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1 /*!
2  * @file xtra1.c
3  * @brief 雑多なその他の処理1 / misc code
4  * @date 2014/08/17
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @param 日中ならばTRUE、夜ならばFALSE
126  */
127 bool is_daytime(void)
128 {
129         s32b len = TURNS_PER_TICK * TOWN_DAWN;
130         if ((turn % len) < (len / 2))
131                 return TRUE;
132         else
133                 return FALSE;
134 }
135
136 /*!
137  * @brief 現在の日数、時刻を返す /
138  * Extract day, hour, min
139  * @param day 日数を返すための参照ポインタ
140  * @param hour 時数を返すための参照ポインタ
141  * @param min 分数を返すための参照ポインタ
142  */
143 void extract_day_hour_min(int *day, int *hour, int *min)
144 {
145         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
147
148         switch (p_ptr->start_race)
149         {
150         case RACE_VAMPIRE:
151         case RACE_SKELETON:
152         case RACE_ZOMBIE:
153         case RACE_SPECTRE:
154                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
155                 break;
156         default:
157                 *day = (turn + A_DAY / 4) / A_DAY + 1;
158                 break;
159         }
160         *hour = (24 * turn_in_today / A_DAY) % 24;
161         *min = (1440 * turn_in_today / A_DAY) % 60;
162 }
163
164 /*!
165  * @brief ゲーム時刻を表示する /
166  * Print time
167  * @return なし
168  */
169 void prt_time(void)
170 {
171         int day, hour, min;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
175
176         extract_day_hour_min(&day, &hour, &min);
177
178         /* Dump the info itself */
179         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
181
182         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
183 }
184
185 /*!
186  * @brief 現在のマップ名を返す /
187  * @return マップ名の文字列参照ポインタ
188  */
189 cptr map_name(void)
190 {
191         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193                 return _("クエスト", "Quest");
194         else if (p_ptr->wild_mode)
195                 return _("地上", "Surface");
196         else if (p_ptr->inside_arena)
197                 return _("アリーナ", "Arena");
198         else if (p_ptr->inside_battle)
199                 return _("闘技場", "Monster Arena");
200         else if (!dun_level && p_ptr->town_num)
201                 return town[p_ptr->town_num].name;
202         else
203                 return d_name+d_info[dungeon_type].name;
204 }
205
206 /*!
207  * @brief 現在のマップ名を描画する / Print dungeon
208  * @return なし
209  */
210 static void prt_dungeon(void)
211 {
212         cptr dungeon_name;
213         int col;
214
215         /* Dump 13 spaces to clear */
216         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
217
218         dungeon_name = map_name();
219
220         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221         if (col < 0) col = 0;
222
223         /* Dump the info itself */
224         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
225                   ROW_DUNGEON, col);
226 }
227
228
229 /*!
230  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231  * @param stat 描画するステータスのID
232  * @return なし
233  */
234 static void prt_stat(int stat)
235 {
236         char tmp[32];
237
238         /* Display "injured" stat */
239         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
240         {
241                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242                 cnv_stat(p_ptr->stat_use[stat], tmp);
243                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244         }
245
246         /* Display "healthy" stat */
247         else
248         {
249                 put_str(stat_names[stat], ROW_STAT + stat, 0);
250                 cnv_stat(p_ptr->stat_use[stat], tmp);
251                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252         }
253
254         /* Indicate natural maximum */
255         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256         {
257 #ifdef JP
258                 /* 日本語にかぶらないように表示位置を変更 */
259                 put_str("!", ROW_STAT + stat, 5);
260 #else
261                 put_str("!", ROW_STAT + stat, 3);
262 #endif
263
264         }
265 }
266
267
268 /*
269  * 画面下部に表示する状態表示定義ID / Data structure for status bar
270  */
271 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
338
339 static struct {
340         byte attr;
341         cptr sstr;
342         cptr lstr;
343 } bar[]
344 #ifdef JP
345 = {
346         {TERM_YELLOW, "つ", "つよし"},
347         {TERM_VIOLET, "幻", "幻覚"},
348         {TERM_L_DARK, "盲", "盲目"},
349         {TERM_RED, "痺", "麻痺"},
350         {TERM_VIOLET, "乱", "混乱"},
351         {TERM_GREEN, "毒", "毒"},
352         {TERM_BLUE, "恐", "恐怖"},
353         {TERM_L_BLUE, "浮", "浮遊"},
354         {TERM_SLATE, "反", "反射"},
355         {TERM_SLATE, "壁", "壁抜け"},
356         {TERM_L_DARK, "幽", "幽体"},
357         {TERM_SLATE, "邪", "防邪"},
358         {TERM_VIOLET, "変", "変わり身"},
359         {TERM_YELLOW, "魔", "魔法鎧"},
360         {TERM_L_UMBER, "伸", "伸び"},
361         {TERM_WHITE, "石", "石肌"},
362         {TERM_L_BLUE, "分", "分身"},
363         {TERM_SLATE, "防", "魔法防御"},
364         {TERM_YELLOW, "究", "究極"},
365         {TERM_YELLOW, "無", "無敵"},
366         {TERM_L_GREEN, "酸", "酸免疫"},
367         {TERM_GREEN, "酸", "耐酸"},
368         {TERM_L_BLUE, "電", "電免疫"},
369         {TERM_BLUE, "電", "耐電"},
370         {TERM_L_RED, "火", "火免疫"},
371         {TERM_RED, "火", "耐火"},
372         {TERM_WHITE, "冷", "冷免疫"},
373         {TERM_SLATE, "冷", "耐冷"},
374         {TERM_GREEN, "毒", "耐毒"},
375         {TERM_L_DARK, "獄", "耐地獄"},
376         {TERM_L_BLUE, "時", "耐時間"},
377         {TERM_L_DARK, "鏡", "鏡オーラ"},
378         {TERM_L_RED, "オ", "火オーラ"},
379         {TERM_WHITE, "闘", "闘気"},
380         {TERM_WHITE, "聖", "聖オーラ"},
381         {TERM_VIOLET, "目", "目には目"},
382         {TERM_WHITE, "祝", "祝福"},
383         {TERM_WHITE, "勇", "勇"},
384         {TERM_RED, "狂", "狂乱"},
385         {TERM_L_RED, "火", "魔剣火"},
386         {TERM_WHITE, "冷", "魔剣冷"},
387         {TERM_L_BLUE, "電", "魔剣電"},
388         {TERM_SLATE, "酸", "魔剣酸"},
389         {TERM_L_GREEN, "毒", "魔剣毒"},
390         {TERM_RED, "乱", "混乱打撃"},
391         {TERM_L_BLUE, "視", "透明視"},
392         {TERM_ORANGE, "テ", "テレパシ"},
393         {TERM_L_BLUE, "回", "回復"},
394         {TERM_L_RED, "赤", "赤外"},
395         {TERM_UMBER, "隠", "隠密"},
396         {TERM_YELLOW, "隠", "超隠密"},
397         {TERM_WHITE, "帰", "帰還"},
398         {TERM_WHITE, "現", "現実変容"},
399         /* Hex */
400         {TERM_WHITE, "オ", "氷オーラ"},
401         {TERM_BLUE, "オ", "電オーラ"},
402         {TERM_L_DARK, "オ", "影オーラ"},
403         {TERM_YELLOW, "腕", "腕力強化"},
404         {TERM_RED, "肉", "肉体強化"},
405         {TERM_L_DARK, "殖", "反増殖"},
406         {TERM_ORANGE, "テ", "反テレポ"},
407         {TERM_RED, "魔", "反魔法"},
408         {TERM_SLATE, "我", "我慢"},
409         {TERM_SLATE, "宣", "宣告"},
410         {TERM_L_DARK, "剣", "魔剣化"},
411         {TERM_RED, "吸", "吸血打撃"},
412         {TERM_WHITE, "回", "回復"},
413         {TERM_L_DARK, "感", "邪悪感知"},
414         {0, NULL, NULL}
415 };
416 #else
417 = {
418         {TERM_YELLOW, "Ts", "Tsuyoshi"},
419         {TERM_VIOLET, "Ha", "Halluc"},
420         {TERM_L_DARK, "Bl", "Blind"},
421         {TERM_RED, "Pa", "Paralyzed"},
422         {TERM_VIOLET, "Cf", "Confused"},
423         {TERM_GREEN, "Po", "Poisoned"},
424         {TERM_BLUE, "Af", "Afraid"},
425         {TERM_L_BLUE, "Lv", "Levit"},
426         {TERM_SLATE, "Rf", "Reflect"},
427         {TERM_SLATE, "Pw", "PassWall"},
428         {TERM_L_DARK, "Wr", "Wraith"},
429         {TERM_SLATE, "Ev", "PrtEvl"},
430         {TERM_VIOLET, "Kw", "Kawarimi"},
431         {TERM_YELLOW, "Md", "MgcArm"},
432         {TERM_L_UMBER, "Eh", "Expand"},
433         {TERM_WHITE, "Ss", "StnSkn"},
434         {TERM_L_BLUE, "Ms", "MltShdw"},
435         {TERM_SLATE, "Rm", "ResMag"},
436         {TERM_YELLOW, "Ul", "Ultima"},
437         {TERM_YELLOW, "Iv", "Invuln"},
438         {TERM_L_GREEN, "IAc", "ImmAcid"},
439         {TERM_GREEN, "Ac", "Acid"},
440         {TERM_L_BLUE, "IEl", "ImmElec"},
441         {TERM_BLUE, "El", "Elec"},
442         {TERM_L_RED, "IFi", "ImmFire"},
443         {TERM_RED, "Fi", "Fire"},
444         {TERM_WHITE, "ICo", "ImmCold"},
445         {TERM_SLATE, "Co", "Cold"},
446         {TERM_GREEN, "Po", "Pois"},
447         {TERM_L_DARK, "Nt", "Nthr"},
448         {TERM_L_BLUE, "Ti", "Time"},
449         {TERM_L_DARK, "Mr", "Mirr"},
450         {TERM_L_RED, "SFi", "SFire"},
451         {TERM_WHITE, "Fo", "Force"},
452         {TERM_WHITE, "Ho", "Holy"},
453         {TERM_VIOLET, "Ee", "EyeEye"},
454         {TERM_WHITE, "Bs", "Bless"},
455         {TERM_WHITE, "He", "Hero"},
456         {TERM_RED, "Br", "Berserk"},
457         {TERM_L_RED, "BFi", "BFire"},
458         {TERM_WHITE, "BCo", "BCold"},
459         {TERM_L_BLUE, "BEl", "BElec"},
460         {TERM_SLATE, "BAc", "BAcid"},
461         {TERM_L_GREEN, "BPo", "BPois"},
462         {TERM_RED, "TCf", "TchCnf"},
463         {TERM_L_BLUE, "Se", "SInv"},
464         {TERM_ORANGE, "Te", "Telepa"},
465         {TERM_L_BLUE, "Rg", "Regen"},
466         {TERM_L_RED, "If", "Infr"},
467         {TERM_UMBER, "Sl", "Stealth"},
468         {TERM_YELLOW, "Stlt", "Stealth"},
469         {TERM_WHITE, "Rc", "Recall"},
470         {TERM_WHITE, "Al", "Alter"},
471         /* Hex */
472         {TERM_WHITE, "SCo", "SCold"},
473         {TERM_BLUE, "SEl", "SElec"},
474         {TERM_L_DARK, "SSh", "SShadow"},
475         {TERM_YELLOW, "EMi", "ExMight"},
476         {TERM_RED, "Bu", "BuildUp"},
477         {TERM_L_DARK, "AMl", "AntiMulti"},
478         {TERM_ORANGE, "AT", "AntiTele"},
479         {TERM_RED, "AM", "AntiMagic"},
480         {TERM_SLATE, "Pa", "Patience"},
481         {TERM_SLATE, "Rv", "Revenge"},
