevant flags */
1698                 if (!(window_flag[j] & (PW_INVEN))) continue;
1699
1700                 /* Activate */
1701                 Term_activate(angband_term[j]);
1702
1703                 /* Display inventory */
1704                 display_inven();
1705
1706                 /* Fresh */
1707                 Term_fresh();
1708
1709                 /* Restore */
1710                 Term_activate(old);
1711         }
1712 }
1713
1714
1715
1716 /*
1717  * Hack -- display equipment in sub-windows
1718  */
1719 static void fix_equip(void)
1720 {
1721         int j;
1722
1723         /* Scan windows */
1724         for (j = 0; j < 8; j++)
1725         {
1726                 term *old = Term;
1727
1728                 /* No window */
1729                 if (!angband_term[j]) continue;
1730
1731                 /* No relevant flags */
1732                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1733
1734                 /* Activate */
1735                 Term_activate(angband_term[j]);
1736
1737                 /* Display equipment */
1738                 display_equip();
1739
1740                 /* Fresh */
1741                 Term_fresh();
1742
1743                 /* Restore */
1744                 Term_activate(old);
1745         }
1746 }
1747
1748
1749 /*
1750  * Hack -- display equipment in sub-windows
1751  */
1752 static void fix_spell(void)
1753 {
1754         int j;
1755
1756         /* Scan windows */
1757         for (j = 0; j < 8; j++)
1758         {
1759                 term *old = Term;
1760
1761                 /* No window */
1762                 if (!angband_term[j]) continue;
1763
1764                 /* No relevant flags */
1765                 if (!(window_flag[j] & (PW_SPELL))) continue;
1766
1767                 /* Activate */
1768                 Term_activate(angband_term[j]);
1769
1770                 /* Display spell list */
1771                 display_spell_list();
1772
1773                 /* Fresh */
1774                 Term_fresh();
1775
1776                 /* Restore */
1777                 Term_activate(old);
1778         }
1779 }
1780
1781
1782 /*
1783  * Hack -- display character in sub-windows
1784  */
1785 static void fix_player(void)
1786 {
1787         int j;
1788
1789         /* Scan windows */
1790         for (j = 0; j < 8; j++)
1791         {
1792                 term *old = Term;
1793
1794                 /* No window */
1795                 if (!angband_term[j]) continue;
1796
1797                 /* No relevant flags */
1798                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1799
1800                 /* Activate */
1801                 Term_activate(angband_term[j]);
1802
1803                 update_playtime();
1804
1805                 /* Display player */
1806                 display_player(0);
1807
1808                 /* Fresh */
1809                 Term_fresh();
1810
1811                 /* Restore */
1812                 Term_activate(old);
1813         }
1814 }
1815
1816
1817
1818 /*
1819  * Hack -- display recent messages in sub-windows
1820  *
1821  * XXX XXX XXX Adjust for width and split messages
1822  */
1823 static void fix_message(void)
1824 {
1825         int j, i;
1826         int w, h;
1827         int x, y;
1828
1829         /* Scan windows */
1830         for (j = 0; j < 8; j++)
1831         {
1832                 term *old = Term;
1833
1834                 /* No window */
1835                 if (!angband_term[j]) continue;
1836
1837                 /* No relevant flags */
1838                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1839
1840                 /* Activate */
1841                 Term_activate(angband_term[j]);
1842
1843                 /* Get size */
1844                 Term_get_size(&w, &h);
1845
1846                 /* Dump messages */
1847                 for (i = 0; i < h; i++)
1848                 {
1849                         /* Dump the message on the appropriate line */
1850                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1851
1852                         /* Cursor */
1853                         Term_locate(&x, &y);
1854
1855                         /* Clear to end of line */
1856                         Term_erase(x, y, 255);
1857                 }
1858
1859                 /* Fresh */
1860                 Term_fresh();
1861
1862                 /* Restore */
1863                 Term_activate(old);
1864         }
1865 }
1866
1867
1868 /*
1869  * Hack -- display overhead view in sub-windows
1870  *
1871  * Note that the "player" symbol does NOT appear on the map.
1872  */
1873 static void fix_overhead(void)
1874 {
1875         int j;
1876
1877         int cy, cx;
1878
1879         /* Scan windows */
1880         for (j = 0; j < 8; j++)
1881         {
1882                 term *old = Term;
1883                 int wid, hgt;
1884
1885                 /* No window */
1886                 if (!angband_term[j]) continue;
1887
1888                 /* No relevant flags */
1889                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1890
1891                 /* Activate */
1892                 Term_activate(angband_term[j]);
1893
1894                 /* Full map in too small window is useless  */
1895                 Term_get_size(&wid, &hgt);
1896                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1897                 {
1898                         /* Redraw map */
1899                         display_map(&cy, &cx);
1900
1901                         /* Fresh */
1902                         Term_fresh();
1903                 }
1904
1905                 /* Restore */
1906                 Term_activate(old);
1907         }
1908 }
1909
1910
1911 /*
1912  * Hack -- display dungeon view in sub-windows
1913  */
1914 static void fix_dungeon(void)
1915 {
1916         int j;
1917
1918         /* Scan windows */
1919         for (j = 0; j < 8; j++)
1920         {
1921                 term *old = Term;
1922
1923                 /* No window */
1924                 if (!angband_term[j]) continue;
1925
1926                 /* No relevant flags */
1927                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1928
1929                 /* Activate */
1930                 Term_activate(angband_term[j]);
1931
1932                 /* Redraw dungeon view */
1933                 display_dungeon();
1934
1935                 /* Fresh */
1936                 Term_fresh();
1937
1938                 /* Restore */
1939                 Term_activate(old);
1940         }
1941 }
1942
1943
1944 /*
1945  * Hack -- display monster recall in sub-windows
1946  */
1947 static void fix_monster(void)
1948 {
1949         int j;
1950
1951         /* Scan windows */
1952         for (j = 0; j < 8; j++)
1953         {
1954                 term *old = Term;
1955
1956                 /* No window */
1957                 if (!angband_term[j]) continue;
1958
1959                 /* No relevant flags */
1960                 if (!(window_flag[j] & (PW_MONSTER))) continue;
1961
1962                 /* Activate */
1963                 Term_activate(angband_term[j]);
1964
1965                 /* Display monster race info */
1966                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
1967
1968                 /* Fresh */
1969                 Term_fresh();
1970
1971                 /* Restore */
1972                 Term_activate(old);
1973         }
1974 }
1975
1976
1977 /*
1978  * Hack -- display object recall in sub-windows
1979  */
1980 static void fix_object(void)
1981 {
1982         int j;
1983
1984         /* Scan windows */
1985         for (j = 0; j < 8; j++)
1986         {
1987                 term *old = Term;
1988
1989                 /* No window */
1990                 if (!angband_term[j]) continue;
1991
1992                 /* No relevant flags */
1993                 if (!(window_flag[j] & (PW_OBJECT))) continue;
1994
1995                 /* Activate */
1996                 Term_activate(angband_term[j]);
1997
1998                 /* Display monster race info */
1999                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2000
2001                 /* Fresh */
2002                 Term_fresh();
2003
2004                 /* Restore */
2005                 Term_activate(old);
2006         }
2007 }
2008
2009
2010 /*
2011  * Calculate number of spells player should have, and forget,
2012  * or remember, spells until that number is properly reflected.
2013  *
2014  * Note that this function induces various "status" messages,
2015  * which must be bypasses until the character is created.
2016  */
2017 static void calc_spells(void)
2018 {
2019         int                     i, j, k, levels;
2020         int                     num_allowed;
2021         int                     num_boukyaku = 0;
2022
2023         magic_type              *s_ptr;
2024         int which;
2025         int bonus = 0;
2026
2027
2028         cptr p;
2029
2030         /* Hack -- must be literate */
2031         if (!mp_ptr->spell_book) return;
2032
2033         /* Hack -- wait for creation */
2034         if (!character_generated) return;
2035
2036         /* Hack -- handle "xtra" mode */
2037         if (character_xtra) return;
2038
2039         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2040         {
2041                 p_ptr->new_spells = 0;
2042                 return;
2043         }
2044
2045         p = spell_category_name(mp_ptr->spell_book);
2046
2047         /* Determine the number of spells allowed */
2048         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2049
2050         /* Hack -- no negative spells */
2051         if (levels < 0) levels = 0;
2052
2053         /* Extract total allowed spells */
2054         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2055
2056         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2057         {
2058                 bonus = 4;
2059         }
2060         if (p_ptr->pclass == CLASS_SAMURAI)
2061         {
2062                 num_allowed = 32;
2063         }
2064         else if (p_ptr->realm2 == REALM_NONE)
2065         {
2066                 num_allowed = (num_allowed+1)/2;
2067                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2068         }
2069         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2070         {
2071                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2072         }
2073         else
2074         {
2075                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2076         }
2077
2078         /* Count the number of spells we know */
2079         for (j = 0; j < 64; j++)
2080         {
2081                 /* Count known spells */
2082                 if ((j < 32) ?
2083                     (p_ptr->spell_forgotten1 & (1L << j)) :
2084                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2085                 {
2086                         num_boukyaku++;
2087                 }
2088         }
2089
2090         /* See how many spells we must forget or may learn */
2091         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2092
2093         /* Forget spells which are too hard */
2094         for (i = 63; i >= 0; i--)
2095         {
2096                 /* Efficiency -- all done */
2097                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2098
2099                 /* Access the spell */
2100                 j = p_ptr->spell_order[i];
2101
2102                 /* Skip non-spells */
2103                 if (j >= 99) continue;
2104
2105
2106                 /* Get the spell */
2107                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2108                 {
2109                         if (j < 32)
2110                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2111                         else
2112                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2113                 }
2114                 else if (j < 32)
2115                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2116                 else
2117                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2118
2119                 /* Skip spells we are allowed to know */
2120                 if (s_ptr->slevel <= p_ptr->lev) continue;
2121
2122                 /* Is it known? */
2123                 if ((j < 32) ?
2124                     (p_ptr->spell_learned1 & (1L << j)) :
2125                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2126                 {
2127                         /* Mark as forgotten */
2128                         if (j < 32)
2129                         {
2130                                 p_ptr->spell_forgotten1 |= (1L << j);
2131                                 which = p_ptr->realm1;
2132                         }
2133                         else
2134                         {
2135                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2136                                 which = p_ptr->realm2;
2137                         }
2138
2139                         /* No longer known */
2140                         if (j < 32)
2141                         {
2142                                 p_ptr->spell_learned1 &= ~(1L << j);
2143                                 which = p_ptr->realm1;
2144                         }
2145                         else
2146                         {
2147                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2148                                 which = p_ptr->realm2;
2149                         }
2150
2151                         /* Message */
2152 #ifdef JP
2153                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2154                                    spell_names[technic2magic(which)-1][j%32], p );
2155 #else
2156                         msg_format("You have forgotten the %s of %s.", p,
2157                         spell_names[technic2magic(which)-1][j%32]);
2158 #endif
2159
2160
2161                         /* One more can be learned */
2162                         p_ptr->new_spells++;
2163                 }
2164         }
2165
2166
2167         /* Forget spells if we know too many spells */
2168         for (i = 63; i >= 0; i--)
2169         {
2170                 /* Stop when possible */
2171                 if (p_ptr->new_spells >= 0) break;
2172
2173                 /* Efficiency -- all done */
2174                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2175
2176                 /* Get the (i+1)th spell learned */
2177                 j = p_ptr->spell_order[i];
2178
2179                 /* Skip unknown spells */
2180                 if (j >= 99) continue;
2181
2182                 /* Forget it (if learned) */
2183                 if ((j < 32) ?
2184                     (p_ptr->spell_learned1 & (1L << j)) :
2185                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2186                 {
2187                         /* Mark as forgotten */
2188                         if (j < 32)
2189                         {
2190                                 p_ptr->spell_forgotten1 |= (1L << j);
2191                                 which = p_ptr->realm1;
2192                         }
2193                         else
2194                         {
2195                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2196                                 which = p_ptr->realm2;
2197                         }
2198
2199                         /* No longer known */
2200                         if (j < 32)
2201                         {
2202                                 p_ptr->spell_learned1 &= ~(1L << j);
2203                                 which = p_ptr->realm1;
2204                         }
2205                         else
2206                         {
2207                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2208                                 which = p_ptr->realm2;
2209                         }
2210
2211                         /* Message */
2212 #ifdef JP
2213                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2214                                    spell_names[technic2magic(which)-1][j%32], p );
2215 #else
2216                         msg_format("You have forgotten the %s of %s.", p,
2217                                    spell_names[technic2magic(which)-1][j%32]);
2218 #endif
2219
2220
2221                         /* One more can be learned */
2222                         p_ptr->new_spells++;
2223                 }
2224         }
2225
2226
2227         /* Check for spells to remember */
2228         for (i = 0; i < 64; i++)
2229         {
2230                 /* None left to remember */
2231                 if (p_ptr->new_spells <= 0) break;
2232
2233                 /* Efficiency -- all done */
2234                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2235
2236                 /* Get the next spell we learned */
2237                 j = p_ptr->spell_order[i];
2238
2239                 /* Skip unknown spells */
2240                 if (j >= 99) break;
2241
2242                 /* Access the spell */
2243                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2244                 {
2245                         if (j < 32)
2246                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2247                         else
2248                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2249                 }
2250                 else if (j<32)
2251                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2252                 else
2253                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2254
2255                 /* Skip spells we cannot remember */
2256                 if (s_ptr->slevel > p_ptr->lev) continue;
2257
2258                 /* First set of spells */
2259                 if ((j < 32) ?
2260                     (p_ptr->spell_forgotten1 & (1L << j)) :
2261                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2262                 {
2263                         /* No longer forgotten */
2264                         if (j < 32)
2265                         {
2266                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2267                                 which = p_ptr->realm1;
2268                         }
2269                         else
2270                         {
2271                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2272                                 which = p_ptr->realm2;
2273                         }
2274
2275                         /* Known once more */
2276                         if (j < 32)
2277                         {
2278                                 p_ptr->spell_learned1 |= (1L << j);
2279                                 which = p_ptr->realm1;
2280                         }
2281                         else
2282                         {
2283                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2284                                 which = p_ptr->realm2;
2285                         }
2286
2287                         /* Message */
2288 #ifdef JP
2289                         msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2290                                    spell_names[technic2magic(which)-1][j%32], p );
2291 #else
2292                         msg_format("You have remembered the %s of %s.",
2293                                    p, spell_names[technic2magic(which)-1][j%32]);
2294 #endif
2295
2296
2297                         /* One less can be learned */
2298                         p_ptr->new_spells--;
2299                 }
2300         }
2301
2302         k = 0;
2303
2304         if (p_ptr->realm2 == REALM_NONE)
2305         {
2306                 /* Count spells that can be learned */
2307                 for (j = 0; j < 32; j++)
2308                 {
2309                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2310                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2311
2312                         /* Skip spells we cannot remember */
2313                         if (s_ptr->slevel > p_ptr->lev) continue;
2314
2315                         /* Skip spells we already know */
2316                         if (p_ptr->spell_learned1 & (1L << j))
2317                         {
2318                                 continue;
2319                         }
2320
2321                         /* Count it */
2322                         k++;
2323                 }
2324                 if (k>32) k = 32;
2325                 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;
2326         }
2327
2328         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2329
2330         /* Spell count changed */
2331         if (p_ptr->old_spells != p_ptr->new_spells)
2332         {
2333                 /* Message if needed */
2334                 if (p_ptr->new_spells)
2335                 {
2336                         /* Message */
2337 #ifdef JP
2338                         if( p_ptr->new_spells < 10 ){
2339                                 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2340                         }else{
2341                                 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2342                         }
2343 #else
2344                         msg_format("You can learn %d more %s%s.",
2345                                    p_ptr->new_spells, p,
2346                                    (p_ptr->new_spells != 1) ? "s" : "");
2347 #endif
2348
2349                 }
2350
2351                 /* Save the new_spells value */
2352                 p_ptr->old_spells = p_ptr->new_spells;
2353
2354                 /* Redraw Study Status */
2355                 p_ptr->redraw |= (PR_STUDY);
2356
2357                 /* Redraw object recall */
2358                 p_ptr->window |= (PW_OBJECT);
2359         }
2360 }
2361
2362
2363 /*
2364  * Calculate maximum mana.  You do not need to know any spells.