482         {TERM_L_DARK, "Rs", "RuneSword"},
483         {TERM_RED, "Vm", "Vampiric"},
484         {TERM_WHITE, "Cu", "Cure"},
485         {TERM_L_DARK, "ET", "EvilTele"},
486         {0, NULL, NULL}
487 };
488 #endif
489
490 /*!
491  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492  * @param FLG フラグ位置(ビット)
493  * @return なし
494  */
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
496
497 /*!
498  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499  * @param FLG フラグ位置(ビット)
500  * @return 1ならば0以外を返す
501  */
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
503
504
505 /*!
506  * @param 下部に状態表示を行う / Show status bar
507  * @return なし
508  */
509 static void prt_status(void)
510 {
511         u32b bar_flags[3];
512         int wid, hgt, row_statbar, max_col_statbar;
513         int i, col = 0, num = 0;
514         int space = 2;
515
516         Term_get_size(&wid, &hgt);
517         row_statbar = hgt + ROW_STATBAR;
518         max_col_statbar = wid + MAX_COL_STATBAR;
519
520         Term_erase(0, row_statbar, max_col_statbar);
521
522         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
523
524         /* Tsuyoshi  */
525         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
526
527         /* Hallucinating */
528         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
529
530         /* Blindness */
531         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
532
533         /* Paralysis */
534         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
535
536         /* Confusion */
537         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
538
539         /* Posioned */
540         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
541
542         /* Times see-invisible */
543         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
544
545         /* Timed esp */
546         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
547
548         /* Timed regenerate */
549         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
550
551         /* Timed infra-vision */
552         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
553
554         /* Protection from evil */
555         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
556
557         /* Invulnerability */
558         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
559
560         /* Wraith form */
561         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
562
563         /* Kabenuke */
564         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
565
566         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
567
568         /* Heroism */
569         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
570
571         /* Super Heroism / berserk */
572         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
573
574         /* Blessed */
575         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
576
577         /* Shield */
578         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
579
580         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
581
582         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
583         
584         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
585
586         /* Oppose Acid */
587         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
589
590         /* Oppose Lightning */
591         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
593
594         /* Oppose Fire */
595         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
597
598         /* Oppose Cold */
599         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
601
602         /* Oppose Poison */
603         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
604
605         /* Word of Recall */
606         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
607
608         /* Alter realiry */
609         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
610
611         /* Afraid */
612         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
613
614         /* Resist time */
615         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
616
617         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
618
619         /* Confusing Hands */
620         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
621
622         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
623
624         /* Ultimate-resistance */
625         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
626
627         /* tim levitation */
628         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
629
630         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
631
632         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
633
634         /* Mahouken */
635         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
641
642         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
643
644         /* tim stealth */
645         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
646
647         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
648
649         /* Holy aura */
650         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
651
652         /* An Eye for an Eye */
653         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
654
655         /* Hex spells */
656         if (p_ptr->realm1 == REALM_HEX)
657         {
658                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673                 if (hex_spelling(HEX_CURE_LIGHT) ||
674                         hex_spelling(HEX_CURE_SERIOUS) ||
675                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
676
677                 if (p_ptr->magic_num2[2])
678                 {
679                         if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
680                         if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @param プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
740  * @return なし
741  */
742 static void prt_title(void)
743 {
744         cptr p = "";
745         char str[14];
746
747         /* Wizard */
748         if (p_ptr->wizard)
749         {
750 #ifdef JP
751                 /* 英日切り替え機能 称号 */
752                 p = "[ウィザード]";
753 #else
754                 p = "[=-WIZARD-=]";
755 #endif
756
757         }
758
759         /* Winner */
760         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
761         {
762                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
763                 {
764 #ifdef JP
765                         /* 英日切り替え機能 称号 */
766                         p = "*真・勝利者*";
767 #else
768                         p = "*TRUEWINNER*";
769 #endif
770                 }
771                 else
772                 {
773 #ifdef JP
774                         /* 英日切り替え機能 称号 */
775                         p = "***勝利者***";
776 #else
777                         p = "***WINNER***";
778 #endif
779                 }
780         }
781
782         /* Normal */
783         else
784         {
785                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
786                 p = str;
787         }
788
789         prt_field(p, ROW_TITLE, COL_TITLE);
790 }
791
792
793 /*!
794  * @param プレイヤーのレベルを表示する / Prints level
795  * @return なし
796  */
797 static void prt_level(void)
798 {
799         char tmp[32];
800
801         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
802
803         if (p_ptr->lev >= p_ptr->max_plv)
804         {
805 #ifdef JP
806                 put_str("レベル ", ROW_LEVEL, 0);
807                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
808 #else
809                 put_str("LEVEL ", ROW_LEVEL, 0);
810                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
811 #endif
812
813         }
814         else
815         {
816 #ifdef JP
817                 put_str("xレベル", ROW_LEVEL, 0);
818                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
819 #else
820                 put_str("Level ", ROW_LEVEL, 0);
821                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
822 #endif
823
824         }
825 }
826
827
828 /*!
829  * @param プレイヤーの経験値を表示する / Display the experience
830  * @return なし
831  */
832 static void prt_exp(void)
833 {
834         char out_val[32];
835
836         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
837         {
838                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
839         }
840         else
841         {
842                 if (p_ptr->lev >= PY_MAX_LEVEL)
843                 {
844                         (void)sprintf(out_val, "********");
845                 }
846                 else
847                 {
848 #ifdef JP
849                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
850 #else      
851                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
852 #endif
853                 }
854         }
855
856         if (p_ptr->exp >= p_ptr->max_exp)
857         {
858 #ifdef JP
859                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860                 else put_str("経験 ", ROW_EXP, 0);
861                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
862 #else
863                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864                 else put_str("EXP ", ROW_EXP, 0);
865                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
866 #endif
867
868         }
869         else
870         {
871 #ifdef JP
872                 put_str("x経験", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
874 #else
875                 put_str("Exp ", ROW_EXP, 0);
876                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
877 #endif
878
879         }
880 }
881
882 /*!
883  * @param プレイヤーの所持金を表示する / Prints current gold
884  * @return なし
885  */
886 static void prt_gold(void)
887 {
888         char tmp[32];
889         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890         sprintf(tmp, "%9ld", (long)p_ptr->au);
891         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
892 }
893
894
895 /*!
896  * @param プレイヤーのACを表示する / Prints current AC
897  * @return なし
898  */
899 static void prt_ac(void)
900 {
901         char tmp[32];
902
903 #ifdef JP
904 /* AC の表示方式を変更している */
905         put_str(" AC(     )", ROW_AC, COL_AC);
906         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
908 #else
909         put_str("Cur AC ", ROW_AC, COL_AC);
910         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
912 #endif
913
914 }
915
916
917 /*!
918  * @param プレイヤーのHPを表示する / Prints Cur/Max hit points
919  * @return なし
920  */
921 static void prt_hp(void)
922 {
923 /* ヒットポイントの表示方法を変更 */
924         char tmp[32];
925   
926         byte color;
927   
928         /* タイトル */
929 /*      put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
930
931         put_str("HP", ROW_CURHP, COL_CURHP);
932
933         /* 現在のヒットポイント */
934         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
935
936         if (p_ptr->chp >= p_ptr->mhp)
937         {
938                 color = TERM_L_GREEN;
939         }
940         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
941         {
942                 color = TERM_YELLOW;
943         }
944         else
945         {
946                 color = TERM_RED;
947         }
948
949         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
950
951         /* 区切り */
952         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
953
954         /* 最大ヒットポイント */
955         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956         color = TERM_L_GREEN;
957
958         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
959 }
960
961
962 /*!
963  * @param プレイヤーのMPを表示する / Prints players max/cur spell points
964  * @return なし
965  */
966 static void prt_sp(void)
967 {
968 /* マジックポイントの表示方法を変更している */
969         char tmp[32];
970         byte color;
971
972
973         /* Do not show mana unless it matters */
974         if (!mp_ptr->spell_book) return;
975
976         /* タイトル */
977 /*      put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
979
980         /* 現在のマジックポイント */
981         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
982
983         if (p_ptr->csp >= p_ptr->msp)
984         {
985                 color = TERM_L_GREEN;
986         }
987         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
988         {
989                 color = TERM_YELLOW;
990         }
991         else
992         {
993                 color = TERM_RED;
994         }
995
996         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
997
998         /* 区切り */
999         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1000
1001         /* 最大マジックポイント */
1002         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003         color = TERM_L_GREEN;
1004
1005         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1006 }
1007
1008
1009 /*!
1010  * @param 現在のフロアの深さを表示する / Prints depth in stat area
1011  * @return なし
1012  */
1013 static void prt_depth(void)
1014 {
1015         char depths[32];
1016         int wid, hgt, row_depth, col_depth;
1017         byte attr = TERM_WHITE;
1018
1019         Term_get_size(&wid, &hgt);
1020         col_depth = wid + COL_DEPTH;
1021         row_depth = hgt + ROW_DEPTH;
1022
1023         if (!dun_level)
1024         {
1025                 strcpy(depths, _("地上", "Surf."));
1026         }
1027         else if (p_ptr->inside_quest && !dungeon_type)
1028         {
1029                 strcpy(depths, _("地上", "Quest"));
1030         }
1031         else
1032         {
1033                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
1034                 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1035
1036                 /* Get color of level based on feeling  -JSV- */
1037                 switch (p_ptr->feeling)
1038                 {
1039                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1040                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1041                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1042                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1043                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1044                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1045                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1046                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1048                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1049                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1050                 }
1051         }
1052
1053         /* Right-Adjust the "depth", and clear old values */
1054         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1055 }
1056
1057
1058 /*!
1059  * @param プレイヤーの空腹状態を表示する / Prints status of hunger
1060  * @return なし
1061  */
1062 static void prt_hunger(void)
1063 {
1064         if(p_ptr->wizard && p_ptr->inside_arena) return;
1065
1066         /* Fainting / Starving */
1067         if (p_ptr->food < PY_FOOD_FAINT)
1068         {
1069                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1070         }
1071
1072         /* Weak */
1073         else if (p_ptr->food < PY_FOOD_WEAK)
1074         {
1075                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1076         }
1077
1078         /* Hungry */
1079         else if (p_ptr->food < PY_FOOD_ALERT)
1080         {
1081                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1082         }
1083
1084         /* Normal */
1085         else if (p_ptr->food < PY_FOOD_FULL)
1086         {
1087                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1088         }
1089
1090         /* Full */
1091         else if (p_ptr->food < PY_FOOD_MAX)
1092         {
1093                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1094         }
1095
1096         /* Gorged */
1097         else
1098         {
1099                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1100         }
1101 }
1102
1103
1104 /*!
1105  * @param プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1106  * @return なし
1107  * @details
1108  * Display is always exactly 10 characters wide (see below)
1109  * This function was a major bottleneck when resting, so a lot of
1110  * the text formatting code was optimized in place below.
1111  */
1112 static void prt_state(void)
1113 {
1114         byte attr = TERM_WHITE;
1115
1116         char text[5];
1117
1118         /* Repeating */
1119         if (command_rep)
1120         {
1121                 if (command_rep > 999)
1122                 {
1123                         (void)sprintf(text, "%2d00", command_rep / 100);
1124                 }
1125                 else
1126                 {
1127                         (void)sprintf(text, "  %2d", command_rep);
1128                 }
1129         }
1130
1131         /* Action */
1132         else
1133         {
1134                 switch(p_ptr->action)
1135                 {
1136                         case ACTION_SEARCH:
1137                         {
1138                                 strcpy(text, _("探索", "Sear"));
1139                                 break;
1140                         }
1141                         case ACTION_REST:
1142                         {
1143                                 int i;
1144
1145                                 /* Start with "Rest" */
1146                                 strcpy(text, _("    ", "    "));
1147
1148                                 /* Extensive (timed) rest */
1149                                 if (resting >= 1000)
1150                                 {
1151                                         i = resting / 100;
1152                                         text[3] = '0';
1153                                         text[2] = '0';
1154                                         text[1] = '0' + (i % 10);
1155                                         text[0] = '0' + (i / 10);
1156                                 }
1157
1158                                 /* Long (timed) rest */
1159                                 else if (resting >= 100)
1160                                 {
1161                                         i = resting;
1162                                         text[3] = '0' + (i % 10);
1163                                         i = i / 10;
1164                                         text[2] = '0' + (i % 10);
1165                                         text[1] = '0' + (i / 10);
1166                                 }
1167
1168                                 /* Medium (timed) rest */
1169                                 else if (resting >= 10)
1170                                 {
1171                                         i = resting;
1172                                         text[3] = '0' + (i % 10);
1173                                         text[2] = '0' + (i / 10);
1174                                 }
1175
1176                                 /* Short (timed) rest */
1177                                 else if (resting > 0)
1178                                 {
1179                                         i = resting;
1180                                         text[3] = '0' + (i);
1181                                 }
1182
1183                                 /* Rest until healed */
1184                                 else if (resting == -1)
1185                                 {
1186                                         text[0] = text[1] = text[2] = text[3] = '*';
1187                                 }
1188
1189                                 /* Rest until done */
1190                                 else if (resting == -2)
1191                                 {
1192                                         text[0] = text[1] = text[2] = text[3] = '&';
1193                                 }
1194                                 break;
1195                         }
1196                         case ACTION_LEARN:
1197                         {
1198                                 strcpy(text, _("学習", "lear"));
1199                                 if (new_mane) attr = TERM_L_RED;
1200                                 break;
1201                         }
1202                         case ACTION_FISH:
1203                         {
1204                                 strcpy(text, _("釣り", "fish"));
1205                                 break;
1206                         }
1207                         case ACTION_KAMAE:
1208                         {
1209                                 int i;
1210                                 for (i = 0; i < MAX_KAMAE; i++)
1211                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1212                                 switch (i)
1213                                 {
1214                                         case 0: attr = TERM_GREEN;break;
1215                                         case 1: attr = TERM_WHITE;break;
1216                                         case 2: attr = TERM_L_BLUE;break;
1217                                         case 3: attr = TERM_L_RED;break;
1218                                 }
1219                                 strcpy(text, kamae_shurui[i].desc);
1220                                 break;
1221                         }
1222                         case ACTION_KATA:
1223                         {
1224                                 int i;
1225                                 for (i = 0; i < MAX_KATA; i++)
1226                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227                                 strcpy(text, kata_shurui[i].desc);
1228                                 break;
1229                         }
1230                         case ACTION_SING:
1231                         {
1232                                 strcpy(text, _("歌  ", "Sing"));
1233                                 break;
1234                         }
1235                         case ACTION_HAYAGAKE:
1236                         {
1237                                 strcpy(text, _("速駆", "Fast"));
1238                                 break;
1239                         }
1240                         case ACTION_SPELL:
1241                         {
1242                                 strcpy(text, _("詠唱", "Spel"));
1243                                 break;
1244                         }
1245                         default:
1246                         {
1247                                 strcpy(text, "    ");
1248                                 break;
1249                         }
1250                 }
1251         }
1252
1253         /* Display the info (or blanks) */
1254         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1255 }
1256
1257
1258 /*!