2365  * Note that mana is lowered by heavy (or inappropriate) armor.
2366  *
2367  * This function induces status messages.
2368  */
2369 static void calc_mana(void)
2370 {
2371         int             msp, levels, cur_wgt, max_wgt;
2372
2373         object_type     *o_ptr;
2374
2375
2376         /* Hack -- Must be literate */
2377         if (!mp_ptr->spell_book) return;
2378
2379         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2380             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2381             (p_ptr->pclass == CLASS_BLUE_MAGE))
2382         {
2383                 levels = p_ptr->lev;
2384         }
2385         else
2386         {
2387                 if(mp_ptr->spell_first > p_ptr->lev)
2388                 {
2389                         /* Save new mana */
2390                         p_ptr->msp = 0;
2391
2392                         /* Display mana later */
2393                         p_ptr->redraw |= (PR_MANA);
2394                         return;
2395                 }
2396
2397                 /* Extract "effective" player level */
2398                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2399         }
2400
2401         if (p_ptr->pclass == CLASS_SAMURAI)
2402         {
2403                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2404                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2405         }
2406         else
2407         {
2408                 /* Extract total mana */
2409                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2410
2411                 /* Hack -- usually add one mana */
2412                 if (msp) msp++;
2413
2414                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2415
2416                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2417
2418                 /* Hack: High mages have a 25% mana bonus */
2419                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2420
2421                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2422         }
2423
2424         /* Only mages are affected */
2425         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2426         {
2427                 u32b flgs[TR_FLAG_SIZE];
2428
2429                 /* Assume player is not encumbered by gloves */
2430                 p_ptr->cumber_glove = FALSE;
2431
2432                 /* Get the gloves */
2433                 o_ptr = &inventory[INVEN_HANDS];
2434
2435                 /* Examine the gloves */
2436                 object_flags(o_ptr, flgs);
2437
2438                 /* Normal gloves hurt mage-type spells */
2439                 if (o_ptr->k_idx &&
2440                     !(have_flag(flgs, TR_FREE_ACT)) &&
2441                     !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2442                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2443                 {
2444                         /* Encumbered */
2445                         p_ptr->cumber_glove = TRUE;
2446
2447                         /* Reduce mana */
2448                         msp = (3 * msp) / 4;
2449                 }
2450         }
2451
2452
2453         /* Assume player not encumbered by armor */
2454         p_ptr->cumber_armor = FALSE;
2455
2456         /* Weigh the armor */
2457         cur_wgt = 0;
2458         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2459         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2460         cur_wgt += inventory[INVEN_BODY].weight;
2461         cur_wgt += inventory[INVEN_HEAD].weight;
2462         cur_wgt += inventory[INVEN_OUTER].weight;
2463         cur_wgt += inventory[INVEN_HANDS].weight;
2464         cur_wgt += inventory[INVEN_FEET].weight;
2465
2466         /* Subtract a percentage of maximum mana. */
2467         switch (p_ptr->pclass)
2468         {
2469                 /* For these classes, mana is halved if armour 
2470                  * is 30 pounds over their weight limit. */
2471                 case CLASS_MAGE:
2472                 case CLASS_HIGH_MAGE:
2473                 case CLASS_BLUE_MAGE:
2474                 case CLASS_MONK:
2475                 case CLASS_FORCETRAINER:
2476                 case CLASS_SORCERER:
2477                 {
2478                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2479                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2480                         break;
2481                 }
2482
2483                 /* Mana halved if armour is 40 pounds over weight limit. */
2484                 case CLASS_PRIEST:
2485                 case CLASS_BARD:
2486                 case CLASS_TOURIST:
2487                 {
2488                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2489                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2490                         break;
2491                 }
2492
2493                 case CLASS_MINDCRAFTER:
2494                 case CLASS_BEASTMASTER:
2495                 case CLASS_MIRROR_MASTER:
2496                 {
2497                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2498                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2499                         break;
2500                 }
2501
2502                 /* Mana halved if armour is 50 pounds over weight limit. */
2503                 case CLASS_ROGUE:
2504                 case CLASS_RANGER:
2505                 case CLASS_RED_MAGE:
2506                 case CLASS_WARRIOR_MAGE:
2507                 {
2508                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2509                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2510                         break;
2511                 }
2512
2513                 /* Mana halved if armour is 60 pounds over weight limit. */
2514                 case CLASS_PALADIN:
2515                 case CLASS_CHAOS_WARRIOR:
2516                 {
2517                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2518                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2519                         break;
2520                 }
2521
2522                 /* For new classes created, but not yet added to this formula. */
2523                 default:
2524                 {
2525                         break;
2526                 }
2527         }
2528
2529         /* Determine the weight allowance */
2530         max_wgt = mp_ptr->spell_weight;
2531
2532         /* Heavy armor penalizes mana by a percentage.  -LM- */
2533         if ((cur_wgt - max_wgt) > 0)
2534         {
2535                 /* Encumbered */
2536                 p_ptr->cumber_armor = TRUE;
2537
2538                 /* Subtract a percentage of maximum mana. */
2539                 switch (p_ptr->pclass)
2540                 {
2541                         /* For these classes, mana is halved if armour 
2542                          * is 30 pounds over their weight limit. */
2543                         case CLASS_MAGE:
2544                         case CLASS_HIGH_MAGE:
2545                         case CLASS_BLUE_MAGE:
2546                         {
2547                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2548                                 break;
2549                         }
2550
2551                         /* Mana halved if armour is 40 pounds over weight limit. */
2552                         case CLASS_PRIEST:
2553                         case CLASS_MINDCRAFTER:
2554                         case CLASS_BEASTMASTER:
2555                         case CLASS_BARD:
2556                         case CLASS_FORCETRAINER:
2557                         case CLASS_TOURIST:
2558                         case CLASS_MIRROR_MASTER:
2559                         {
2560                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2561                                 break;
2562                         }
2563
2564                         case CLASS_SORCERER:
2565                         {
2566                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2567                                 break;
2568                         }
2569
2570                         /* Mana halved if armour is 50 pounds over weight limit. */
2571                         case CLASS_ROGUE:
2572                         case CLASS_RANGER:
2573                         case CLASS_MONK:
2574                         case CLASS_RED_MAGE:
2575                         {
2576                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2577                                 break;
2578                         }
2579
2580                         /* Mana halved if armour is 60 pounds over weight limit. */
2581                         case CLASS_PALADIN:
2582                         case CLASS_CHAOS_WARRIOR:
2583                         case CLASS_WARRIOR_MAGE:
2584                         {
2585                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2586                                 break;
2587                         }
2588
2589                         case CLASS_SAMURAI:
2590                         {
2591                                 p_ptr->cumber_armor = FALSE;
2592                                 break;
2593                         }
2594
2595                         /* For new classes created, but not yet added to this formula. */
2596                         default:
2597                         {
2598                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2599                                 break;
2600                         }
2601                 }
2602         }
2603
2604         /* Mana can never be negative */
2605         if (msp < 0) msp = 0;
2606
2607
2608         /* Maximum mana has changed */
2609         if (p_ptr->msp != msp)
2610         {
2611                 /* Enforce maximum */
2612                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2613                 {
2614                         p_ptr->csp = msp;
2615                         p_ptr->csp_frac = 0;
2616                 }
2617
2618 #ifdef JP
2619                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2620                 if ((level_up == 1) && (msp > p_ptr->msp))
2621                 {
2622                         msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2623                                    (msp - p_ptr->msp));
2624                 }
2625 #endif
2626                 /* Save new mana */
2627                 p_ptr->msp = msp;
2628
2629                 /* Display mana later */
2630                 p_ptr->redraw |= (PR_MANA);
2631
2632                 /* Window stuff */
2633                 p_ptr->window |= (PW_PLAYER);
2634                 p_ptr->window |= (PW_SPELL);
2635         }
2636
2637
2638         /* Hack -- handle "xtra" mode */
2639         if (character_xtra) return;
2640
2641         /* Take note when "glove state" changes */
2642         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2643         {
2644                 /* Message */
2645                 if (p_ptr->cumber_glove)
2646                 {
2647 #ifdef JP
2648                         msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2649 #else
2650                         msg_print("Your covered hands feel unsuitable for spellcasting.");
2651 #endif
2652
2653                 }
2654                 else
2655                 {
2656 #ifdef JP
2657                         msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2658 #else
2659                         msg_print("Your hands feel more suitable for spellcasting.");
2660 #endif
2661
2662                 }
2663
2664                 /* Save it */
2665                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2666         }
2667
2668
2669         /* Take note when "armor state" changes */
2670         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2671         {
2672                 /* Message */
2673                 if (p_ptr->cumber_armor)
2674                 {
2675 #ifdef JP
2676                         msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤­¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2677 #else
2678                         msg_print("The weight of your equipment encumbers your movement.");
2679 #endif
2680
2681                 }
2682                 else
2683                 {
2684 #ifdef JP
2685                         msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2686 #else
2687                         msg_print("You feel able to move more freely.");
2688 #endif
2689
2690                 }
2691
2692                 /* Save it */
2693                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2694         }
2695 }
2696
2697
2698
2699 /*
2700  * Calculate the players (maximal) hit points
2701  * Adjust current hitpoints if necessary
2702  */
2703 static void calc_hitpoints(void)
2704 {
2705         int bonus, mhp;
2706         byte tmp_hitdie;
2707
2708         /* Un-inflate "half-hitpoint bonus per level" value */
2709         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2710
2711         /* Calculate hitpoints */
2712         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2713
2714         if (p_ptr->mimic_form)
2715         {
2716                 if (p_ptr->pclass == CLASS_SORCERER)
2717                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2718                 else
2719                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2720                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2721         }
2722
2723         if (p_ptr->pclass == CLASS_SORCERER)
2724         {
2725                 if (p_ptr->lev < 30)
2726                         mhp = (mhp * (45+p_ptr->lev) / 100);
2727                 else
2728                         mhp = (mhp * 75 / 100);
2729                 bonus = (bonus * 65 / 100);
2730         }
2731
2732         mhp += bonus;
2733
2734         if (p_ptr->pclass == CLASS_BERSERKER)
2735         {
2736                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2737         }
2738
2739         /* Always have at least one hitpoint per level */
2740         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2741
2742         /* Factor in the hero / superhero settings */
2743         if (IS_HERO()) mhp += 10;
2744         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2745         if (p_ptr->tsuyoshi) mhp += 50;
2746
2747         /* New maximum hitpoints */
2748         if (p_ptr->mhp != mhp)
2749         {
2750                 /* Enforce maximum */
2751                 if (p_ptr->chp >= mhp)
2752                 {
2753                         p_ptr->chp = mhp;
2754                         p_ptr->chp_frac = 0;
2755                 }
2756
2757 #ifdef JP
2758                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2759                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2760                 {
2761                         msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2762                                    (mhp - p_ptr->mhp) );
2763                 }
2764 #endif
2765                 /* Save the new max-hitpoints */
2766                 p_ptr->mhp = mhp;
2767
2768                 /* Display hitpoints (later) */
2769                 p_ptr->redraw |= (PR_HP);
2770
2771                 /* Window stuff */
2772                 p_ptr->window |= (PW_PLAYER);
2773         }
2774 }
2775
2776
2777
2778 /*
2779  * Extract and set the current "lite radius"
2780  *
2781  * SWD: Experimental modification: multiple light sources have additive effect.
2782  *
2783  */
2784 static void calc_torch(void)
2785 {
2786         int i;
2787         object_type *o_ptr;
2788         u32b flgs[TR_FLAG_SIZE];
2789
2790         /* Assume no light */
2791         p_ptr->cur_lite = 0;
2792
2793         /* Loop through all wielded items */
2794         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2795         {
2796                 o_ptr = &inventory[i];
2797
2798                 /* Examine actual lites */
2799                 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2800                 {
2801                         if (o_ptr->name2 == EGO_LITE_DARKNESS)
2802                         {
2803                                 if (o_ptr->sval == SV_LITE_TORCH)
2804                                 {
2805                                         p_ptr->cur_lite -= 1;
2806                                 }
2807
2808                                 /* Lanterns (with fuel) provide more lite */
2809                                 else if (o_ptr->sval == SV_LITE_LANTERN)
2810                                 {
2811                                         p_ptr->cur_lite -= 2;
2812                                 }
2813
2814                                 else if (o_ptr->sval == SV_LITE_FEANOR)
2815                                 {
2816                                         p_ptr->cur_lite -= 3;
2817                                 }
2818                         }
2819                         /* Torches (with fuel) provide some lite */
2820                         else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2821                         {
2822                                 p_ptr->cur_lite += 1;
2823                         }
2824
2825                         /* Lanterns (with fuel) provide more lite */
2826                         else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2827                         {
2828                                 p_ptr->cur_lite += 2;
2829                         }
2830
2831                         else if (o_ptr->sval == SV_LITE_FEANOR)
2832                         {
2833                                 p_ptr->cur_lite += 2;
2834                         }
2835
2836                         /* Artifact Lites provide permanent, bright, lite */
2837                         else if (artifact_p(o_ptr))
2838                         {
2839                                 p_ptr->cur_lite += 3;
2840                         }
2841
2842                         if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2843                 }
2844                 else
2845                 {
2846                         /* Skip empty slots */
2847                         if (!o_ptr->k_idx) continue;
2848
2849                         /* Extract the flags */
2850                         object_flags(o_ptr, flgs);
2851
2852                         /* does this item glow? */
2853                         if (have_flag(flgs, TR_LITE))
2854                         {
2855                                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2856                                 else p_ptr->cur_lite++;
2857                         }
2858                 }
2859
2860         }
2861
2862         /* max radius is 14 (was 5) without rewriting other code -- */
2863         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2864         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2865                 p_ptr->cur_lite = 1;
2866
2867         /*
2868          * check if the player doesn't have light radius, 
2869          * but does weakly glow as an intrinsic.
2870          */
2871         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2872
2873         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2874         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2875
2876         /* end experimental mods */
2877
2878         /* Notice changes in the "lite radius" */
2879         if (p_ptr->old_lite != p_ptr->cur_lite)
2880         {
2881                 /* Update the lite */
2882                 /* Hack -- PU_MON_LITE for monsters' darkness */
2883                 p_ptr->update |= (PU_LITE | PU_MON_LITE);
2884
2885                 /* Update the monsters */
2886                 p_ptr->update |= (PU_MONSTERS);
2887
2888                 /* Remember the old lite */
2889                 p_ptr->old_lite = p_ptr->cur_lite;
2890
2891                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2892                         set_superstealth(FALSE);
2893         }
2894 }
2895
2896
2897
2898 /*
2899  * Computes current weight limit.