1259  * @param プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1260  * @return なし
1261  */
1262 static void prt_speed(void)
1263 {
1264         int i = p_ptr->pspeed;
1265         bool is_fast = IS_FAST();
1266
1267         byte attr = TERM_WHITE;
1268         char buf[32] = "";
1269         int wid, hgt, row_speed, col_speed;
1270
1271         Term_get_size(&wid, &hgt);
1272         col_speed = wid + COL_SPEED;
1273         row_speed = hgt + ROW_SPEED;
1274
1275         /* Hack -- Visually "undo" the Search Mode Slowdown */
1276         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1277
1278         /* Fast */
1279         if (i > 110)
1280         {
1281                 if (p_ptr->riding)
1282                 {
1283                         monster_type *m_ptr = &m_list[p_ptr->riding];
1284                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286                         else attr = TERM_GREEN;
1287                 }
1288                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290                 else attr = TERM_L_GREEN;
1291 #ifdef JP
1292                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1293 #else
1294                 sprintf(buf, "Fast(+%d)", (i - 110));
1295 #endif
1296
1297         }
1298
1299         /* Slow */
1300         else if (i < 110)
1301         {
1302                 if (p_ptr->riding)
1303                 {
1304                         monster_type *m_ptr = &m_list[p_ptr->riding];
1305                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307                         else attr = TERM_RED;
1308                 }
1309                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311                 else attr = TERM_L_UMBER;
1312 #ifdef JP
1313                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1314 #else
1315                 sprintf(buf, "Slow(-%d)", (110 - i));
1316 #endif
1317         }
1318         else if (p_ptr->riding)
1319         {
1320                 attr = TERM_GREEN;
1321                 strcpy(buf, _("乗馬中", "Riding"));
1322         }
1323
1324         /* Display the speed */
1325         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1326 }
1327
1328
1329 /*!
1330  * @param プレイヤーの呪文学習可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_study(void)
1334 {
1335         int wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->new_spells)
1342         {
1343                 put_str(_("学習", "Stud"), row_study, col_study);
1344         }
1345         else
1346         {
1347                 put_str("    ", row_study, col_study);
1348         }
1349 }
1350
1351
1352 /*!
1353  * @param プレイヤーのものまね可能状態を表示する
1354  * @return なし
1355  */
1356 static void prt_imitation(void)
1357 {
1358         int wid, hgt, row_study, col_study;
1359
1360         Term_get_size(&wid, &hgt);
1361         col_study = wid + COL_STUDY;
1362         row_study = hgt + ROW_STUDY;
1363
1364         if (p_ptr->pclass == CLASS_IMITATOR)
1365         {
1366                 if (p_ptr->mane_num)
1367                 {
1368                         byte attr;
1369                         if (new_mane) attr = TERM_L_RED;
1370                         else attr = TERM_WHITE;
1371                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1372                 }
1373                 else
1374                 {
1375                         put_str("    ", row_study, col_study);
1376                 }
1377         }
1378 }
1379
1380 /*!
1381  * @param プレイヤーの負傷状態を表示する
1382  * @return なし
1383  */
1384 static void prt_cut(void)
1385 {
1386         int c = p_ptr->cut;
1387
1388         if (c > 1000)
1389         {
1390                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1391         }
1392         else if (c > 200)
1393         {
1394                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1395         }
1396         else if (c > 100)
1397         {
1398                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1399         }
1400         else if (c > 50)
1401         {
1402                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1403         }
1404         else if (c > 25)
1405         {
1406                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1407         }
1408         else if (c > 10)
1409         {
1410                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1411         }
1412         else if (c)
1413         {
1414                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1415         }
1416         else
1417         {
1418                 put_str("            ", ROW_CUT, COL_CUT);
1419         }
1420 }
1421
1422
1423 /*!
1424  * @param プレイヤーの朦朧状態を表示する
1425  * @return なし
1426  */
1427 static void prt_stun(void)
1428 {
1429         int s = p_ptr->stun;
1430
1431         if (s > 100)
1432         {
1433                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1434         }
1435         else if (s > 50)
1436         {
1437                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1438         }
1439         else if (s)
1440         {
1441                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1442         }
1443         else
1444         {
1445                 put_str("            ", ROW_STUN, COL_STUN);
1446         }
1447 }
1448
1449
1450
1451 /*!
1452  * @param モンスターの体力ゲージを表示する
1453  * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1454  * @return なし
1455  * @details
1456  * <pre>
1457  * Redraw the "monster health bar"      -DRS-
1458  * Rather extensive modifications by    -BEN-
1459  *
1460  * The "monster health bar" provides visual feedback on the "health"
1461  * of the monster currently being "tracked".  There are several ways
1462  * to "track" a monster, including targetting it, attacking it, and
1463  * affecting it (and nobody else) with a ranged attack.
1464  *
1465  * Display the monster health bar (affectionately known as the
1466  * "health-o-meter").  Clear health bar if nothing is being tracked.
1467  * Auto-track current target monster when bored.  Note that the
1468  * health-bar stops tracking any monster that "disappears".
1469  * </pre>
1470  */
1471 static void health_redraw(bool riding)
1472 {
1473         s16b health_who;
1474         int row, col;
1475         monster_type *m_ptr;
1476
1477         if (riding)
1478         {
1479                 health_who = p_ptr->riding;
1480                 row = ROW_RIDING_INFO;
1481                 col = COL_RIDING_INFO;
1482         }
1483         else
1484         {
1485                 health_who = p_ptr->health_who;
1486                 row = ROW_INFO;
1487                 col = COL_INFO;
1488         }
1489
1490         m_ptr = &m_list[health_who];
1491
1492         if (p_ptr->wizard && p_ptr->inside_battle)
1493         {
1494                 row = ROW_INFO - 2;
1495                 col = COL_INFO + 2;
1496
1497                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1498                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1499                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1500                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1501
1502                 if(m_list[1].r_idx)
1503                 {
1504                         Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1507                 }
1508
1509                 if(m_list[2].r_idx)
1510                 {
1511                         Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1514                 }
1515
1516                 if(m_list[3].r_idx)
1517                 {
1518                         Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1521                 }
1522
1523                 if(m_list[4].r_idx)
1524                 {
1525                         Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1528                 }
1529         }
1530         else
1531         {
1532
1533                 /* Not tracking */
1534                 if (!health_who)
1535                 {
1536                         /* Erase the health bar */
1537                         Term_erase(col, row, 12);
1538                 }
1539
1540                 /* Tracking an unseen monster */
1541                 else if (!m_ptr->ml)
1542                 {
1543                         /* Indicate that the monster health is "unknown" */
1544                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1545                 }
1546
1547                 /* Tracking a hallucinatory monster */
1548                 else if (p_ptr->image)
1549                 {
1550                         /* Indicate that the monster health is "unknown" */
1551                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1552                 }
1553
1554                 /* Tracking a dead monster (???) */
1555                 else if (m_ptr->hp < 0)
1556                 {
1557                         /* Indicate that the monster health is "unknown" */
1558                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1559                 }
1560
1561                 /* Tracking a visible monster */
1562                 else
1563                 {
1564                         /* Extract the "percent" of health */
1565                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1567
1568                         /* Convert percent into "health" */
1569                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1570
1571                         /* Default to almost dead */
1572                         byte attr = TERM_RED;
1573
1574                         /* Invulnerable */
1575                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1576
1577                         /* Asleep */
1578                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1579
1580                         /* Afraid */
1581                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1582
1583                         /* Healthy */
1584                         else if (pct >= 100) attr = TERM_L_GREEN;
1585
1586                         /* Somewhat Wounded */
1587                         else if (pct >= 60) attr = TERM_YELLOW;
1588
1589                         /* Wounded */
1590                         else if (pct >= 25) attr = TERM_ORANGE;
1591
1592                         /* Badly wounded */
1593                         else if (pct >= 10) attr = TERM_L_RED;
1594
1595                         /* Default to "unknown" */
1596                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1597
1598                         /* Dump the current "health" (use '*' symbols) */
1599                         Term_putstr(col + 1, row, len, attr, "**********");
1600                 }
1601         }
1602 }
1603
1604
1605
1606 /*!