2900  */
2901 static int weight_limit(void)
2902 {
2903         int i;
2904
2905         /* Weight limit based only on strength */
2906         i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2907         if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2908
2909         /* Return the result */
2910         return (i);
2911 }
2912
2913
2914 bool buki_motteruka(int i)
2915 {
2916         return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2917 }
2918
2919
2920 /*
2921  * Calculate the players current "state", taking into account
2922  * not only race/class intrinsics, but also objects being worn
2923  * and temporary spell effects.
2924  *
2925  * See also calc_mana() and calc_hitpoints().
2926  *
2927  * Take note of the new "speed code", in particular, a very strong
2928  * player will start slowing down as soon as he reaches 150 pounds,
2929  * but not until he reaches 450 pounds will he be half as fast as
2930  * a normal kobold.  This both hurts and helps the player, hurts
2931  * because in the old days a player could just avoid 300 pounds,
2932  * and helps because now carrying 300 pounds is not very painful.
2933  *
2934  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2935  * damage, since that would affect non-combat things.  These values
2936  * are actually added in later, at the appropriate place.
2937  *
2938  * This function induces various "status" messages.
2939  */
2940 void calc_bonuses(void)
2941 {
2942         int             i, j, hold, neutral[2];
2943         int             new_speed;
2944         int             extra_blows[2];
2945         int             extra_shots;
2946         object_type     *o_ptr;
2947         u32b flgs[TR_FLAG_SIZE];
2948         bool            omoi = FALSE;
2949         bool            yoiyami = FALSE;
2950         bool            down_saving = FALSE;
2951 #if 0
2952         bool            have_dd_s = FALSE, have_dd_t = FALSE;
2953 #endif
2954         bool            have_sw = FALSE, have_kabe = FALSE;
2955         bool            easy_2weapon = FALSE;
2956         bool            riding_ffall = FALSE;
2957         s16b this_o_idx, next_o_idx = 0;
2958         player_race *tmp_rp_ptr;
2959
2960         /* Save the old vision stuff */
2961         bool old_telepathy = p_ptr->telepathy;
2962         bool old_esp_animal = p_ptr->esp_animal;
2963         bool old_esp_undead = p_ptr->esp_undead;
2964         bool old_esp_demon = p_ptr->esp_demon;
2965         bool old_esp_orc = p_ptr->esp_orc;
2966         bool old_esp_troll = p_ptr->esp_troll;
2967         bool old_esp_giant = p_ptr->esp_giant;
2968         bool old_esp_dragon = p_ptr->esp_dragon;
2969         bool old_esp_human = p_ptr->esp_human;
2970         bool old_esp_evil = p_ptr->esp_evil;
2971         bool old_esp_good = p_ptr->esp_good;
2972         bool old_esp_nonliving = p_ptr->esp_nonliving;
2973         bool old_esp_unique = p_ptr->esp_unique;
2974         bool old_see_inv = p_ptr->see_inv;
2975         bool old_mighty_throw = p_ptr->mighty_throw;
2976
2977         /* Save the old armor class */
2978         bool old_dis_ac = p_ptr->dis_ac;
2979         bool old_dis_to_a = p_ptr->dis_to_a;
2980
2981
2982         /* Clear extra blows/shots */
2983         extra_blows[0] = extra_blows[1] = extra_shots = 0;
2984
2985         /* Clear the stat modifiers */
2986         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
2987
2988
2989         /* Clear the Displayed/Real armor class */
2990         p_ptr->dis_ac = p_ptr->ac = 0;
2991
2992         /* Clear the Displayed/Real Bonuses */
2993         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
2994         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
2995         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
2996         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
2997         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
2998         p_ptr->dis_to_a = p_ptr->to_a = 0;
2999         p_ptr->to_h_m = 0;
3000         p_ptr->to_d_m = 0;
3001
3002         p_ptr->to_m_chance = 0;
3003
3004         /* Clear the Extra Dice Bonuses */
3005         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3006         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3007
3008         /* Start with "normal" speed */
3009         new_speed = 110;
3010
3011         /* Start with a single blow per turn */
3012         p_ptr->num_blow[0] = 1;
3013         p_ptr->num_blow[1] = 1;
3014
3015         /* Start with a single shot per turn */
3016         p_ptr->num_fire = 100;
3017
3018         /* Reset the "xtra" tval */
3019         p_ptr->tval_xtra = 0;
3020
3021         /* Reset the "ammo" tval */
3022         p_ptr->tval_ammo = 0;
3023
3024         /* Clear all the flags */
3025         p_ptr->cursed = 0L;
3026         p_ptr->bless_blade = FALSE;
3027         p_ptr->xtra_might = FALSE;
3028         p_ptr->impact[0] = FALSE;
3029         p_ptr->impact[1] = FALSE;
3030         p_ptr->pass_wall = FALSE;
3031         p_ptr->kill_wall = FALSE;
3032         p_ptr->dec_mana = FALSE;
3033         p_ptr->easy_spell = FALSE;
3034         p_ptr->heavy_spell = FALSE;
3035         p_ptr->see_inv = FALSE;
3036         p_ptr->free_act = FALSE;
3037         p_ptr->slow_digest = FALSE;
3038         p_ptr->regenerate = FALSE;
3039         p_ptr->can_swim = FALSE;
3040         p_ptr->ffall = FALSE;
3041         p_ptr->hold_life = FALSE;
3042         p_ptr->telepathy = FALSE;
3043         p_ptr->esp_animal = FALSE;
3044         p_ptr->esp_undead = FALSE;
3045         p_ptr->esp_demon = FALSE;
3046         p_ptr->esp_orc = FALSE;
3047         p_ptr->esp_troll = FALSE;
3048         p_ptr->esp_giant = FALSE;
3049         p_ptr->esp_dragon = FALSE;
3050         p_ptr->esp_human = FALSE;
3051         p_ptr->esp_evil = FALSE;
3052         p_ptr->esp_good = FALSE;
3053         p_ptr->esp_nonliving = FALSE;
3054         p_ptr->esp_unique = FALSE;
3055         p_ptr->lite = FALSE;
3056         p_ptr->sustain_str = FALSE;
3057         p_ptr->sustain_int = FALSE;
3058         p_ptr->sustain_wis = FALSE;
3059         p_ptr->sustain_con = FALSE;
3060         p_ptr->sustain_dex = FALSE;
3061         p_ptr->sustain_chr = FALSE;
3062         p_ptr->resist_acid = FALSE;
3063         p_ptr->resist_elec = FALSE;
3064         p_ptr->resist_fire = FALSE;
3065         p_ptr->resist_cold = FALSE;
3066         p_ptr->resist_pois = FALSE;
3067         p_ptr->resist_conf = FALSE;
3068         p_ptr->resist_sound = FALSE;
3069         p_ptr->resist_lite = FALSE;
3070         p_ptr->resist_dark = FALSE;
3071         p_ptr->resist_chaos = FALSE;
3072         p_ptr->resist_disen = FALSE;
3073         p_ptr->resist_shard = FALSE;
3074         p_ptr->resist_nexus = FALSE;
3075         p_ptr->resist_blind = FALSE;
3076         p_ptr->resist_neth = FALSE;
3077         p_ptr->resist_time = FALSE;
3078         p_ptr->resist_fear = FALSE;
3079         p_ptr->reflect = FALSE;
3080         p_ptr->sh_fire = FALSE;
3081         p_ptr->sh_elec = FALSE;
3082         p_ptr->sh_cold = FALSE;
3083         p_ptr->anti_magic = FALSE;
3084         p_ptr->anti_tele = FALSE;
3085         p_ptr->warning = FALSE;
3086         p_ptr->mighty_throw = FALSE;
3087         p_ptr->see_nocto = FALSE;
3088
3089         p_ptr->immune_acid = FALSE;
3090         p_ptr->immune_elec = FALSE;
3091         p_ptr->immune_fire = FALSE;
3092         p_ptr->immune_cold = FALSE;
3093
3094         p_ptr->ryoute = FALSE;
3095         p_ptr->migite = FALSE;
3096         p_ptr->hidarite = FALSE;
3097         p_ptr->no_flowed = FALSE;
3098
3099         p_ptr->align = friend_align;
3100
3101         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3102         else tmp_rp_ptr = &race_info[p_ptr->prace];
3103
3104         /* Base infravision (purely racial) */
3105         p_ptr->see_infra = tmp_rp_ptr->infra;
3106
3107         /* Base skill -- disarming */
3108         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3109
3110         /* Base skill -- magic devices */
3111         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3112
3113         /* Base skill -- saving throw */
3114         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3115
3116         /* Base skill -- stealth */
3117         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3118
3119         /* Base skill -- searching ability */
3120         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3121
3122         /* Base skill -- searching frequency */
3123         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3124
3125         /* Base skill -- combat (normal) */
3126         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3127
3128         /* Base skill -- combat (shooting) */
3129         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3130
3131         /* Base skill -- combat (throwing) */
3132         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3133
3134         /* Base skill -- digging */
3135         p_ptr->skill_dig = 0;
3136
3137         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;
3138         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;
3139         if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3140         if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3141
3142         if (p_ptr->special_defense & KAMAE_MASK)
3143         {
3144                 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
3145                 {
3146                         set_action(ACTION_NONE);
3147                 }
3148         }
3149
3150         switch (p_ptr->pclass)
3151         {
3152                 case CLASS_WARRIOR:
3153                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3154                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3155                         break;
3156                 case CLASS_PALADIN:
3157                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3158                         break;
3159                 case CLASS_CHAOS_WARRIOR:
3160                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3161                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3162                         break;
3163                 case CLASS_MINDCRAFTER:
3164                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3165                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3166                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3167                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3168                         break;
3169                 case CLASS_MONK:
3170                 case CLASS_FORCETRAINER:
3171                         /* Unencumbered Monks become faster every 10 levels */
3172                         if (!(heavy_armor()))
3173                         {
3174                                 if (!(prace_is_(RACE_KLACKON) ||
3175                                       prace_is_(RACE_SPRITE) ||
3176                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3177                                         new_speed += (p_ptr->lev) / 10;
3178
3179                                 /* Free action if unencumbered at level 25 */
3180                                 if  (p_ptr->lev > 24)
3181                                         p_ptr->free_act = TRUE;
3182                         }
3183                         break;
3184                 case CLASS_SORCERER:
3185                         p_ptr->to_a -= 50;
3186                         p_ptr->dis_to_a -= 50;
3187                         break;
3188                 case CLASS_BARD:
3189                         p_ptr->resist_sound = TRUE;
3190                         break;
3191                 case CLASS_SAMURAI:
3192                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3193                         break;
3194                 case CLASS_BERSERKER:
3195                         p_ptr->shero = 1;
3196                         p_ptr->sustain_str = TRUE;
3197                         p_ptr->sustain_dex = TRUE;
3198                         p_ptr->sustain_con = TRUE;
3199                         p_ptr->regenerate = TRUE;
3200                         p_ptr->free_act = TRUE;
3201                         new_speed += 2;
3202                         if (p_ptr->lev > 29) new_speed++;
3203                         if (p_ptr->lev > 39) new_speed++;
3204                         if (p_ptr->lev > 44) new_speed++;
3205                         if (p_ptr->lev > 49) new_speed++;
3206                         p_ptr->to_a += 10+p_ptr->lev/2;
3207                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3208                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3209                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3210                         p_ptr->redraw |= PR_STATUS;
3211                         break;
3212                 case CLASS_MIRROR_MASTER:
3213                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3214                         break;
3215                 case CLASS_NINJA:
3216                         /* Unencumbered Ninjas become faster every 10 levels */
3217                         if (heavy_armor())
3218                         {
3219                                 new_speed -= (p_ptr->lev) / 10;
3220                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3221                         }
3222                         else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3223                         {
3224                                 new_speed += 3;
3225                                 if (!(prace_is_(RACE_KLACKON) ||
3226                                       prace_is_(RACE_SPRITE) ||
3227                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3228                                         new_speed += (p_ptr->lev) / 10;
3229                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3230
3231                                 /* Free action if unencumbered at level 25 */
3232                                 if  (p_ptr->lev > 24)
3233                                         p_ptr->free_act = TRUE;
3234                         }
3235                         if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3236                         {
3237                                 p_ptr->to_a += p_ptr->lev/2+5;
3238                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3239                         }
3240                         p_ptr->slow_digest = TRUE;
3241                         p_ptr->resist_fear = TRUE;
3242                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3243                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3244                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3245                         if (p_ptr->lev > 44)
3246                         {
3247                                 p_ptr->oppose_pois = 1;
3248                                 p_ptr->redraw |= PR_STATUS;
3249                         }
3250                         p_ptr->see_nocto = TRUE;
3251                         break;
3252         }
3253
3254         /***** Races ****/
3255         if (p_ptr->mimic_form)
3256         {
3257                 switch (p_ptr->mimic_form)
3258                 {
3259                 case MIMIC_DEMON:
3260                         p_ptr->hold_life = TRUE;
3261                         p_ptr->resist_chaos = TRUE;
3262                         p_ptr->resist_neth = TRUE;
3263                         p_ptr->resist_fire = TRUE;
3264                         p_ptr->oppose_fire = 1;
3265                         p_ptr->see_inv=TRUE;
3266                         new_speed += 3;
3267                         p_ptr->redraw |= PR_STATUS;
3268                         p_ptr->to_a += 10;
3269                         p_ptr->dis_to_a += 10;
3270                         p_ptr->align -= 200;
3271                         break;
3272                 case MIMIC_DEMON_LORD:
3273                         p_ptr->hold_life = TRUE;
3274                         p_ptr->resist_chaos = TRUE;
3275                         p_ptr->resist_neth = TRUE;
3276                         p_ptr->immune_fire = TRUE;
3277                         p_ptr->resist_acid = TRUE;
3278                         p_ptr->resist_fire = TRUE;
3279                         p_ptr->resist_cold = TRUE;
3280                         p_ptr->resist_elec = TRUE;
3281                         p_ptr->resist_pois = TRUE;
3282                         p_ptr->resist_conf = TRUE;
3283                         p_ptr->resist_disen = TRUE;
3284                         p_ptr->resist_nexus = TRUE;
3285                         p_ptr->resist_fear = TRUE;
3286                         p_ptr->sh_fire = TRUE;
3287                         p_ptr->see_inv = TRUE;
3288                         p_ptr->telepathy = TRUE;
3289                         p_ptr->ffall = TRUE;
3290                         p_ptr->kill_wall = TRUE;
3291                         new_speed += 5;
3292                         p_ptr->to_a += 20;
3293                         p_ptr->dis_to_a += 20;
3294                         p_ptr->align -= 200;
3295                         break;
3296                 case MIMIC_VAMPIRE:
3297                         p_ptr->resist_dark = TRUE;
3298                         p_ptr->hold_life = TRUE;
3299                         p_ptr->resist_neth = TRUE;
3300                         p_ptr->resist_cold = TRUE;
3301                         p_ptr->resist_pois = TRUE;
3302                         p_ptr->see_inv = TRUE;
3303                         new_speed += 3;
3304                         p_ptr->to_a += 10;
3305                         p_ptr->dis_to_a += 10;
3306                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3307                         break;
3308                 }
3309         }
3310         else
3311         {
3312                 switch (p_ptr->prace)
3313                 {
3314                 case RACE_ELF:
3315                         p_ptr->resist_lite = TRUE;
3316                         break;
3317                 case RACE_HOBBIT:
3318                         p_ptr->hold_life = TRUE;
3319                         break;
3320                 case RACE_GNOME:
3321                         p_ptr->free_act = TRUE;
3322                         break;
3323                 case RACE_DWARF:
3324                         p_ptr->resist_blind = TRUE;
3325                         break;
3326                 case RACE_HALF_ORC:
3327                         p_ptr->resist_dark = TRUE;
3328                         break;
3329                 case RACE_HALF_TROLL:
3330                         p_ptr->sustain_str = TRUE;
3331
3332                         if (p_ptr->lev > 14)
3333                         {
3334                                 /* High level trolls heal fast... */
3335                                 p_ptr->regenerate = TRUE;
3336
3337                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3338                                 {
3339                                         p_ptr->slow_digest = TRUE;
3340                                         /* Let's not make Regeneration
3341                                          * a disadvantage for the poor warriors who can
3342                                          * never learn a spell that satisfies hunger (actually
3343                                          * neither can rogues, but half-trolls are not
3344                                          * supposed to play rogues) */
3345                                 }
3346                         }
3347                         break;
3348                 case RACE_AMBERITE:
3349                         p_ptr->sustain_con = TRUE;
3350                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3351                         break;
3352                 case RACE_HIGH_ELF:
3353                         p_ptr->resist_lite = TRUE;
3354                         p_ptr->see_inv = TRUE;
3355                         break;
3356                 case RACE_BARBARIAN:
3357                         p_ptr->resist_fear = TRUE;
3358                         break;
3359                 case RACE_HALF_OGRE:
3360                         p_ptr->resist_dark = TRUE;
3361                         p_ptr->sustain_str = TRUE;
3362                         break;
3363                 case RACE_HALF_GIANT:
3364                         p_ptr->sustain_str = TRUE;
3365                         p_ptr->resist_shard = TRUE;
3366                         break;
3367                 case RACE_HALF_TITAN:
3368                         p_ptr->resist_chaos = TRUE;
3369                         break;
3370                 case RACE_CYCLOPS:
3371                         p_ptr->resist_sound = TRUE;
3372                         break;
3373                 case RACE_YEEK:
3374                         p_ptr->resist_acid = TRUE;
3375                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3376                         break;
3377                 case RACE_KLACKON:
3378                         p_ptr->resist_conf = TRUE;
3379                         p_ptr->resist_acid = TRUE;
3380
3381                         /* Klackons become faster */
3382                         new_speed += (p_ptr->lev) / 10;
3383                         break;
3384                 case RACE_KOBOLD:
3385                         p_ptr->resist_pois = TRUE;
3386                         break;
3387                 case RACE_NIBELUNG:
3388                         p_ptr->resist_disen = TRUE;
3389                         p_ptr->resist_dark = TRUE;