1607  * @param プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1608  * @return なし
1609  */
1610 static void prt_frame_basic(void)
1611 {
1612         int i;
1613
1614         /* Race and Class */
1615         if (p_ptr->mimic_form)
1616                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1617         else
1618         {
1619                 char str[14];
1620                 my_strcpy(str, rp_ptr->title, sizeof(str));
1621                 prt_field(str, ROW_RACE, COL_RACE);
1622         }
1623 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1625
1626
1627         /* Title */
1628         prt_title();
1629
1630         /* Level/Experience */
1631         prt_level();
1632         prt_exp();
1633
1634         /* All Stats */
1635         for (i = 0; i < 6; i++) prt_stat(i);
1636
1637         /* Armor */
1638         prt_ac();
1639
1640         /* Hitpoints */
1641         prt_hp();
1642
1643         /* Spellpoints */
1644         prt_sp();
1645
1646         /* Gold */
1647         prt_gold();
1648
1649         /* Current depth */
1650         prt_depth();
1651
1652         /* Special */
1653         health_redraw(FALSE);
1654         health_redraw(TRUE);
1655 }
1656
1657
1658 /*!
1659  * @param プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1660  * @return なし
1661  */
1662 static void prt_frame_extra(void)
1663 {
1664         /* Cut/Stun */
1665         prt_cut();
1666         prt_stun();
1667
1668         /* Food */
1669         prt_hunger();
1670
1671         /* State */
1672         prt_state();
1673
1674         /* Speed */
1675         prt_speed();
1676
1677         /* Study spells */
1678         prt_study();
1679
1680         prt_imitation();
1681
1682         prt_status();
1683 }
1684
1685
1686 /*!
1687  * @param サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1688  * @return なし
1689  */
1690 static void fix_inven(void)
1691 {
1692         int j;
1693
1694         /* Scan windows */
1695         for (j = 0; j < 8; j++)
1696         {
1697                 term *old = Term;
1698
1699                 /* No window */
1700                 if (!angband_term[j]) continue;
1701
1702                 /* No relevant flags */
1703                 if (!(window_flag[j] & (PW_INVEN))) continue;
1704
1705                 /* Activate */
1706                 Term_activate(angband_term[j]);
1707
1708                 /* Display inventory */
1709                 display_inven();
1710
1711                 /* Fresh */
1712                 Term_fresh();
1713
1714                 /* Restore */
1715                 Term_activate(old);
1716         }
1717 }
1718
1719
1720 /*!
1721  * @briefs モンスターの現在数を一行で表現する / Print monster info in line
1722  * @param x 表示列
1723  * @param y 表示行
1724  * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725  * @param n_same モンスターの数の現在数
1726  * @details
1727  * <pre>
1728  * nnn X LV name
1729  *  nnn : number or unique(U) or wanted unique(W)
1730  *  X   : symbol of monster
1731  *  LV  : monster lv if known
1732  *  name: name of monster
1733  * @return なし
1734  * </pre>
1735  */
1736 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1737         char buf[256];
1738         int i;
1739         int r_idx = m_ptr->ap_r_idx;
1740         monster_race* r_ptr = &r_info[r_idx];
1741  
1742         Term_gotoxy(x, y);
1743         if(!r_ptr)return;
1744         //Number of 'U'nique
1745         if(r_ptr->flags1&RF1_UNIQUE){//unique
1746                 bool is_kubi = FALSE;
1747                 for(i=0;i<MAX_KUBI;i++){
1748                         if(kubi_r_idx[i] == r_idx){
1749                                 is_kubi = TRUE;
1750                                 break;
1751                         }
1752                 }
1753                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1754         }else{
1755                 sprintf(buf, "%3d", n_same);
1756                 Term_addstr(-1, TERM_WHITE, buf);
1757         }
1758         //symbol
1759         Term_addstr(-1, TERM_WHITE, " ");
1760         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761         //Term_addstr(-1, TERM_WHITE, "/");
1762         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1763         //LV
1764         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765                 sprintf(buf, " %2d", r_ptr->level);
1766         }else{
1767                 strcpy(buf, " ??");
1768         }
1769         Term_addstr(-1, TERM_WHITE, buf);
1770         //name
1771         sprintf(buf, " %s ", r_name+r_ptr->name);
1772         Term_addstr(-1, TERM_WHITE, buf);
1773  
1774         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1775 }
1776
1777 /*!
1778  * @briefs モンスターの出現リストを表示する / Print monster info in line
1779  * @param x 表示列
1780  * @param y 表示行
1781  * @param max_lines 最大何行描画するか
1782  */
1783 void print_monster_list(int x, int y, int max_lines){
1784         int line = y;
1785         monster_type* last_mons = NULL;
1786         monster_type* m_ptr = NULL;
1787         int n_same = 0;
1788         int i;
1789
1790         for(i=0;i<temp_n;i++){
1791                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793                 m_ptr = &m_list[c_ptr->m_idx];
1794                 if(is_pet(m_ptr))continue;//pet
1795                 if(!m_ptr->r_idx)continue;//dead?
1796                 {
1797                         /*
1798                         int r_idx = m_ptr->ap_r_idx;
1799                         monster_race* r_ptr = &r_info[r_idx];
1800                         cptr name = (r_name + r_ptr->name);
1801                         cptr ename = (r_name + r_ptr->name);
1802                         //ミミック類や「それ」等は、一覧に出てはいけない
1803                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1805                         //『ヌル』は、一覧に出てはいけない
1806                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807                            (strcmp(ename, "Null the Living Void")==0))continue;
1808                         //"金無垢の指輪"は、一覧に出てはいけない
1809                         if((strcmp(name, "金無垢の指輪")==0)||
1810                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1811                         */
1812                 }
1813
1814                 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815                 if(!last_mons){//先頭モンスター
1816                         last_mons = m_ptr;
1817                         n_same = 1;
1818                         continue;
1819                 }
1820                 //same race?
1821                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1822                         n_same++;
1823                         continue;//表示処理を次に回す
1824                 }
1825                 //print last mons info
1826                 print_monster_line(x, line++, last_mons, n_same);
1827                 n_same = 1;
1828                 last_mons = m_ptr;
1829                 if(line-y-1==max_lines){//残り1行
1830                         break;
1831                 }
1832         }
1833         if(line-y-1==max_lines && i!=temp_n){
1834                 Term_gotoxy(x, line);
1835                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1836         }else{
1837                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1838         }
1839 }
1840
1841 /*!
1842  * @briefs 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1843  * @return なし
1844  */
1845 static void fix_monster_list(void)
1846 {
1847         int j;
1848         int w, h;
1849
1850         /* Scan windows */
1851         for (j = 0; j < 8; j++)
1852         {
1853                 term *old = Term;
1854
1855                 /* No window */
1856                 if (!angband_term[j]) continue;
1857
1858                 /* No relevant flags */
1859                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1860
1861                 /* Activate */
1862                 Term_activate(angband_term[j]);
1863                 Term_get_size(&w, &h);
1864
1865                 Term_clear();
1866
1867                 target_set_prepare_look();//モンスター一覧を生成,ソート
1868                 print_monster_list(0, 0, h);
1869
1870                 /* Fresh */
1871                 Term_fresh();
1872
1873                 /* Restore */
1874                 Term_activate(old);
1875         }
1876 }
1877
1878
1879
1880 /*!
1881  * @briefs 現在の装備品をサブウィンドウに表示する / 
1882  * Hack -- display equipment in sub-windows
1883  * @return なし
1884  */
1885 static void fix_equip(void)
1886 {
1887         int j;
1888
1889         /* Scan windows */
1890         for (j = 0; j < 8; j++)
1891         {
1892                 term *old = Term;
1893
1894                 /* No window */
1895                 if (!angband_term[j]) continue;
1896
1897                 /* No relevant flags */
1898                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1899
1900                 /* Activate */
1901                 Term_activate(angband_term[j]);
1902
1903                 /* Display equipment */
1904                 display_equip();
1905
1906                 /* Fresh */
1907                 Term_fresh();
1908
1909                 /* Restore */
1910                 Term_activate(old);
1911         }
1912 }
1913
1914
1915 /*!
1916  * @briefs 現在の習得済魔法をサブウィンドウに表示する / 
1917  * Hack -- display spells in sub-windows
1918  * @return なし
1919  */
1920 static void fix_spell(void)
1921 {
1922         int j;
1923
1924         /* Scan windows */
1925         for (j = 0; j < 8; j++)
1926         {
1927                 term *old = Term;
1928
1929                 /* No window */
1930                 if (!angband_term[j]) continue;
1931
1932                 /* No relevant flags */
1933                 if (!(window_flag[j] & (PW_SPELL))) continue;
1934
1935                 /* Activate */
1936                 Term_activate(angband_term[j]);
1937
1938                 /* Display spell list */
1939                 display_spell_list();
1940
1941                 /* Fresh */
1942                 Term_fresh();
1943
1944                 /* Restore */
1945                 Term_activate(old);
1946         }
1947 }
1948
1949
1950 /*!
1951  * @briefs 現在のプレイヤーステータスをサブウィンドウに表示する / 
1952  * Hack -- display character in sub-windows
1953  * @return なし
1954  */
1955 static void fix_player(void)
1956 {
1957         int j;
1958
1959         /* Scan windows */
1960         for (j = 0; j < 8; j++)
1961         {
1962                 term *old = Term;
1963
1964                 /* No window */
1965                 if (!angband_term[j]) continue;
1966
1967                 /* No relevant flags */
1968                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1969
1970                 /* Activate */
1971                 Term_activate(angband_term[j]);
1972
1973                 update_playtime();
1974
1975                 /* Display player */
1976                 display_player(0);
1977
1978                 /* Fresh */
1979                 Term_fresh();
1980
1981                 /* Restore */
1982                 Term_activate(old);
1983         }
1984 }
1985
1986 /*!
1987  * @briefs ゲームメッセージ履歴をサブウィンドウに表示する / 
1988  * Hack -- display recent messages in sub-windows
1989  * XXX XXX XXX Adjust for width and split messages
1990  * @return なし
1991  */
1992 static void fix_message(void)
1993 {
1994         int j, i;
1995         int w, h;
1996         int x, y;
1997
1998         /* Scan windows */
1999         for (j = 0; j < 8; j++)
2000         {
2001                 term *old = Term;
2002
2003                 /* No window */
2004                 if (!angband_term[j]) continue;
2005
2006                 /* No relevant flags */
2007                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2008
2009                 /* Activate */
2010                 Term_activate(angband_term[j]);
2011
2012                 /* Get size */
2013                 Term_get_size(&w, &h);
2014
2015                 /* Dump messages */
2016                 for (i = 0; i < h; i++)
2017                 {
2018                         /* Dump the message on the appropriate line */
2019                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2020
2021                         /* Cursor */
2022                         Term_locate(&x, &y);
2023
2024                         /* Clear to end of line */
2025                         Term_erase(x, y, 255);
2026                 }
2027
2028                 /* Fresh */
2029                 Term_fresh();
2030
2031                 /* Restore */
2032                 Term_activate(old);
2033         }
2034 }
2035
2036
2037 /*!
2038  * @briefs 簡易マップをサブウィンドウに表示する / 
2039  * Hack -- display overhead view in sub-windows
2040  * XXX XXX XXX Adjust for width and split messages
2041  * @return なし
2042  * @details
2043  * Note that the "player" symbol does NOT appear on the map.
2044  */
2045 static void fix_overhead(void)
2046 {
2047         int j;
2048
2049         int cy, cx;
2050
2051         /* Scan windows */
2052         for (j = 0; j < 8; j++)
2053         {
2054                 term *old = Term;
2055                 int wid, hgt;
2056
2057                 /* No window */
2058                 if (!angband_term[j]) continue;
2059
2060                 /* No relevant flags */
2061                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2062
2063                 /* Activate */
2064                 Term_activate(angband_term[j]);
2065
2066                 /* Full map in too small window is useless  */
2067                 Term_get_size(&wid, &hgt);
2068                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2069                 {
2070                         /* Redraw map */
2071                         display_map(&cy, &cx);
2072
2073                         /* Fresh */
2074                         Term_fresh();
2075                 }
2076
2077                 /* Restore */
2078                 Term_activate(old);
2079         }
2080 }
2081
2082
2083 /*!
2084  * @briefs ダンジョンの地形をサブウィンドウに表示する / 
2085  * Hack -- display dungeon view in sub-windows
2086  * @return なし
2087  */
2088 static void fix_dungeon(void)
2089 {
2090         int j;
2091
2092         /* Scan windows */
2093         for (j = 0; j < 8; j++)
2094         {
2095                 term *old = Term;
2096
2097                 /* No window */
2098                 if (!angband_term[j]) continue;
2099
2100                 /* No relevant flags */
2101                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2102
2103                 /* Activate */
2104                 Term_activate(angband_term[j]);
2105
2106                 /* Redraw dungeon view */
2107                 display_dungeon();
2108
2109                 /* Fresh */
2110                 Term_fresh();
2111
2112                 /* Restore */
2113                 Term_activate(old);
2114         }
2115 }
2116
2117
2118 /*!
2119  * @briefs モンスターの思い出をサブウィンドウに表示する / 
2120  * Hack -- display dungeon view in sub-windows
2121  * @return なし
2122  */
2123 static void fix_monster(void)
2124 {
2125         int j;
2126
2127         /* Scan windows */
2128         for (j = 0; j < 8; j++)
2129         {
2130                 term *old = Term;
2131
2132                 /* No window */
2133                 if (!angband_term[j]) continue;
2134
2135                 /* No relevant flags */
2136                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2137
2138                 /* Activate */
2139                 Term_activate(angband_term[j]);
2140
2141                 /* Display monster race info */
2142                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2143
2144                 /* Fresh */
2145                 Term_fresh();
2146
2147                 /* Restore */
2148                 Term_activate(old);
2149         }
2150 }
2151
2152
2153 /*!
2154  * @briefs ベースアイテム情報をサブウィンドウに表示する / 
2155  * Hack -- display object recall in sub-windows
2156  * @return なし
2157  */
2158 static void fix_object(void)
2159 {
2160         int j;
2161
2162         /* Scan windows */
2163         for (j = 0; j < 8; j++)
2164         {
2165                 term *old = Term;
2166
2167                 /* No window */
2168                 if (!angband_term[j]) continue;
2169
2170                 /* No relevant flags */
2171                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2172
2173                 /* Activate */
2174                 Term_activate(angband_term[j]);
2175
2176                 /* Display monster race info */
2177                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2178
2179                 /* Fresh */
2180                 Term_fresh();
2181
2182                 /* Restore */
2183                 Term_activate(old);
2184         }
2185 }
2186
2187
2188 /*
2189  * Calculate number of spells player should have, and forget,
2190  * or remember, spells until that number is properly reflected.
2191  *
2192  * Note that this function induces various "status" messages,
2193  * which must be bypasses until the character is created.
2194  */
2195 static void calc_spells(void)
2196 {
2197         int                     i, j, k, levels;
2198         int                     num_allowed;
2199         int         num_boukyaku = 0;
2200
2201         const magic_type        *s_ptr;
2202         int which;
2203         int bonus = 0;
2204
2205
2206         cptr p;
2207
2208         /* Hack -- must be literate */
2209         if (!mp_ptr->spell_book) return;
2210
2211         /* Hack -- wait for creation */
2212         if (!character_generated) return;
2213
2214         /* Hack -- handle "xtra" mode */
2215         if (character_xtra) return;
2216
2217         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2218         {
2219                 p_ptr->new_spells = 0;
2220                 return;
2221         }
2222
2223         p = spell_category_name(mp_ptr->spell_book);
2224
2225         /* Determine the number of spells allowed */
2226         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2227
2228         /* Hack -- no negative spells */
2229         if (levels < 0) levels = 0;
2230
2231         /* Extract total allowed spells */
2232         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2233
2234         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2235         {
2236                 bonus = 4;
2237         }
2238         if (p_ptr->pclass == CLASS_SAMURAI)
2239         {
2240                 num_allowed = 32;
2241         }
2242         else if (p_ptr->realm2 == REALM_NONE)
2243         {
2244                 num_allowed = (num_allowed+1)/2;
2245                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2246         }
2247         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2248         {
2249                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2250         }
2251         else
2252         {
2253                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2254         }
2255
2256         /* Count the number of spells we know */
2257         for (j = 0; j < 64; j++)
2258         {
2259                 /* Count known spells */
2260                 if ((j < 32) ?