3390                         break;
3391                 case RACE_DARK_ELF:
3392                         p_ptr->resist_dark = TRUE;
3393                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3394                         break;
3395                 case RACE_DRACONIAN:
3396                         p_ptr->ffall = TRUE;
3397                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3398                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3399                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3400                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3401                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3402                         break;
3403                 case RACE_MIND_FLAYER:
3404                         p_ptr->sustain_int = TRUE;
3405                         p_ptr->sustain_wis = TRUE;
3406                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3407                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3408                         break;
3409                 case RACE_IMP:
3410                         p_ptr->resist_fire = TRUE;
3411                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3412                         break;
3413                 case RACE_GOLEM:
3414                         p_ptr->slow_digest = TRUE;
3415                         p_ptr->free_act = TRUE;
3416                         p_ptr->see_inv = TRUE;
3417                         p_ptr->resist_pois = TRUE;
3418                         if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3419                         break;
3420                 case RACE_SKELETON:
3421                         p_ptr->resist_shard = TRUE;
3422                         p_ptr->hold_life = TRUE;
3423                         p_ptr->see_inv = TRUE;
3424                         p_ptr->resist_pois = TRUE;
3425                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3426                         break;
3427                 case RACE_ZOMBIE:
3428                         p_ptr->resist_neth = TRUE;
3429                         p_ptr->hold_life = TRUE;
3430                         p_ptr->see_inv = TRUE;
3431                         p_ptr->resist_pois = TRUE;
3432                         p_ptr->slow_digest = TRUE;
3433                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3434                         break;
3435                 case RACE_VAMPIRE:
3436                         p_ptr->resist_dark = TRUE;
3437                         p_ptr->hold_life = TRUE;
3438                         p_ptr->resist_neth = TRUE;
3439                         p_ptr->resist_cold = TRUE;
3440                         p_ptr->resist_pois = TRUE;
3441                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3442                         break;
3443                 case RACE_SPECTRE:
3444                         p_ptr->ffall = TRUE;
3445                         p_ptr->free_act = TRUE;
3446                         p_ptr->resist_neth = TRUE;
3447                         p_ptr->hold_life = TRUE;
3448                         p_ptr->see_inv = TRUE;
3449                         p_ptr->resist_pois = TRUE;
3450                         p_ptr->slow_digest = TRUE;
3451                         p_ptr->resist_cold = TRUE;
3452                         p_ptr->pass_wall = TRUE;
3453                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3454                         break;
3455                 case RACE_SPRITE:
3456                         p_ptr->ffall = TRUE;
3457                         p_ptr->resist_lite = TRUE;
3458
3459                         /* Sprites become faster */
3460                         new_speed += (p_ptr->lev) / 10;
3461                         break;
3462                 case RACE_BEASTMAN:
3463                         p_ptr->resist_conf  = TRUE;
3464                         p_ptr->resist_sound = TRUE;
3465                         break;
3466                 case RACE_ENT:
3467                         /* Ents dig like maniacs, but only with their hands. */
3468                         if (!inventory[INVEN_RARM].k_idx) 
3469                                 p_ptr->skill_dig += p_ptr->lev * 10;
3470                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3471                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3472                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3473                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3474
3475                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3476                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3477                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3478
3479                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3480                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3481                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3482                         break;
3483                 case RACE_ANGEL:
3484                         p_ptr->ffall = TRUE;
3485                         p_ptr->see_inv = TRUE;
3486                         p_ptr->align += 200;
3487                         break;
3488                 case RACE_DEMON:
3489                         p_ptr->resist_fire  = TRUE;
3490                         p_ptr->resist_neth  = TRUE;
3491                         p_ptr->hold_life = TRUE;
3492                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3493                         if (p_ptr->lev > 44)
3494                         {
3495                                 p_ptr->oppose_fire = 1;
3496                                 p_ptr->redraw |= PR_STATUS;
3497                         }
3498                         p_ptr->align -= 200;
3499                         break;
3500                 case RACE_DUNADAN:
3501                         p_ptr->sustain_con = TRUE;
3502                         break;
3503                 case RACE_S_FAIRY:
3504                         p_ptr->ffall = TRUE;
3505                         break;
3506                 case RACE_KUTA:
3507                         p_ptr->resist_conf = TRUE;
3508                         break;
3509                 case RACE_ANDROID:
3510                         p_ptr->slow_digest = TRUE;
3511                         p_ptr->free_act = TRUE;
3512                         p_ptr->resist_pois = TRUE;
3513                         p_ptr->hold_life = TRUE;
3514                         break;
3515                 default:
3516                         /* Do nothing */
3517                         ;
3518                 }
3519         }
3520
3521         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3522         {
3523                 p_ptr->see_inv = TRUE;
3524                 p_ptr->free_act = TRUE;
3525                 p_ptr->slow_digest = TRUE;
3526                 p_ptr->regenerate = TRUE;
3527                 p_ptr->ffall = TRUE;
3528                 p_ptr->hold_life = TRUE;
3529                 p_ptr->telepathy = TRUE;
3530                 p_ptr->lite = TRUE;
3531                 p_ptr->sustain_str = TRUE;
3532                 p_ptr->sustain_int = TRUE;
3533                 p_ptr->sustain_wis = TRUE;
3534                 p_ptr->sustain_con = TRUE;
3535                 p_ptr->sustain_dex = TRUE;
3536                 p_ptr->sustain_chr = TRUE;
3537                 p_ptr->resist_acid = TRUE;
3538                 p_ptr->resist_elec = TRUE;
3539                 p_ptr->resist_fire = TRUE;
3540                 p_ptr->resist_cold = TRUE;
3541                 p_ptr->resist_pois = TRUE;
3542                 p_ptr->resist_conf = TRUE;
3543                 p_ptr->resist_sound = TRUE;
3544                 p_ptr->resist_lite = TRUE;
3545                 p_ptr->resist_dark = TRUE;
3546                 p_ptr->resist_chaos = TRUE;
3547                 p_ptr->resist_disen = TRUE;
3548                 p_ptr->resist_shard = TRUE;
3549                 p_ptr->resist_nexus = TRUE;
3550                 p_ptr->resist_blind = TRUE;
3551                 p_ptr->resist_neth = TRUE;
3552                 p_ptr->resist_fear = TRUE;
3553                 p_ptr->reflect = TRUE;
3554                 p_ptr->sh_fire = TRUE;
3555                 p_ptr->sh_elec = TRUE;
3556                 p_ptr->sh_cold = TRUE;
3557                 p_ptr->to_a += 100;
3558                 p_ptr->dis_to_a += 100;
3559         }
3560         /* Temporary shield */
3561         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3562         {
3563                 p_ptr->to_a += 50;
3564                 p_ptr->dis_to_a += 50;
3565         }
3566
3567         if (p_ptr->tim_res_nether)
3568         {
3569                 p_ptr->resist_neth = TRUE;
3570         }
3571         if (p_ptr->tim_sh_fire)
3572         {
3573                 p_ptr->sh_fire = TRUE;
3574         }
3575         if (p_ptr->tim_res_time)
3576         {
3577                 p_ptr->resist_time = TRUE;
3578         }
3579
3580         /* Sexy Gal */
3581         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3582         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3583         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3584         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3585
3586         /* Lucky man */
3587         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3588
3589         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3590         {
3591                 p_ptr->resist_blind = TRUE;
3592                 p_ptr->resist_conf  = TRUE;
3593                 p_ptr->hold_life = TRUE;
3594                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3595
3596                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3597                         /* Munchkin become faster */
3598                         new_speed += (p_ptr->lev) / 10 + 5;
3599         }
3600
3601         if (music_singing(MUSIC_WALL))
3602         {
3603                 p_ptr->kill_wall = TRUE;
3604         }
3605
3606         /* Hack -- apply racial/class stat maxes */
3607         /* Apply the racial modifiers */
3608         for (i = 0; i < 6; i++)
3609         {
3610                 /* Modify the stats for "race" */
3611                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3612         }
3613
3614
3615         /* I'm adding the mutations here for the lack of a better place... */
3616         if (p_ptr->muta3)
3617         {
3618                 /* Hyper Strength */
3619                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3620                 {
3621                         p_ptr->stat_add[A_STR] += 4;
3622                 }
3623
3624                 /* Puny */
3625                 if (p_ptr->muta3 & MUT3_PUNY)
3626                 {
3627                         p_ptr->stat_add[A_STR] -= 4;
3628                 }
3629
3630                 /* Living computer */
3631                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3632                 {
3633                         p_ptr->stat_add[A_INT] += 4;
3634                         p_ptr->stat_add[A_WIS] += 4;
3635                 }
3636
3637                 /* Moronic */
3638                 if (p_ptr->muta3 & MUT3_MORONIC)
3639                 {
3640                         p_ptr->stat_add[A_INT] -= 4;
3641                         p_ptr->stat_add[A_WIS] -= 4;
3642                 }
3643
3644                 if (p_ptr->muta3 & MUT3_RESILIENT)
3645                 {
3646                         p_ptr->stat_add[A_CON] += 4;
3647                 }
3648
3649                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3650                 {
3651                         p_ptr->stat_add[A_CON] += 2;
3652                         new_speed -= 2;
3653                 }
3654
3655                 if (p_ptr->muta3 & MUT3_ALBINO)
3656                 {
3657                         p_ptr->stat_add[A_CON] -= 4;
3658                 }
3659
3660                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3661                 {
3662                         p_ptr->stat_add[A_CON] -= 2;
3663                         p_ptr->stat_add[A_CHR] -= 1;
3664                         p_ptr->regenerate = FALSE;
3665                         /* Cancel innate regeneration */
3666                 }
3667
3668                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3669                 {
3670                         p_ptr->stat_add[A_CHR] -= 4;
3671                 }
3672
3673                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3674                 {
3675                         p_ptr->stat_add[A_CHR] -= 1;
3676                 }
3677
3678                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3679                 {
3680                         p_ptr->skill_fos += 15;
3681                         p_ptr->skill_srh += 15;
3682                 }
3683
3684                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3685                 {
3686                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3687                 }
3688
3689                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3690                 {
3691                         p_ptr->skill_stl -= 3;
3692                 }
3693
3694                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3695                 {
3696                         p_ptr->see_infra += 3;
3697                 }
3698
3699                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3700                 {
3701                         new_speed += 3;
3702                 }
3703
3704                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3705                 {
3706                         new_speed -= 3;
3707                 }
3708
3709                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3710                 {
3711                         p_ptr->sh_elec = TRUE;
3712                 }
3713
3714                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3715                 {
3716                         p_ptr->sh_fire = TRUE;
3717                         p_ptr->lite = TRUE;
3718                 }
3719
3720                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3721                 {
3722                         p_ptr->stat_add[A_CHR] -= 2;
3723                         p_ptr->to_a += 5;
3724                         p_ptr->dis_to_a += 5;
3725                 }
3726
3727                 if (p_ptr->muta3 & MUT3_SCALES)
3728                 {
3729                         p_ptr->stat_add[A_CHR] -= 1;
3730                         p_ptr->to_a += 10;
3731                         p_ptr->dis_to_a += 10;
3732                 }
3733
3734                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3735                 {
3736                         p_ptr->stat_add[A_DEX] -= 1;
3737                         p_ptr->to_a += 25;
3738                         p_ptr->dis_to_a += 25;
3739                 }
3740
3741                 if (p_ptr->muta3 & MUT3_WINGS)
3742                 {
3743                         p_ptr->ffall = TRUE;
3744                 }
3745
3746                 if (p_ptr->muta3 & MUT3_FEARLESS)
3747                 {
3748                         p_ptr->resist_fear = TRUE;
3749                 }
3750
3751                 if (p_ptr->muta3 & MUT3_REGEN)
3752                 {
3753                         p_ptr->regenerate = TRUE;
3754                 }
3755
3756                 if (p_ptr->muta3 & MUT3_ESP)
3757                 {
3758                         p_ptr->telepathy = TRUE;
3759                 }
3760
3761                 if (p_ptr->muta3 & MUT3_LIMBER)
3762                 {
3763                         p_ptr->stat_add[A_DEX] += 3;
3764                 }
3765
3766                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3767                 {
3768                         p_ptr->stat_add[A_DEX] -= 3;
3769                 }
3770
3771                 if (p_ptr->muta3 & MUT3_MOTION)
3772                 {
3773                         p_ptr->free_act = TRUE;
3774                         p_ptr->skill_stl += 1;
3775                 }
3776
3777                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3778                 {
3779                         p_ptr->stat_add[A_CHR] = 0;
3780                 }
3781         }
3782
3783         if (p_ptr->tsuyoshi)
3784         {
3785                 p_ptr->stat_add[A_STR] += 4;
3786                 p_ptr->stat_add[A_CON] += 4;
3787         }
3788
3789         /* Scan the usable inventory */
3790         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3791         {
3792                 int bonus_to_h, bonus_to_d;
3793                 o_ptr = &inventory[i];
3794
3795                 /* Skip non-objects */
3796                 if (!o_ptr->k_idx) continue;
3797
3798                 /* Extract the item flags */
3799                 object_flags(o_ptr, flgs);
3800
3801                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3802                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3803
3804                 /* Affect stats */
3805                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3806                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3807                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3808                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3809                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3810                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3811
3812                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
3813
3814                 /* Affect stealth */
3815                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3816
3817                 /* Affect searching ability (factor of five) */
3818                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3819
3820                 /* Affect searching frequency (factor of five) */
3821                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3822
3823                 /* Affect infravision */
3824                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3825
3826                 /* Affect digging (factor of 20) */
3827                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3828
3829                 /* Affect speed */
3830                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3831
3832                 /* Affect blows */
3833                 if (have_flag(flgs, TR_BLOWS))
3834                 {
3835                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3836                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3837                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3838                 }
3839
3840                 /* Hack -- cause earthquakes */
3841                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3842
3843                 /* Boost shots */
3844                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3845
3846                 /* Various flags */
3847                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
3848                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
3849                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
3850                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
3851                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
3852                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
3853                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3854                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
3855                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
3856                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
3857                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
3858                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
3859                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
3860                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
3861                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
3862                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
3863                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
3864                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
3865                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
3866                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3867                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
3868
3869                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
3870                 if (have_flag(flgs, TR_FEATHER))     p_ptr->ffall = TRUE;
3871                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
3872                 if (have_flag(flgs, TR_HOLD_LIFE))   p_ptr->hold_life = TRUE;
3873                 if (have_flag(flgs, TR_WARNING)){
3874                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
3875                           p_ptr->warning = TRUE;
3876                 }
3877
3878                 if (have_flag(flgs, TR_TELEPORT))
3879                 {
3880                         if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3881                         else
3882                         {
3883                                 cptr insc = quark_str(o_ptr->inscription);
3884
3885                                 if (o_ptr->inscription && my_strchr(insc, '.'))