2261                     (p_ptr->spell_forgotten1 & (1L << j)) :
2262                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2263                 {
2264                         num_boukyaku++;
2265                 }
2266         }
2267
2268         /* See how many spells we must forget or may learn */
2269         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2270
2271         /* Forget spells which are too hard */
2272         for (i = 63; i >= 0; i--)
2273         {
2274                 /* Efficiency -- all done */
2275                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2276
2277                 /* Access the spell */
2278                 j = p_ptr->spell_order[i];
2279
2280                 /* Skip non-spells */
2281                 if (j >= 99) continue;
2282
2283
2284                 /* Get the spell */
2285                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2286                 {
2287                         if (j < 32)
2288                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2289                         else
2290                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2291                 }
2292                 else if (j < 32)
2293                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2294                 else
2295                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2296
2297                 /* Skip spells we are allowed to know */
2298                 if (s_ptr->slevel <= p_ptr->lev) continue;
2299
2300                 /* Is it known? */
2301                 if ((j < 32) ?
2302                     (p_ptr->spell_learned1 & (1L << j)) :
2303                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2304                 {
2305                         /* Mark as forgotten */
2306                         if (j < 32)
2307                         {
2308                                 p_ptr->spell_forgotten1 |= (1L << j);
2309                                 which = p_ptr->realm1;
2310                         }
2311                         else
2312                         {
2313                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2314                                 which = p_ptr->realm2;
2315                         }
2316
2317                         /* No longer known */
2318                         if (j < 32)
2319                         {
2320                                 p_ptr->spell_learned1 &= ~(1L << j);
2321                                 which = p_ptr->realm1;
2322                         }
2323                         else
2324                         {
2325                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2326                                 which = p_ptr->realm2;
2327                         }
2328
2329                         /* Message */
2330 #ifdef JP
2331                         msg_format("%sの%sを忘れてしまった。",
2332                                    do_spell(which, j%32, SPELL_NAME), p );
2333 #else
2334                         msg_format("You have forgotten the %s of %s.", p,
2335                         do_spell(which, j%32, SPELL_NAME));
2336 #endif
2337
2338
2339                         /* One more can be learned */
2340                         p_ptr->new_spells++;
2341                 }
2342         }
2343
2344
2345         /* Forget spells if we know too many spells */
2346         for (i = 63; i >= 0; i--)
2347         {
2348                 /* Stop when possible */
2349                 if (p_ptr->new_spells >= 0) break;
2350
2351                 /* Efficiency -- all done */
2352                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2353
2354                 /* Get the (i+1)th spell learned */
2355                 j = p_ptr->spell_order[i];
2356
2357                 /* Skip unknown spells */
2358                 if (j >= 99) continue;
2359
2360                 /* Forget it (if learned) */
2361                 if ((j < 32) ?
2362                     (p_ptr->spell_learned1 & (1L << j)) :
2363                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2364                 {
2365                         /* Mark as forgotten */
2366                         if (j < 32)
2367                         {
2368                                 p_ptr->spell_forgotten1 |= (1L << j);
2369                                 which = p_ptr->realm1;
2370                         }
2371                         else
2372                         {
2373                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2374                                 which = p_ptr->realm2;
2375                         }
2376
2377                         /* No longer known */
2378                         if (j < 32)
2379                         {
2380                                 p_ptr->spell_learned1 &= ~(1L << j);
2381                                 which = p_ptr->realm1;
2382                         }
2383                         else
2384                         {
2385                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2386                                 which = p_ptr->realm2;
2387                         }
2388
2389                         /* Message */
2390 #ifdef JP
2391                         msg_format("%sの%sを忘れてしまった。",
2392                                    do_spell(which, j%32, SPELL_NAME), p );
2393 #else
2394                         msg_format("You have forgotten the %s of %s.", p,
2395                                    do_spell(which, j%32, SPELL_NAME));
2396 #endif
2397
2398
2399                         /* One more can be learned */
2400                         p_ptr->new_spells++;
2401                 }
2402         }
2403
2404
2405         /* Check for spells to remember */
2406         for (i = 0; i < 64; i++)
2407         {
2408                 /* None left to remember */
2409                 if (p_ptr->new_spells <= 0) break;
2410
2411                 /* Efficiency -- all done */
2412                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2413
2414                 /* Get the next spell we learned */
2415                 j = p_ptr->spell_order[i];
2416
2417                 /* Skip unknown spells */
2418                 if (j >= 99) break;
2419
2420                 /* Access the spell */
2421                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2422                 {
2423                         if (j < 32)
2424                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2425                         else
2426                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2427                 }
2428                 else if (j<32)
2429                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2430                 else
2431                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2432
2433                 /* Skip spells we cannot remember */
2434                 if (s_ptr->slevel > p_ptr->lev) continue;
2435
2436                 /* First set of spells */
2437                 if ((j < 32) ?
2438                     (p_ptr->spell_forgotten1 & (1L << j)) :
2439                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2440                 {
2441                         /* No longer forgotten */
2442                         if (j < 32)
2443                         {
2444                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2445                                 which = p_ptr->realm1;
2446                         }
2447                         else
2448                         {
2449                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2450                                 which = p_ptr->realm2;
2451                         }
2452
2453                         /* Known once more */
2454                         if (j < 32)
2455                         {
2456                                 p_ptr->spell_learned1 |= (1L << j);
2457                                 which = p_ptr->realm1;
2458                         }
2459                         else
2460                         {
2461                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2462                                 which = p_ptr->realm2;
2463                         }
2464
2465                         /* Message */
2466 #ifdef JP
2467                         msg_format("%sの%sを思い出した。",
2468                                    do_spell(which, j%32, SPELL_NAME), p );
2469 #else
2470                         msg_format("You have remembered the %s of %s.",
2471                                    p, do_spell(which, j%32, SPELL_NAME));
2472 #endif
2473
2474
2475                         /* One less can be learned */
2476                         p_ptr->new_spells--;
2477                 }
2478         }
2479
2480         k = 0;
2481
2482         if (p_ptr->realm2 == REALM_NONE)
2483         {
2484                 /* Count spells that can be learned */
2485                 for (j = 0; j < 32; j++)
2486                 {
2487                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2488                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2489
2490                         /* Skip spells we cannot remember */
2491                         if (s_ptr->slevel > p_ptr->lev) continue;
2492
2493                         /* Skip spells we already know */
2494                         if (p_ptr->spell_learned1 & (1L << j))
2495                         {
2496                                 continue;
2497                         }
2498
2499                         /* Count it */
2500                         k++;
2501                 }
2502                 if (k > 32) k = 32;
2503                 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;
2504         }
2505
2506         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2507
2508         /* Spell count changed */
2509         if (p_ptr->old_spells != p_ptr->new_spells)
2510         {
2511                 /* Message if needed */
2512                 if (p_ptr->new_spells)
2513                 {
2514                         /* Message */
2515 #ifdef JP
2516                         if( p_ptr->new_spells < 10 ){
2517                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2518                         }else{
2519                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2520                         }
2521 #else
2522                         msg_format("You can learn %d more %s%s.",
2523                                    p_ptr->new_spells, p,
2524                                    (p_ptr->new_spells != 1) ? "s" : "");
2525 #endif
2526
2527                 }
2528
2529                 /* Save the new_spells value */
2530                 p_ptr->old_spells = p_ptr->new_spells;
2531
2532                 /* Redraw Study Status */
2533                 p_ptr->redraw |= (PR_STUDY);
2534
2535                 /* Redraw object recall */
2536                 p_ptr->window |= (PW_OBJECT);
2537         }
2538 }
2539
2540
2541 /*
2542  * Calculate maximum mana.  You do not need to know any spells.
2543  * Note that mana is lowered by heavy (or inappropriate) armor.
2544  *
2545  * This function induces status messages.