3886                                 {
3887                                         /*
3888                                          * {.} will stop random teleportation.
3889                                          */
3890                                 }
3891                                 else
3892                                 {
3893                                         /* Controlled random teleportation */
3894                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
3895                                 }
3896                         }
3897                 }
3898
3899                 /* Immunity flags */
3900                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3901                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3902                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3903                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3904
3905                 /* Resistance flags */
3906                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
3907                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
3908                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
3909                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
3910                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
3911                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
3912                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
3913                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
3914                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
3915                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
3916                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
3917                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
3918                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3919                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
3920                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
3921                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3922
3923                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
3924                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
3925                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
3926                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
3927                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3928                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
3929
3930                 /* Sustain flags */
3931                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3932                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3933                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3934                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3935                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3936                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3937
3938                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3939                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
3940                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
3941                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
3942                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
3943                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
3944                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
3945
3946                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3947                 {
3948                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3949                         {
3950                                 p_ptr->to_m_chance += 10;
3951                         }
3952                         else
3953                         {
3954                                 p_ptr->to_m_chance += 3;
3955                         }
3956                 }
3957
3958                 if (o_ptr->tval == TV_CAPTURE) continue;
3959
3960                 /* Modify the base armor class */
3961                 p_ptr->ac += o_ptr->ac;
3962
3963                 /* The base armor class is always known */
3964                 p_ptr->dis_ac += o_ptr->ac;
3965
3966                 /* Apply the bonuses to armor class */
3967                 p_ptr->to_a += o_ptr->to_a;
3968
3969                 /* Apply the mental bonuses to armor class, if known */
3970                 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
3971
3972                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
3973                 {
3974                         int slot = i - INVEN_RARM;
3975                         if (slot < 2)
3976                         {
3977                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3978                                 {
3979                                         p_ptr->to_h[slot] -= 15;
3980                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
3981                                 }
3982                                 else
3983                                 {
3984                                         p_ptr->to_h[slot] -= 5;
3985                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
3986                                 }
3987                         }
3988                         else
3989                         {
3990                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3991                                 {
3992                                         p_ptr->to_h_b -= 15;
3993                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
3994                                 }
3995                                 else
3996                                 {
3997                                         p_ptr->to_h_b -= 5;
3998                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
3999                                 }
4000                         }
4001                 }
4002
4003                 if (o_ptr->curse_flags & TRC_LOW_AC)
4004                 {
4005                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4006                         {
4007                                 p_ptr->to_a -= 30;
4008                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4009                         }
4010                         else
4011                         {
4012                                 p_ptr->to_a -= 10;
4013                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4014                         }
4015                 }
4016
4017                 /* Hack -- do not apply "weapon" bonuses */
4018                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4019                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4020
4021                 /* Hack -- do not apply "bow" bonuses */
4022                 if (i == INVEN_BOW) continue;
4023
4024                 bonus_to_h = o_ptr->to_h;
4025                 bonus_to_d = o_ptr->to_d;
4026
4027                 if (p_ptr->pclass == CLASS_NINJA)
4028                 {
4029                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4030                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4031                 }
4032
4033                 /* To Bow and Natural attack */
4034
4035                 /* Apply the bonuses to hit/damage */
4036                 p_ptr->to_h_b += bonus_to_h;
4037                 p_ptr->to_h_m += bonus_to_h;
4038                 p_ptr->to_d_m += bonus_to_d;
4039
4040                 /* Apply the mental bonuses tp hit/damage, if known */
4041                 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4042
4043                 /* To Melee */
4044                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4045                 {
4046                         /* Apply the bonuses to hit/damage */
4047                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4048                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4049
4050                         /* Apply the mental bonuses tp hit/damage, if known */
4051                         if (object_known_p(o_ptr))
4052                         {
4053                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4054                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4055                         }
4056                 }
4057                 else if (p_ptr->migite && p_ptr->hidarite)
4058                 {
4059                         /* Apply the bonuses to hit/damage */
4060                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4061                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4062                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4063                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4064
4065                         /* Apply the mental bonuses tp hit/damage, if known */
4066                         if (object_known_p(o_ptr))
4067                         {
4068                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4069                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4070                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4071                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4072                         }
4073                 }
4074                 else
4075                 {
4076                         /* Apply the bonuses to hit/damage */
4077                         p_ptr->to_h[0] += bonus_to_h;
4078                         p_ptr->to_d[0] += bonus_to_d;
4079
4080                         /* Apply the mental bonuses to hit/damage, if known */
4081                         if (object_known_p(o_ptr))
4082                         {
4083                                 p_ptr->dis_to_h[0] += bonus_to_h;
4084                                 p_ptr->dis_to_d[0] += bonus_to_d;
4085                         }
4086                 }
4087         }
4088
4089         if (old_mighty_throw != p_ptr->mighty_throw)
4090         {
4091                 /* Redraw average damege display of Shuriken */
4092                 p_ptr->window |= PW_INVEN;
4093         }
4094
4095         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4096
4097         /* Monks get extra ac for armour _not worn_ */
4098         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4099         {
4100                 if (!(inventory[INVEN_BODY].k_idx))
4101                 {
4102                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4103                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4104                 }
4105                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4106                 {
4107                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4108                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4109                 }
4110                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4111                 {
4112                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4113                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4114                 }
4115                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4116                 {
4117                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4118                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4119                 }
4120                 if (!(inventory[INVEN_HANDS].k_idx))
4121                 {
4122                         p_ptr->to_a += (p_ptr->lev / 2);
4123                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4124                 }
4125                 if (!(inventory[INVEN_FEET].k_idx))
4126                 {
4127                         p_ptr->to_a += (p_ptr->lev / 3);
4128                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4129                 }
4130                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4131                 {
4132                         p_ptr->stat_add[A_STR] += 2;
4133                         p_ptr->stat_add[A_DEX] += 2;
4134                         p_ptr->stat_add[A_CON] -= 3;
4135                 }
4136                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4137                 {
4138                 }
4139                 else if (p_ptr->special_defense & KAMAE_GENBU)
4140                 {
4141                         p_ptr->stat_add[A_INT] -= 1;
4142                         p_ptr->stat_add[A_WIS] -= 1;
4143                         p_ptr->stat_add[A_DEX] -= 2;
4144                         p_ptr->stat_add[A_CON] += 3;
4145                 }
4146                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4147                 {
4148                         p_ptr->stat_add[A_STR] -= 2;
4149                         p_ptr->stat_add[A_INT] += 1;
4150                         p_ptr->stat_add[A_WIS] += 1;
4151                         p_ptr->stat_add[A_DEX] += 2;
4152                         p_ptr->stat_add[A_CON] -= 2;
4153                 }
4154         }
4155
4156         if (p_ptr->special_defense & KATA_KOUKIJIN)
4157         {
4158                 for (i = 0; i < 6; i++)
4159                         p_ptr->stat_add[i] += 5;
4160                 p_ptr->to_a -= 50;
4161                 p_ptr->dis_to_a -= 50;
4162         }
4163
4164         /* Hack -- aura of fire also provides light */
4165         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4166
4167         /* Golems also get an intrinsic AC bonus */
4168         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4169         {
4170                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4171                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4172         }
4173
4174         /* Calculate stats */
4175         for (i = 0; i < 6; i++)
4176         {
4177                 int top, use, ind;
4178
4179                 /* Extract the new "stat_use" value for the stat */
4180                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4181
4182                 /* Notice changes */
4183                 if (p_ptr->stat_top[i] != top)
4184                 {
4185                         /* Save the new value */
4186                         p_ptr->stat_top[i] = top;
4187
4188                         /* Redisplay the stats later */
4189                         p_ptr->redraw |= (PR_STATS);
4190
4191                         /* Window stuff */
4192                         p_ptr->window |= (PW_PLAYER);
4193                 }
4194
4195
4196                 /* Extract the new "stat_use" value for the stat */
4197                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4198
4199                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4200                 {
4201                         /* 10 to 18/90 charisma, guaranteed, based on level */
4202                         if (use < 8 + 2 * p_ptr->lev)
4203                         {
4204                                 use = 8 + 2 * p_ptr->lev;
4205                         }
4206                 }
4207
4208                 /* Notice changes */
4209                 if (p_ptr->stat_use[i] != use)
4210                 {
4211                         /* Save the new value */
4212                         p_ptr->stat_use[i] = use;
4213
4214                         /* Redisplay the stats later */
4215                         p_ptr->redraw |= (PR_STATS);
4216
4217                         /* Window stuff */
4218                         p_ptr->window |= (PW_PLAYER);
4219                 }
4220
4221
4222                 /* Values: 3, 4, ..., 17 */
4223                 if (use <= 18) ind = (use - 3);
4224
4225                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4226                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4227
4228                 /* Range: 18/220+ */
4229                 else ind = (37);
4230
4231                 /* Notice changes */
4232                 if (p_ptr->stat_ind[i] != ind)
4233                 {
4234                         /* Save the new index */
4235                         p_ptr->stat_ind[i] = ind;
4236
4237                         /* Change in CON affects Hitpoints */
4238                         if (i == A_CON)
4239                         {
4240                                 p_ptr->update |= (PU_HP);
4241                         }
4242
4243                         /* Change in INT may affect Mana/Spells */
4244                         else if (i == A_INT)
4245                         {
4246                                 if (mp_ptr->spell_stat == A_INT)
4247                                 {
4248                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4249                                 }
4250                         }
4251
4252                         /* Change in WIS may affect Mana/Spells */
4253                         else if (i == A_WIS)
4254                         {
4255                                 if (mp_ptr->spell_stat == A_WIS)
4256                                 {
4257                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4258                                 }
4259                         }
4260
4261                         /* Change in WIS may affect Mana/Spells */
4262                         else if (i == A_CHR)
4263                         {
4264                                 if (mp_ptr->spell_stat == A_CHR)
4265                                 {
4266                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4267                                 }
4268                         }
4269
4270                         /* Window stuff */
4271                         p_ptr->window |= (PW_PLAYER);
4272                 }
4273         }
4274
4275
4276         /* Apply temporary "stun" */
4277         if (p_ptr->stun > 50)
4278         {
4279                 p_ptr->to_h[0] -= 20;
4280                 p_ptr->to_h[1] -= 20;
4281                 p_ptr->to_h_b  -= 20;
4282                 p_ptr->to_h_m  -= 20;
4283                 p_ptr->dis_to_h[0] -= 20;
4284                 p_ptr->dis_to_h[1] -= 20;
4285                 p_ptr->dis_to_h_b  -= 20;
4286                 p_ptr->to_d[0] -= 20;
4287                 p_ptr->to_d[1] -= 20;
4288                 p_ptr->to_d_m -= 20;
4289                 p_ptr->dis_to_d[0] -= 20;
4290                 p_ptr->dis_to_d[1] -= 20;
4291         }
4292         else if (p_ptr->stun)
4293         {
4294                 p_ptr->to_h[0] -= 5;
4295                 p_ptr->to_h[1] -= 5;
4296                 p_ptr->to_h_b -= 5;
4297                 p_ptr->to_h_m -= 5;
4298                 p_ptr->dis_to_h[0] -= 5;
4299                 p_ptr->dis_to_h[1] -= 5;
4300                 p_ptr->dis_to_h_b -= 5;
4301                 p_ptr->to_d[0] -= 5;
4302                 p_ptr->to_d[1] -= 5;
4303                 p_ptr->to_d_m -= 5;
4304                 p_ptr->dis_to_d[0] -= 5;
4305                 p_ptr->dis_to_d[1] -= 5;
4306         }
4307
4308         /* Wraith form */
4309         if (p_ptr->wraith_form)
4310         {
4311                 p_ptr->reflect = TRUE;
4312                 p_ptr->pass_wall = TRUE;
4313         }
4314
4315         if (p_ptr->kabenuke)
4316         {
4317                 p_ptr->pass_wall = TRUE;
4318         }
4319
4320         /* Temporary blessing */
4321         if (IS_BLESSED())
4322         {
4323                 p_ptr->to_a += 5;
4324                 p_ptr->dis_to_a += 5;
4325                 p_ptr->to_h[0] += 10;
4326                 p_ptr->to_h[1] += 10;
4327                 p_ptr->to_h_b  += 10;
4328                 p_ptr->to_h_m  += 10;
4329                 p_ptr->dis_to_h[0] += 10;
4330                 p_ptr->dis_to_h[1] += 10;
4331                 p_ptr->dis_to_h_b += 10;
4332         }
4333
4334         if (p_ptr->magicdef)
4335         {
4336                 p_ptr->resist_blind = TRUE;
4337                 p_ptr->resist_conf = TRUE;
4338                 p_ptr->reflect = TRUE;
4339                 p_ptr->free_act = TRUE;
4340                 p_ptr->ffall = TRUE;
4341         }
4342
4343         /* Temporary "Hero" */
4344         if (IS_HERO())
4345         {
4346                 p_ptr->to_h[0] += 12;
4347                 p_ptr->to_h[1] += 12;
4348                 p_ptr->to_h_b  += 12;
4349                 p_ptr->to_h_m  += 12;
4350                 p_ptr->dis_to_h[0] += 12;
4351                 p_ptr->dis_to_h[1] += 12;
4352                 p_ptr->dis_to_h_b  += 12;
4353         }
4354
4355         /* Temporary "Beserk" */
4356         if (p_ptr->shero)
4357         {
4358                 p_ptr->to_h[0] += 12;
4359                 p_ptr->to_h[1] += 12;
4360                 p_ptr->to_h_b  -= 12;
4361                 p_ptr->to_h_m  += 12;
4362                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4363                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4364                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4365                 p_ptr->dis_to_h[0] += 12;
4366                 p_ptr->dis_to_h[1] += 12;
4367                 p_ptr->dis_to_h_b  -= 12;
4368                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4369                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4370                 p_ptr->to_a -= 10;
4371                 p_ptr->dis_to_a -= 10;
4372                 p_ptr->skill_stl -= 7;
4373                 p_ptr->skill_dev -= 20;
4374                 p_ptr->skill_sav -= 30;
4375                 p_ptr->skill_srh -= 15;
4376                 p_ptr->skill_fos -= 15;
4377                 p_ptr->skill_tht -= 20;
4378                 p_ptr->skill_dig += 30;
4379         }
4380
4381         /* Temporary "fast" */
4382         if (IS_FAST())
4383         {
4384                 new_speed += 10;
4385         }
4386
4387         /* Temporary "slow" */
4388         if (p_ptr->slow)
4389         {
4390                 new_speed -= 10;
4391         }
4392
4393         /* Temporary "telepathy" */
4394         if (IS_TIM_ESP())
4395         {
4396                 p_ptr->telepathy = TRUE;
4397         }
4398
4399         if (p_ptr->ele_immune)
4400         {
4401                 if (p_ptr->special_defense & DEFENSE_ACID)
4402                         p_ptr->immune_acid = TRUE;
4403                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4404                         p_ptr->immune_elec = TRUE;
4405                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4406                         p_ptr->immune_fire = TRUE;
4407                 else if (p_ptr->special_defense & DEFENSE_COLD)
4408                         p_ptr->immune_cold = TRUE;
4409         }
4410
4411         /* Temporary see invisible */
4412         if (p_ptr->tim_invis)
4413         {
4414                 p_ptr->see_inv = TRUE;
4415         }
4416
4417         /* Temporary infravision boost */
4418         if (p_ptr->tim_infra)
4419         {
4420                 p_ptr->see_infra+=3;
4421         }
4422
4423         /* Temporary regeneration boost */
4424         if (p_ptr->tim_regen)
4425         {
4426                 p_ptr->regenerate = TRUE;
4427         }
4428
4429         /* Temporary levitation */
4430         if (p_ptr->tim_ffall)
4431         {
4432                 p_ptr->ffall = TRUE;
4433         }
4434
4435         /* Temporary reflection */
4436         if (p_ptr->tim_reflect)
4437         {
4438                 p_ptr->reflect = TRUE;
4439         }
4440
4441         /* Hack -- Hero/Shero -> Res fear */
4442         if (IS_HERO() || p_ptr->shero)
4443         {
4444                 p_ptr->resist_fear = TRUE;
4445         }
4446
4447
4448         /* Hack -- Telepathy Change */
4449         if (p_ptr->telepathy != old_telepathy)
4450         {
4451                 p_ptr->update |= (PU_MONSTERS);
4452         }
4453
4454         if ((p_ptr->esp_animal != old_esp_animal) ||
4455             (p_ptr->esp_undead != old_esp_undead) ||
4456             (p_ptr->esp_demon != old_esp_demon) ||
4457             (p_ptr->esp_orc != old_esp_orc) ||
4458             (p_ptr->esp_troll != old_esp_troll) ||
4459             (p_ptr->esp_giant != old_esp_giant) ||
4460             (p_ptr->esp_dragon != old_esp_dragon) ||
4461             (p_ptr->esp_human != old_esp_human) ||
4462             (p_ptr->esp_evil != old_esp_evil) ||
4463             (p_ptr->esp_good != old_esp_good) ||
4464             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4465             (p_ptr->esp_unique != old_esp_unique))
4466         {
4467                 p_ptr->update |= (PU_MONSTERS);
4468         }
4469
4470         /* Hack -- See Invis Change */
4471         if (p_ptr->see_inv != old_see_inv)
4472         {
4473                 p_ptr->update |= (PU_MONSTERS);
4474         }
4475
4476         /* Bloating slows the player down (a little) */
4477         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4478
4479         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4480
4481         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4482         {
4483                 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4484                 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4485         }
4486
4487         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4488         {
4489                 int penalty1, penalty2;
4490                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4491                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4492                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4493                 {
4494                         penalty1 = penalty1 / 2 - 5;
4495                         penalty2 = penalty2 / 2 - 5;
4496                         new_speed += 7;
4497                         p_ptr->to_a += 10;
4498                         p_ptr->dis_to_a += 10;
4499                 }
4500                 if (easy_2weapon)
4501                 {
4502                         if (penalty1 > 0) penalty1 /= 2;
4503                         if (penalty2 > 0) penalty2 /= 2;
4504                 }
4505                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4506                 {
4507                         penalty1 = MAX(0, penalty1 - 10);
4508                         penalty2 = MAX(0, penalty2 - 10);
4509                 }
4510                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4511                 {
4512                         penalty1 = MIN(0, penalty1);
4513                         penalty2 = MIN(0, penalty2);
4514                         p_ptr->to_a += 10;
4515                         p_ptr->dis_to_a += 10;
4516                 }
4517                 else
4518                 {
4519                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4520                                 penalty1 /= 2;
4521                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4522                                 penalty2 /= 2;
4523                 }
4524                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4525                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4526                 p_ptr->to_h[0] -= penalty1;
4527                 p_ptr->to_h[1] -= penalty2;
4528                 p_ptr->dis_to_h[0] -= penalty1;
4529                 p_ptr->dis_to_h[1] -= penalty2;
4530         }
4531
4532         /* Extract the current weight (in tenth pounds) */
4533         j = p_ptr->total_weight;
4534
4535         /* Extract the "weight limit" (in tenth pounds) */
4536         i = weight_limit();
4537
4538         if (p_ptr->riding)
4539         {
4540                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4541                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4542                 int speed = riding_m_ptr->mspeed;
4543
4544                 if (riding_m_ptr->mspeed > 110)
4545                 {
4546                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4547                         if (new_speed < 110) new_speed = 110;
4548                 }
4549                 else
4550                 {
4551                         new_speed = speed;
4552                 }
4553                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4554                 if (riding_m_ptr->fast) new_speed += 10;
4555                 if (riding_m_ptr->slow) new_speed -= 10;
4556                 riding_ffall = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4557                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4558
4559                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4560                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4561
4562                 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;
4563
4564                 i = 3000 + riding_r_ptr->level * 50;
4565         }
4566
4567         /* XXX XXX XXX Apply "encumbrance" from weight */
4568         if (j > i/2) new_speed -= ((j - (i/2)) / (i / 10));
4569
4570         /* Searching slows the player down */
4571         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4572
4573         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4574         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4575         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4576         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4577         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4578         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4579         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4580         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4581         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4582         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4583         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4584         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4585         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4586
4587         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4588         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4589         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4590         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4591         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4592         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4593         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4594         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4595         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4596         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4597
4598
4599         /* Obtain the "hold" value */
4600         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4601
4602
4603         /* Examine the "current bow" */
4604         o_ptr = &inventory[INVEN_BOW];
4605
4606
4607         /* Assume not heavy */
4608         p_ptr->heavy_shoot = FALSE;
4609
4610         /* It is hard to carholdry a heavy bow */
4611         if (hold < o_ptr->weight / 10)
4612         {
4613                 /* Hard to wield a heavy bow */
4614                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4615                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4616
4617                 /* Heavy Bow */
4618                 p_ptr->heavy_shoot = TRUE;
4619         }
4620
4621
4622         /* Compute "extra shots" if needed */
4623         if (o_ptr->k_idx)
4624         {
4625                 /* Analyze the launcher */
4626                 switch (o_ptr->sval)
4627                 {
4628                         case SV_SLING:
4629                         {
4630                                 p_ptr->tval_ammo = TV_SHOT;
4631                                 break;
4632                         }
4633
4634                         case SV_SHORT_BOW:
4635                         case SV_LONG_BOW:
4636                         case SV_NAMAKE_BOW:
4637                         {
4638                                 p_ptr->tval_ammo = TV_ARROW;
4639                                 break;
4640                         }
4641
4642                         case SV_LIGHT_XBOW:
4643                         case SV_HEAVY_XBOW:
4644                         {
4645                                 p_ptr->tval_ammo = TV_BOLT;
4646                                 break;
4647                         }
4648                         case SV_CRIMSON:
4649                         {
4650                                 p_ptr->tval_ammo = TV_NO_AMMO;
4651                                 break;
4652                         }
4653                 }
4654
4655                 /* Apply special flags */
4656                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4657                 {
4658                         /* Extra shots */
4659                         p_ptr->num_fire += (extra_shots * 100);
4660
4661                         /* Hack -- Rangers love Bows */
4662                         if ((p_ptr->pclass == CLASS_RANGER) &&
4663                             (p_ptr->tval_ammo == TV_ARROW))
4664                         {
4665                                 p_ptr->num_fire += (p_ptr->lev * 4);
4666                         }
4667
4668                         if ((p_ptr->pclass == CLASS_CAVALRY) &&
4669                             (p_ptr->tval_ammo == TV_ARROW))
4670                         {
4671                                 p_ptr->num_fire += (p_ptr->lev * 3);
4672                         }
4673
4674                         if (p_ptr->pclass == CLASS_ARCHER)
4675                         {
4676                                 if (p_ptr->tval_ammo == TV_ARROW)
4677                                         p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4678                                 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4679                                         p_ptr->num_fire += (p_ptr->lev * 4);
4680                         }
4681
4682                         /*
4683                          * Addendum -- also "Reward" high level warriors,
4684                          * with _any_ missile weapon -- TY
4685                          */
4686                         if (p_ptr->pclass == CLASS_WARRIOR &&
4687                            (p_ptr->tval_ammo <= TV_BOLT) &&
4688                            (p_ptr->tval_ammo >= TV_SHOT))
4689                         {
4690                                 p_ptr->num_fire += (p_ptr->lev * 2);
4691                         }
4692                         if ((p_ptr->pclass == CLASS_ROGUE) &&
4693                             (p_ptr->tval_ammo == TV_SHOT))
4694                         {
4695                                 p_ptr->num_fire += (p_ptr->lev * 4);
4696                         }
4697                 }
4698         }
4699
4700         if (p_ptr->ryoute)
4701                 hold *= 2;
4702
4703         for(i = 0 ; i < 2 ; i++)
4704         {
4705                 /* Examine the "main weapon" */
4706                 o_ptr = &inventory[INVEN_RARM+i];
4707
4708                 object_flags(o_ptr, flgs);
4709
4710                 /* Assume not heavy */
4711                 p_ptr->heavy_wield[i] = FALSE;
4712                 p_ptr->icky_wield[i] = FALSE;
4713                 p_ptr->riding_wield[i] = FALSE;
4714
4715                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4716                 /* It is hard to hold a heavy weapon */
4717                 if (hold < o_ptr->weight / 10)
4718                 {
4719                         /* Hard to wield a heavy weapon */
4720                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4721                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4722
4723                         /* Heavy weapon */
4724                         p_ptr->heavy_wield[i] = TRUE;
4725                 }
4726                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4727
4728                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4729                 {
4730                         p_ptr->to_a += 5;
4731                         p_ptr->dis_to_a += 5;
4732                 }
4733
4734                 /* Normal weapons */
4735                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4736                 {
4737                         int str_index, dex_index;
4738
4739                         int num = 0, wgt = 0, mul = 0, div = 0;
4740
4741                         /* Analyze the class */
4742                         switch (p_ptr->pclass)
4743                         {
4744                                 /* Warrior */
4745                                 case CLASS_WARRIOR:
4746                                         num = 6; wgt = 70; mul = 5; break;
4747
4748                                 /* Berserker */
4749                                 case CLASS_BERSERKER:
4750                                         num = 6; wgt = 70; mul = 7; break;
4751
4752                                 /* Mage */
4753                                 case CLASS_MAGE:
4754                                 case CLASS_HIGH_MAGE:
4755                                 case CLASS_BLUE_MAGE:
4756                                         num = 3; wgt = 100; mul = 2; break;
4757
4758                                 /* Priest, Mindcrafter */
4759                                 case CLASS_PRIEST:
4760                                 case CLASS_MAGIC_EATER:
4761                                 case CLASS_MINDCRAFTER:
4762                                         num = 5; wgt = 100; mul = 3; break;
4763
4764                                 /* Rogue */
4765                                 case CLASS_ROGUE:
4766                                         num = 5; wgt = 40; mul = 3; break;
4767
4768                                 /* Ranger */
4769                                 case CLASS_RANGER:
4770                                         num = 5; wgt = 70; mul = 4; break;
4771
4772                                 /* Paladin */
4773                                 case CLASS_PALADIN:
4774                                 case CLASS_SAMURAI:
4775                                         num = 5; wgt = 70; mul = 4; break;
4776
4777                                 /* Kaji */
4778                                 case CLASS_SMITH:
4779                                         num = 5; wgt = 150; mul = 5; break;
4780
4781                                 /* Warrior-Mage */
4782                                 case CLASS_WARRIOR_MAGE:
4783                                 case CLASS_RED_MAGE:
4784                                         num = 5; wgt = 70; mul = 3; break;
4785
4786                                 /* Chaos Warrior */
4787                                 case CLASS_CHAOS_WARRIOR:
4788                                         num = 5; wgt = 70; mul = 4; break;
4789
4790                                 /* Monk */
4791                                 case CLASS_MONK:
4792                                         num = 5; wgt = 60; mul = 3; break;
4793
4794                                 /* Tourist */
4795                                 case CLASS_TOURIST:
4796                                         num = 4; wgt = 100; mul = 3; break;
4797
4798                                 /* Imitator */
4799                                 case CLASS_IMITATOR:
4800                                         num = 5; wgt = 70; mul = 4; break;
4801
4802                                 /* Beastmaster */
4803                                 case CLASS_BEASTMASTER:
4804                                         num = 5; wgt = 70; mul = 3; break;
4805
4806                                 case CLASS_CAVALRY:
4807                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4808                                         else {num = 5; wgt = 100; mul = 3;}
4809                                         break;
4810
4811                                 /* Sorcerer */
4812                                 case CLASS_SORCERER:
4813                                         num = 1; wgt = 1; mul = 1; break;
4814
4815                                 /* Archer, Magic eater */
4816                                 case CLASS_ARCHER:
4817                                 case CLASS_BARD:
4818                                         num = 4; wgt = 70; mul = 2; break;
4819
4820                                 /* ForceTrainer */
4821                                 case CLASS_FORCETRAINER:
4822                                         num = 4; wgt = 60; mul = 2; break;
4823
4824                                 /* Mirror Master */
4825                                 case CLASS_MIRROR_MASTER:
4826                                         num = 3; wgt = 100; mul = 3; break;
4827
4828                                 /* Ninja */
4829                                 case CLASS_NINJA:
4830                                         num = 4; wgt = 20; mul = 1; break;
4831                         }
4832
4833                         /* Enforce a minimum "weight" (tenth pounds) */
4834                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4835
4836                         /* Access the strength vs weight */
4837                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4838
4839                         if (p_ptr->ryoute && !omoi) str_index++;
4840                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4841
4842                         /* Maximal value */
4843                         if (str_index > 11) str_index = 11;
4844
4845                         /* Index by dexterity */
4846                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4847
4848                         /* Maximal value */
4849                         if (dex_index > 11) dex_index = 11;
4850
4851                         /* Use the blows table */
4852                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4853
4854                         /* Maximal value */
4855                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4856
4857                         /* Add in the "bonus blows" */
4858                         p_ptr->num_blow[i] += extra_blows[i];
4859
4860
4861                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4862                         else if (p_ptr->pclass == CLASS_BERSERKER)
4863                         {
4864                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4865                         }
4866                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4867
4868                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4869
4870                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4871
4872
4873                         /* Require at least one blow */
4874                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4875
4876                         /* Boost digging skill by weapon weight */
4877                         p_ptr->skill_dig += (o_ptr->weight / 10);
4878                 }
4879
4880                 /* Assume okay */
4881                 /* Priest weapon penalty for non-blessed edged weapons */
4882                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4883                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4884                 {
4885                         /* Reduce the real bonuses */
4886                         p_ptr->to_h[i] -= 2;
4887                         p_ptr->to_d[i] -= 2;
4888
4889                         /* Reduce the mental bonuses */
4890                         p_ptr->dis_to_h[i] -= 2;
4891                         p_ptr->dis_to_d[i] -= 2;
4892
4893                         /* Icky weapon */
4894                         p_ptr->icky_wield[i] = TRUE;
4895                 }
4896                 else if (p_ptr->pclass == CLASS_BERSERKER)
4897                 {
4898                         p_ptr->to_h[i] += p_ptr->lev/5;
4899                         p_ptr->to_d[i] += p_ptr->lev/6;
4900                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
4901                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
4902                         if (!p_ptr->hidarite || p_ptr->ryoute)
4903                         {
4904                                 p_ptr->to_h[i] += p_ptr->lev/5;
4905                                 p_ptr->to_d[i] += p_ptr->lev/6;
4906                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4907                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4908                         }
4909                 }
4910                 else if (p_ptr->pclass == CLASS_SORCERER)
4911                 {
4912                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4913                         {
4914                                 /* Reduce the real bonuses */
4915                                 p_ptr->to_h[i] -= 200;
4916                                 p_ptr->to_d[i] -= 200;
4917
4918                                 /* Reduce the mental bonuses */
4919                                 p_ptr->dis_to_h[i] -= 200;
4920                                 p_ptr->dis_to_d[i] -= 200;
4921
4922                                 /* Icky weapon */
4923                                 p_ptr->icky_wield[i] = TRUE;
4924                         }
4925                         else
4926                         {
4927                                 /* Reduce the real bonuses */
4928                                 p_ptr->to_h[i] -= 30;
4929                                 p_ptr->to_d[i] -= 10;
4930
4931                                 /* Reduce the mental bonuses */
4932                                 p_ptr->dis_to_h[i] -= 30;
4933                                 p_ptr->dis_to_d[i] -= 10;
4934                         }
4935                 }
4936                 if (p_ptr->riding)
4937                 {
4938                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4939                         {
4940                                 p_ptr->to_h[i] +=15;
4941                                 p_ptr->dis_to_h[i] +=15;
4942                                 p_ptr->to_dd[i] += 2;
4943                         }
4944                         else if (!(have_flag(flgs, TR_RIDING)))
4945                         {
4946                                 int penalty;
4947                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4948                                 {
4949                                         penalty = 5;
4950                                 }
4951                                 else
4952                                 {
4953                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4954                                         penalty += 30;
4955                                         if (penalty < 30) penalty = 30;
4956                                 }
4957                                 p_ptr->to_h[i] -= penalty;
4958                                 p_ptr->dis_to_h[i] -= penalty;
4959
4960                                 /* Riding weapon */
4961                                 p_ptr->riding_wield[i] = TRUE;
4962                         }
4963                 }
4964         }
4965
4966         if (p_ptr->riding)
4967         {
4968                 int penalty = 0;
4969
4970                 p_ptr->riding_ryoute = FALSE;
4971                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
4972
4973                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4974                 {
4975                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4976                 }
4977                 else
4978                 {
4979                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4980                         penalty += 30;
4981                         if (penalty < 30) penalty = 30;
4982                 }
4983                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
4984                 p_ptr->to_h_b -= penalty;
4985                 p_ptr->dis_to_h_b -= penalty;
4986         }
4987
4988         /* Different calculation for monks with empty hands */
4989         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
4990         {
4991                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
4992                 p_ptr->num_blow[0] = 0;
4993
4994                 if (p_ptr->pclass == CLASS_FORCETRAINER)
4995                 {
4996                         if (blow_base > 18) p_ptr->num_blow[0]++;
4997                         if (blow_base > 31) p_ptr->num_blow[0]++;
4998                         if (blow_base > 44) p_ptr->num_blow[0]++;
4999                         if (blow_base > 58) p_ptr->num_blow[0]++;
5000                         if (p_ptr->magic_num1[0])
5001                         {
5002                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5003                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5004                         }
5005                 }
5006                 else
5007                 {
5008                         if (blow_base > 12) p_ptr->num_blow[0]++;
5009                         if (blow_base > 22) p_ptr->num_blow[0]++;
5010                         if (blow_base > 31) p_ptr->num_blow[0]++;
5011                         if (blow_base > 39) p_ptr->num_blow[0]++;
5012                         if (blow_base > 46) p_ptr->num_blow[0]++;
5013                         if (blow_base > 53) p_ptr->num_blow[0]++;
5014                         if (blow_base > 59) p_ptr->num_blow[0]++;
5015                 }
5016
5017                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5018                         p_ptr->num_blow[0] /= 2;
5019                 else
5020                 {
5021                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5022                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5023
5024                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5025                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5026                 }
5027
5028                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5029                 {
5030                         p_ptr->to_a -= 40;
5031                         p_ptr->dis_to_a -= 40;
5032                         
5033                 }
5034                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5035                 {
5036                         p_ptr->to_a -= 50;
5037                         p_ptr->dis_to_a -= 50;
5038                         p_ptr->resist_acid = TRUE;
5039                         p_ptr->resist_fire = TRUE;
5040                         p_ptr->resist_elec = TRUE;
5041                         p_ptr->resist_cold = TRUE;
5042                         p_ptr->resist_pois = TRUE;
5043                         p_ptr->sh_fire = TRUE;
5044                         p_ptr->sh_elec = TRUE;
5045                         p_ptr->sh_cold = TRUE;
5046                         p_ptr->ffall = TRUE;
5047                 }
5048                 else if (p_ptr->special_defense & KAMAE_GENBU)
5049                 {
5050                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5051                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5052                         p_ptr->reflect = TRUE;
5053                         p_ptr->num_blow[0] -= 2;
5054                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5055                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5056                 }
5057                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5058                 {
5059                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5060                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5061
5062                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5063                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5064                         p_ptr->num_blow[0] /= 2;
5065                         p_ptr->ffall = TRUE;
5066                 }
5067
5068                 p_ptr->num_blow[0] += 1+extra_blows[0];
5069         }
5070
5071         if (p_ptr->riding) p_ptr->ffall = riding_ffall;
5072
5073         monk_armour_aux = FALSE;
5074
5075         if (heavy_armor())
5076         {
5077                 monk_armour_aux = TRUE;
5078         }
5079
5080         for (i = 0; i < 2; i++)
5081         {
5082                 if (buki_motteruka(INVEN_RARM+i))
5083                 {
5084                         int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5085                         int sval = inventory[INVEN_RARM+i].sval;
5086
5087                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5088                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5089                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5090                         {
5091                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5092                                 {
5093                                         p_ptr->to_h[i] -= 40;
5094                                         p_ptr->dis_to_h[i] -= 40;
5095                                         p_ptr->icky_wield[i] = TRUE;
5096                                 }
5097                         }
5098                         else if (p_ptr->pclass == CLASS_NINJA)
5099                         {
5100                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5101                                 {
5102                                         p_ptr->to_h[i] -= 40;
5103                                         p_ptr->dis_to_h[i] -= 40;
5104                                         p_ptr->icky_wield[i] = TRUE;
5105                                         p_ptr->num_blow[i] /= 2;
5106                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5107                                 }
5108                         }
5109
5110                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5111                 }
5112         }
5113
5114         /* Maximum speed is (+99). (internally it's 110 + 99) */
5115         /* Temporary lightspeed forces to be maximum speed */
5116         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5117         {
5118                 new_speed = 209;
5119         }
5120
5121         /* Minimum speed is (-99). (internally it's 110 - 99) */
5122         if (new_speed < 11) new_speed = 11;
5123
5124         /* Display the speed (if needed) */
5125         if (p_ptr->pspeed != (byte)new_speed)
5126         {
5127                 p_ptr->pspeed = (byte)new_speed;
5128                 p_ptr->redraw |= (PR_SPEED);
5129         }
5130
5131         if (yoiyami)
5132         {
5133                 if (p_ptr->to_a > (0 - p_ptr->ac))
5134                         p_ptr->to_a = 0 - p_ptr->ac;
5135                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5136                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5137         }
5138
5139         /* Redraw armor (if needed) */
5140         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5141         {
5142                 /* Redraw */
5143                 p_ptr->redraw |= (PR_ARMOR);
5144
5145                 /* Window stuff */
5146                 p_ptr->window |= (PW_PLAYER);
5147         }
5148
5149
5150         if (p_ptr->ryoute && !omoi)
5151         {
5152                 int bonus_to_h=0, bonus_to_d=0;
5153                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5154                 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);
5155
5156                 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5157                 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5158                 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5159                 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5160         }
5161
5162         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;
5163
5164         /* Affect Skill -- stealth (bonus one) */
5165         p_ptr->skill_stl += 1;
5166
5167         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5168
5169         /* Affect Skill -- disarming (DEX and INT) */
5170         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5171         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5172
5173         /* Affect Skill -- magic devices (INT) */
5174         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5175
5176         /* Affect Skill -- saving throw (WIS) */
5177         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5178
5179         /* Affect Skill -- digging (STR) */
5180         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5181
5182         /* Affect Skill -- disarming (Level, by Class) */
5183         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5184
5185         /* Affect Skill -- magic devices (Level, by Class) */
5186         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5187
5188         /* Affect Skill -- saving throw (Level, by Class) */
5189         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5190
5191         /* Affect Skill -- stealth (Level, by Class) */
5192         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5193
5194         /* Affect Skill -- search ability (Level, by Class) */
5195         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5196
5197         /* Affect Skill -- search frequency (Level, by Class) */
5198         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5199
5200         /* Affect Skill -- combat (normal) (Level, by Class) */
5201         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5202
5203         /* Affect Skill -- combat (shooting) (Level, by Class) */
5204         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5205
5206         /* Affect Skill -- combat (throwing) (Level, by Class) */
5207         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5208
5209
5210         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5211         {
5212                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5213                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5214         }
5215
5216         /* Limit Skill -- stealth from 0 to 30 */
5217         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5218         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5219
5220         /* Limit Skill -- digging from 1 up */
5221         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5222
5223         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5224
5225         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5226
5227         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;
5228
5229         if (down_saving) p_ptr->skill_sav /= 2;
5230
5231         /* Hack -- Each elemental immunity includes resistance */
5232         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5233         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5234         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5235         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5236
5237         /* Determine player alignment */
5238         for (i = 0, j = 0; i < 8; i++)
5239         {
5240                 switch (p_ptr->vir_types[i])
5241                 {
5242                 case V_JUSTICE:
5243                         p_ptr->align += p_ptr->virtues[i] * 2;
5244                         break;
5245                 case V_CHANCE:
5246                         /* Do nothing */
5247                         break;
5248                 case V_NATURE:
5249                 case V_HARMONY:
5250                         neutral[j++] = i;
5251                         break;
5252                 case V_UNLIFE:
5253                         p_ptr->align -= p_ptr->virtues[i];
5254                         break;
5255                 default:
5256                         p_ptr->align += p_ptr->virtues[i];
5257                         break;
5258                 }
5259         }
5260
5261         for (i = 0; i < j; i++)
5262         {
5263                 if (p_ptr->align > 0)
5264                 {
5265                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5266                         if (p_ptr->align < 0) p_ptr->align = 0;
5267                 }
5268                 else if (p_ptr->align < 0)
5269                 {
5270                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5271                         if (p_ptr->align > 0) p_ptr->align = 0;
5272                 }
5273         }
5274
5275         /* Hack -- handle "xtra" mode */
5276         if (character_xtra) return;
5277
5278         /* Take note when "heavy bow" changes */
5279         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5280         {
5281                 /* Message */
5282                 if (p_ptr->heavy_shoot)
5283                 {
5284 #ifdef JP
5285                         msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5286 #else
5287                         msg_print("You have trouble wielding such a heavy bow.");
5288 #endif
5289
5290                 }
5291                 else if (inventory[INVEN_BOW].k_idx)
5292                 {
5293 #ifdef JP
5294                         msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5295 #else
5296                         msg_print("You have no trouble wielding your bow.");
5297 #endif
5298
5299                 }
5300                 else
5301                 {
5302 #ifdef JP
5303                         msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5304 #else
5305                         msg_print("You feel relieved to put down your heavy bow.");
5306 #endif
5307
5308                 }
5309
5310                 /* Save it */
5311                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5312         }
5313
5314         for (i = 0 ; i < 2 ; i++)
5315         {
5316                 /* Take note when "heavy weapon" changes */
5317                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5318                 {
5319                         /* Message */
5320                         if (p_ptr->heavy_wield[i])
5321                         {
5322 #ifdef JP
5323                                 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5324 #else
5325                                 msg_print("You have trouble wielding such a heavy weapon.");
5326 #endif
5327
5328                         }
5329                         else if (buki_motteruka(INVEN_RARM+i))
5330                         {
5331 #ifdef JP
5332                                 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5333 #else
5334                                 msg_print("You have no trouble wielding your weapon.");
5335 #endif
5336
5337                         }
5338                         else if (p_ptr->heavy_wield[1-i])
5339                         {
5340 #ifdef JP
5341                                 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5342 #else
5343                                 msg_print("You have still trouble wielding a heavy weapon.");
5344 #endif
5345
5346                         }
5347                         else
5348                         {
5349 #ifdef JP
5350                                 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5351 #else
5352                                 msg_print("You feel relieved to put down your heavy weapon.");
5353 #endif
5354
5355                         }
5356
5357                         /* Save it */
5358                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5359                 }
5360
5361                 /* Take note when "heavy weapon" changes */
5362                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5363                 {
5364                         /* Message */
5365                         if (p_ptr->riding_wield[i])
5366                         {
5367 #ifdef JP
5368                                 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5369 #else
5370                                 msg_print("This weapon is not suitable for use while riding.");
5371 #endif
5372
5373                         }
5374                         else if (!p_ptr->riding)
5375                         {
5376 #ifdef JP
5377                                 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5378 #else
5379                                 msg_print("This weapon was not suitable for use while riding.");
5380 #endif
5381
5382                         }
5383                         else if (buki_motteruka(INVEN_RARM+i))
5384                         {
5385 #ifdef JP
5386                                 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5387 #else
5388                                 msg_print("This weapon is suitable for use while riding.");
5389 #endif
5390
5391                         }
5392                         /* Save it */
5393                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5394                 }
5395
5396                 /* Take note when "illegal weapon" changes */
5397                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5398                 {
5399                         /* Message */
5400                         if (p_ptr->icky_wield[i])
5401                         {
5402 #ifdef JP
5403                                 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5404 #else
5405                                 msg_print("You do not feel comfortable with your weapon.");
5406 #endif
5407                                 if (hack_mind)
5408                                 {
5409                                         chg_virtue(V_FAITH, -1);
5410                                 }
5411                         }
5412                         else if (buki_motteruka(INVEN_RARM+i))
5413                         {
5414 #ifdef JP
5415                                 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5416 #else
5417                                 msg_print("You feel comfortable with your weapon.");
5418 #endif
5419
5420                         }
5421                         else
5422                         {
5423 #ifdef JP
5424                                 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5425 #else
5426                                 msg_print("You feel more comfortable after removing your weapon.");
5427 #endif
5428
5429                         }
5430
5431                         /* Save it */
5432                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5433                 }
5434         }
5435
5436         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5437         {
5438                 /* Message */
5439                 if (p_ptr->riding_ryoute)
5440                 {
5441 #ifdef JP
5442                         msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5443 #else
5444                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5445 #endif
5446                 }
5447                 else
5448                 {
5449 #ifdef JP
5450                         msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5451 #else
5452                         msg_print("You began to control riding pet with one hand.");
5453 #endif
5454                 }
5455
5456                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5457         }
5458
5459         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5460         {
5461                 if (heavy_armor())
5462                 {
5463 #ifdef JP
5464 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5465 #else
5466                         msg_print("The weight of your armor disrupts your balance.");
5467 #endif
5468
5469                         if (hack_mind)
5470                         {
5471                                 chg_virtue(V_HARMONY, -1);
5472                         }
5473                 }
5474                 else
5475 #ifdef JP
5476 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5477 #else
5478                         msg_print("You regain your balance.");
5479 #endif
5480
5481                 monk_notify_aux = monk_armour_aux;
5482         }
5483
5484         for (i = 0; i < INVEN_PACK; i++)
5485         {
5486 #if 0
5487                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5488                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5489 #endif
5490                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5491                 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5492         }
5493         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5494         {
5495                 object_type *o_ptr;
5496
5497                 /* Acquire object */
5498                 o_ptr = &o_list[this_o_idx];
5499
5500                 /* Acquire next object */
5501                 next_o_idx = o_ptr->next_o_idx;
5502
5503 #if 0
5504                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5505                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5506 #endif
5507                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5508                 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5509         }
5510
5511         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5512 #if 0
5513         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5514         {
5515                 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5516                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5517         }
5518
5519         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)))
5520         {
5521                 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5522                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5523         }
5524 #endif
5525         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5526         {
5527                 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5528                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5529         }
5530
5531         if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5532         {
5533                 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5534                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5535         }
5536 }
5537
5538
5539
5540 /*
5541  * Handle "p_ptr->notice"
5542  */
5543 void notice_stuff(void)
5544 {
5545         /* Notice stuff */
5546         if (!p_ptr->notice) return;
5547
5548
5549         /* Actually do auto-destroy */
5550         if (p_ptr->notice & (PN_AUTODESTROY))
5551         {
5552                 p_ptr->notice &= ~(PN_AUTODESTROY);
5553                 autopick_delayed_alter();
5554         }
5555
5556         /* Combine the pack */
5557         if (p_ptr->notice & (PN_COMBINE))
5558         {
5559                 p_ptr->notice &= ~(PN_COMBINE);
5560                 combine_pack();
5561         }
5562
5563         /* Reorder the pack */
5564         if (p_ptr->notice & (PN_REORDER))
5565         {
5566                 p_ptr->notice &= ~(PN_REORDER);
5567                 reorder_pack();
5568         }
5569 }
5570
5571
5572 /*
5573  * Handle "p_ptr->update"
5574  */
5575 void update_stuff(void)
5576 {
5577         /* Update stuff */
5578         if (!p_ptr->update) return;
5579
5580
5581         if (p_ptr->update & (PU_BONUS))
5582         {
5583                 p_ptr->update &= ~(PU_BONUS);
5584                 calc_bonuses();
5585         }
5586
5587         if (p_ptr->update & (PU_TORCH))
5588         {
5589                 p_ptr->update &= ~(PU_TORCH);
5590                 calc_torch();
5591         }
5592
5593         if (p_ptr->update & (PU_HP))
5594         {
5595                 p_ptr->update &= ~(PU_HP);
5596                 calc_hitpoints();
5597         }
5598
5599         if (p_ptr->update & (PU_MANA))
5600         {
5601                 p_ptr->update &= ~(PU_MANA);
5602                 calc_mana();
5603         }
5604
5605         if (p_ptr->update & (PU_SPELLS))
5606         {
5607                 p_ptr->update &= ~(PU_SPELLS);
5608                 calc_spells();
5609         }
5610
5611
5612         /* Character is not ready yet, no screen updates */
5613         if (!character_generated) return;
5614
5615
5616         /* Character is in "icky" mode, no screen updates */
5617         if (character_icky) return;
5618
5619
5620         if (p_ptr->update & (PU_UN_LITE))
5621         {
5622                 p_ptr->update &= ~(PU_UN_LITE);
5623                 forget_lite();
5624         }
5625
5626         if (p_ptr->update & (PU_UN_VIEW))
5627         {
5628                 p_ptr->update &= ~(PU_UN_VIEW);
5629                 forget_view();
5630         }
5631
5632         if (p_ptr->update & (PU_VIEW))
5633         {
5634                 p_ptr->update &= ~(PU_VIEW);
5635                 update_view();
5636         }
5637
5638         if (p_ptr->update & (PU_LITE))
5639         {
5640                 p_ptr->update &= ~(PU_LITE);
5641                 update_lite();
5642         }
5643
5644
5645         if (p_ptr->update & (PU_FLOW))
5646         {
5647                 p_ptr->update &= ~(PU_FLOW);
5648                 update_flow();
5649         }
5650
5651         if (p_ptr->update & (PU_DISTANCE))
5652         {
5653                 p_ptr->update &= ~(PU_DISTANCE);
5654
5655                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5656                 /* p_ptr->update &= ~(PU_MONSTERS); */
5657
5658                 update_monsters(TRUE);
5659         }
5660
5661         if (p_ptr->update & (PU_MON_LITE))
5662         {
5663                 p_ptr->update &= ~(PU_MON_LITE);
5664                 update_mon_lite();
5665         }
5666
5667         /*
5668          * Mega-Hack -- Delayed visual update
5669          * Only used if update_view(), update_lite() or update_mon_lite() was called
5670          */
5671         if (p_ptr->update & (PU_DELAY_VIS))
5672         {
5673                 p_ptr->update &= ~(PU_DELAY_VIS);
5674                 delayed_visual_update();
5675         }
5676
5677         if (p_ptr->update & (PU_MONSTERS))
5678         {
5679                 p_ptr->update &= ~(PU_MONSTERS);
5680                 update_monsters(FALSE);
5681         }
5682 }
5683
5684
5685 /*
5686  * Handle "p_ptr->redraw"
5687  */
5688 void redraw_stuff(void)
5689 {
5690         /* Redraw stuff */
5691         if (!p_ptr->redraw) return;
5692
5693
5694         /* Character is not ready yet, no screen updates */
5695         if (!character_generated) return;
5696
5697
5698         /* Character is in "icky" mode, no screen updates */
5699         if (character_icky) return;
5700
5701
5702
5703         /* Hack -- clear the screen */
5704         if (p_ptr->redraw & (PR_WIPE))
5705         {
5706                 p_ptr->redraw &= ~(PR_WIPE);
5707                 msg_print(NULL);
5708                 Term_clear();
5709         }
5710
5711
5712         if (p_ptr->redraw & (PR_MAP))
5713         {
5714                 p_ptr->redraw &= ~(PR_MAP);
5715                 prt_map();
5716         }
5717
5718
5719         if (p_ptr->redraw & (PR_BASIC))
5720         {
5721                 p_ptr->redraw &= ~(PR_BASIC);
5722                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5723                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5724                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5725                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5726                 prt_frame_basic();
5727                 prt_time();
5728                 prt_dungeon();
5729         }
5730
5731         if (p_ptr->redraw & (PR_EQUIPPY))
5732         {
5733                 p_ptr->redraw &= ~(PR_EQUIPPY);
5734                 print_equippy(); /* To draw / delete equippy chars */
5735         }
5736
5737         if (p_ptr->redraw & (PR_MISC))
5738         {
5739                 p_ptr->redraw &= ~(PR_MISC);
5740                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5741 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5742
5743         }
5744
5745         if (p_ptr->redraw & (PR_TITLE))
5746         {
5747                 p_ptr->redraw &= ~(PR_TITLE);
5748                 prt_title();
5749         }
5750
5751         if (p_ptr->redraw & (PR_LEV))
5752         {
5753                 p_ptr->redraw &= ~(PR_LEV);
5754                 prt_level();
5755         }
5756
5757         if (p_ptr->redraw & (PR_EXP))
5758         {
5759                 p_ptr->redraw &= ~(PR_EXP);
5760                 prt_exp();
5761         }
5762
5763         if (p_ptr->redraw & (PR_STATS))
5764         {
5765                 p_ptr->redraw &= ~(PR_STATS);
5766                 prt_stat(A_STR);
5767                 prt_stat(A_INT);
5768                 prt_stat(A_WIS);
5769                 prt_stat(A_DEX);
5770                 prt_stat(A_CON);
5771                 prt_stat(A_CHR);
5772         }
5773
5774         if (p_ptr->redraw & (PR_STATUS))
5775         {
5776                 p_ptr->redraw &= ~(PR_STATUS);
5777                 prt_status();
5778         }
5779
5780         if (p_ptr->redraw & (PR_ARMOR))
5781         {
5782                 p_ptr->redraw &= ~(PR_ARMOR);
5783                 prt_ac();
5784         }
5785
5786         if (p_ptr->redraw & (PR_HP))
5787         {
5788                 p_ptr->redraw &= ~(PR_HP);
5789                 prt_hp();
5790         }
5791
5792         if (p_ptr->redraw & (PR_MANA))
5793         {
5794                 p_ptr->redraw &= ~(PR_MANA);
5795                 prt_sp();
5796         }
5797
5798         if (p_ptr->redraw & (PR_GOLD))
5799         {
5800                 p_ptr->redraw &= ~(PR_GOLD);
5801                 prt_gold();
5802         }
5803
5804         if (p_ptr->redraw & (PR_DEPTH))
5805         {
5806                 p_ptr->redraw &= ~(PR_DEPTH);
5807                 prt_depth();
5808         }
5809
5810         if (p_ptr->redraw & (PR_HEALTH))
5811         {
5812                 p_ptr->redraw &= ~(PR_HEALTH);
5813                 health_redraw(FALSE);
5814         }
5815
5816         if (p_ptr->redraw & (PR_UHEALTH))
5817         {
5818                 p_ptr->redraw &= ~(PR_UHEALTH);
5819                 health_redraw(TRUE);
5820         }
5821
5822
5823         if (p_ptr->redraw & (PR_EXTRA))
5824         {
5825                 p_ptr->redraw &= ~(PR_EXTRA);
5826                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5827                 p_ptr->redraw &= ~(PR_HUNGER);
5828                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5829                 prt_frame_extra();
5830         }
5831
5832         if (p_ptr->redraw & (PR_CUT))
5833         {
5834                 p_ptr->redraw &= ~(PR_CUT);
5835                 prt_cut();
5836         }
5837
5838         if (p_ptr->redraw & (PR_STUN))
5839         {
5840                 p_ptr->redraw &= ~(PR_STUN);
5841                 prt_stun();
5842         }
5843
5844         if (p_ptr->redraw & (PR_HUNGER))
5845         {
5846                 p_ptr->redraw &= ~(PR_HUNGER);
5847                 prt_hunger();
5848         }
5849
5850         if (p_ptr->redraw & (PR_STATE))
5851         {
5852                 p_ptr->redraw &= ~(PR_STATE);
5853                 prt_state();
5854         }
5855
5856         if (p_ptr->redraw & (PR_SPEED))
5857         {
5858                 p_ptr->redraw &= ~(PR_SPEED);
5859                 prt_speed();
5860         }
5861
5862         if (p_ptr->pclass == CLASS_IMITATOR)
5863         {
5864                 if (p_ptr->redraw & (PR_MANE))
5865                 {
5866                         p_ptr->redraw &= ~(PR_MANE);
5867                         prt_mane();
5868                 }
5869         }
5870         else if (p_ptr->redraw & (PR_STUDY))
5871         {
5872                 p_ptr->redraw &= ~(PR_STUDY);
5873                 prt_study();
5874         }
5875 }
5876
5877
5878 /*
5879  * Handle "p_ptr->window"
5880  */
5881 void window_stuff(void)
5882 {
5883         int j;
5884
5885         u32b mask = 0L;
5886
5887
5888         /* Nothing to do */
5889         if (!p_ptr->window) return;
5890
5891         /* Scan windows */
5892         for (j = 0; j < 8; j++)
5893         {
5894                 /* Save usable flags */
5895                 if (angband_term[j]) mask |= window_flag[j];
5896         }
5897
5898         /* Apply usable flags */
5899         p_ptr->window &= mask;
5900
5901         /* Nothing to do */
5902         if (!p_ptr->window) return;
5903
5904
5905         /* Display inventory */
5906         if (p_ptr->window & (PW_INVEN))
5907         {
5908                 p_ptr->window &= ~(PW_INVEN);
5909                 fix_inven();
5910         }
5911
5912         /* Display equipment */
5913         if (p_ptr->window & (PW_EQUIP))
5914         {
5915                 p_ptr->window &= ~(PW_EQUIP);
5916                 fix_equip();
5917         }
5918
5919         /* Display spell list */
5920         if (p_ptr->window & (PW_SPELL))
5921         {
5922                 p_ptr->window &= ~(PW_SPELL);
5923                 fix_spell();
5924         }
5925
5926         /* Display player */
5927         if (p_ptr->window & (PW_PLAYER))
5928         {
5929                 p_ptr->window &= ~(PW_PLAYER);
5930                 fix_player();
5931         }
5932
5933         /* Display overhead view */
5934         if (p_ptr->window & (PW_MESSAGE))
5935         {
5936                 p_ptr->window &= ~(PW_MESSAGE);
5937                 fix_message();
5938         }
5939
5940         /* Display overhead view */
5941         if (p_ptr->window & (PW_OVERHEAD))
5942         {
5943                 p_ptr->window &= ~(PW_OVERHEAD);
5944                 fix_overhead();
5945         }
5946
5947         /* Display overhead view */
5948         if (p_ptr->window & (PW_DUNGEON))
5949         {
5950                 p_ptr->window &= ~(PW_DUNGEON);
5951                 fix_dungeon();
5952         }
5953
5954         /* Display monster recall */
5955         if (p_ptr->window & (PW_MONSTER))
5956         {
5957                 p_ptr->window &= ~(PW_MONSTER);
5958                 fix_monster();
5959         }
5960
5961         /* Display object recall */
5962         if (p_ptr->window & (PW_OBJECT))
5963         {
5964                 p_ptr->window &= ~(PW_OBJECT);
5965                 fix_object();
5966         }
5967 }
5968
5969
5970 /*
5971  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5972  */
5973 void handle_stuff(void)
5974 {
5975         /* Update stuff */
5976         if (p_ptr->update) update_stuff();
5977
5978         /* Redraw stuff */
5979         if (p_ptr->redraw) redraw_stuff();
5980
5981         /* Window stuff */
5982         if (p_ptr->window) window_stuff();
5983 }
5984
5985
5986 s16b empty_hands(bool is_monk)
5987 {
5988         s16b status = EMPTY_HAND_NONE;
5989         if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return EMPTY_HAND_NONE;
5990
5991         if (!(inventory[INVEN_RARM].k_idx)) status |= EMPTY_HAND_RARM;
5992         if (!(inventory[INVEN_LARM].k_idx)) status |= EMPTY_HAND_LARM;
5993         return status;
5994 }
5995
5996
5997 bool heavy_armor(void)
5998 {
5999         u16b monk_arm_wgt = 0;
6000
6001         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6002
6003         /* Weight the armor */
6004         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6005         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6006         monk_arm_wgt += inventory[INVEN_BODY].weight;
6007         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6008         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6009         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6010         monk_arm_wgt += inventory[INVEN_FEET].weight;
6011
6012         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6013 }