2546  */
2547 static void calc_mana(void)
2548 {
2549         int             msp, levels, cur_wgt, max_wgt;
2550
2551         object_type     *o_ptr;
2552
2553
2554         /* Hack -- Must be literate */
2555         if (!mp_ptr->spell_book) return;
2556
2557         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2558             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2559             (p_ptr->pclass == CLASS_BLUE_MAGE))
2560         {
2561                 levels = p_ptr->lev;
2562         }
2563         else
2564         {
2565                 if(mp_ptr->spell_first > p_ptr->lev)
2566                 {
2567                         /* Save new mana */
2568                         p_ptr->msp = 0;
2569
2570                         /* Display mana later */
2571                         p_ptr->redraw |= (PR_MANA);
2572                         return;
2573                 }
2574
2575                 /* Extract "effective" player level */
2576                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2577         }
2578
2579         if (p_ptr->pclass == CLASS_SAMURAI)
2580         {
2581                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2582                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2583         }
2584         else
2585         {
2586                 /* Extract total mana */
2587                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2588
2589                 /* Hack -- usually add one mana */
2590                 if (msp) msp++;
2591
2592                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2593
2594                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2595
2596                 /* Hack: High mages have a 25% mana bonus */
2597                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2598
2599                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2600         }
2601
2602         /* Only mages are affected */
2603         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2604         {
2605                 u32b flgs[TR_FLAG_SIZE];
2606
2607                 /* Assume player is not encumbered by gloves */
2608                 p_ptr->cumber_glove = FALSE;
2609
2610                 /* Get the gloves */
2611                 o_ptr = &inventory[INVEN_HANDS];
2612
2613                 /* Examine the gloves */
2614                 object_flags(o_ptr, flgs);
2615
2616                 /* Normal gloves hurt mage-type spells */
2617                 if (o_ptr->k_idx &&
2618                     !(have_flag(flgs, TR_FREE_ACT)) &&
2619                         !(have_flag(flgs, TR_DEC_MANA)) &&
2620                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2621                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2622                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2623                 {
2624                         /* Encumbered */
2625                         p_ptr->cumber_glove = TRUE;
2626
2627                         /* Reduce mana */
2628                         msp = (3 * msp) / 4;
2629                 }
2630         }
2631
2632
2633         /* Assume player not encumbered by armor */
2634         p_ptr->cumber_armor = FALSE;
2635
2636         /* Weigh the armor */
2637         cur_wgt = 0;
2638         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2639         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2640         cur_wgt += inventory[INVEN_BODY].weight;
2641         cur_wgt += inventory[INVEN_HEAD].weight;
2642         cur_wgt += inventory[INVEN_OUTER].weight;
2643         cur_wgt += inventory[INVEN_HANDS].weight;
2644         cur_wgt += inventory[INVEN_FEET].weight;
2645
2646         /* Subtract a percentage of maximum mana. */
2647         switch (p_ptr->pclass)
2648         {
2649                 /* For these classes, mana is halved if armour 
2650                  * is 30 pounds over their weight limit. */
2651                 case CLASS_MAGE:
2652                 case CLASS_HIGH_MAGE:
2653                 case CLASS_BLUE_MAGE:
2654                 case CLASS_MONK:
2655                 case CLASS_FORCETRAINER:
2656                 case CLASS_SORCERER:
2657                 {
2658                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2659                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2660                         break;
2661                 }
2662
2663                 /* Mana halved if armour is 40 pounds over weight limit. */
2664                 case CLASS_PRIEST:
2665                 case CLASS_BARD:
2666                 case CLASS_TOURIST:
2667                 {
2668                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2669                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2670                         break;
2671                 }
2672
2673                 case CLASS_MINDCRAFTER:
2674                 case CLASS_BEASTMASTER:
2675                 case CLASS_MIRROR_MASTER:
2676                 {
2677                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2678                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2679                         break;
2680                 }
2681
2682                 /* Mana halved if armour is 50 pounds over weight limit. */
2683                 case CLASS_ROGUE:
2684                 case CLASS_RANGER:
2685                 case CLASS_RED_MAGE:
2686                 case CLASS_WARRIOR_MAGE:
2687                 {
2688                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2689                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2690                         break;
2691                 }
2692
2693                 /* Mana halved if armour is 60 pounds over weight limit. */
2694                 case CLASS_PALADIN:
2695                 case CLASS_CHAOS_WARRIOR:
2696                 {
2697                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2698                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2699                         break;
2700                 }
2701
2702                 /* For new classes created, but not yet added to this formula. */
2703                 default:
2704                 {
2705                         break;
2706                 }
2707         }
2708
2709         /* Determine the weight allowance */
2710         max_wgt = mp_ptr->spell_weight;
2711
2712         /* Heavy armor penalizes mana by a percentage.  -LM- */
2713         if ((cur_wgt - max_wgt) > 0)
2714         {
2715                 /* Encumbered */
2716                 p_ptr->cumber_armor = TRUE;
2717
2718                 /* Subtract a percentage of maximum mana. */
2719                 switch (p_ptr->pclass)
2720                 {
2721                         /* For these classes, mana is halved if armour 
2722                          * is 30 pounds over their weight limit. */
2723                         case CLASS_MAGE:
2724                         case CLASS_HIGH_MAGE:
2725                         case CLASS_BLUE_MAGE:
2726                         {
2727                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2728                                 break;
2729                         }
2730
2731                         /* Mana halved if armour is 40 pounds over weight limit. */
2732                         case CLASS_PRIEST:
2733                         case CLASS_MINDCRAFTER:
2734                         case CLASS_BEASTMASTER:
2735                         case CLASS_BARD:
2736                         case CLASS_FORCETRAINER:
2737                         case CLASS_TOURIST:
2738                         case CLASS_MIRROR_MASTER:
2739                         {
2740                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2741                                 break;
2742                         }
2743
2744                         case CLASS_SORCERER:
2745                         {
2746                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2747                                 break;
2748                         }
2749
2750                         /* Mana halved if armour is 50 pounds over weight limit. */
2751                         case CLASS_ROGUE:
2752                         case CLASS_RANGER:
2753                         case CLASS_MONK:
2754                         case CLASS_RED_MAGE:
2755                         {
2756                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2757                                 break;
2758                         }
2759
2760                         /* Mana halved if armour is 60 pounds over weight limit. */
2761                         case CLASS_PALADIN:
2762                         case CLASS_CHAOS_WARRIOR:
2763                         case CLASS_WARRIOR_MAGE:
2764                         {
2765                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2766                                 break;
2767                         }
2768
2769                         case CLASS_SAMURAI:
2770                         {
2771                                 p_ptr->cumber_armor = FALSE;
2772                                 break;
2773                         }
2774
2775                         /* For new classes created, but not yet added to this formula. */
2776                         default:
2777                         {
2778                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2779                                 break;
2780                         }
2781                 }
2782         }
2783
2784         /* Mana can never be negative */
2785         if (msp < 0) msp = 0;
2786
2787
2788         /* Maximum mana has changed */
2789         if (p_ptr->msp != msp)
2790         {
2791                 /* Enforce maximum */
2792                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2793                 {
2794                         p_ptr->csp = msp;
2795                         p_ptr->csp_frac = 0;
2796                 }
2797
2798 #ifdef JP
2799                 /* レベルアップの時は上昇量を表示する */
2800                 if ((level_up == 1) && (msp > p_ptr->msp))
2801                 {
2802                         msg_format("最大マジック・ポイントが %d 増加した!",
2803                                    (msp - p_ptr->msp));
2804                 }
2805 #endif
2806                 /* Save new mana */
2807                 p_ptr->msp = msp;
2808
2809                 /* Display mana later */
2810                 p_ptr->redraw |= (PR_MANA);
2811
2812                 /* Window stuff */
2813                 p_ptr->window |= (PW_PLAYER);
2814                 p_ptr->window |= (PW_SPELL);
2815         }
2816
2817
2818         /* Hack -- handle "xtra" mode */
2819         if (character_xtra) return;
2820
2821         /* Take note when "glove state" changes */
2822         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2823         {
2824                 /* Message */
2825                 if (p_ptr->cumber_glove)
2826                 {
2827                         msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2828                 }
2829                 else
2830                 {
2831                         msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2832                 }
2833
2834                 /* Save it */
2835                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2836         }
2837
2838
2839         /* Take note when "armor state" changes */
2840         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2841         {
2842                 /* Message */
2843                 if (p_ptr->cumber_armor)
2844                 {
2845                         msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2846                 }
2847                 else
2848                 {
2849                         msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2850                 }
2851
2852                 /* Save it */
2853                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2854         }
2855 }
2856
2857
2858
2859 /*
2860  * Calculate the players (maximal) hit points
2861  * Adjust current hitpoints if necessary
2862  */
2863 static void calc_hitpoints(void)
2864 {
2865         int bonus, mhp;
2866         byte tmp_hitdie;
2867
2868         /* Un-inflate "half-hitpoint bonus per level" value */
2869         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2870
2871         /* Calculate hitpoints */
2872         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2873
2874         if (p_ptr->mimic_form)
2875         {
2876                 if (p_ptr->pclass == CLASS_SORCERER)
2877                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2878                 else
2879                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2880                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2881         }
2882
2883         if (p_ptr->pclass == CLASS_SORCERER)
2884         {
2885                 if (p_ptr->lev < 30)
2886                         mhp = (mhp * (45+p_ptr->lev) / 100);
2887                 else
2888                         mhp = (mhp * 75 / 100);
2889                 bonus = (bonus * 65 / 100);
2890         }
2891
2892         mhp += bonus;
2893
2894         if (p_ptr->pclass == CLASS_BERSERKER)
2895         {
2896                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2897         }
2898
2899         /* Always have at least one hitpoint per level */
2900         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2901
2902         /* Factor in the hero / superhero settings */
2903         if (IS_HERO()) mhp += 10;
2904         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2905         if (p_ptr->tsuyoshi) mhp += 50;
2906
2907         /* Factor in the hex spell settings */
2908         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2909         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2910
2911         /* New maximum hitpoints */
2912         if (p_ptr->mhp != mhp)
2913         {
2914                 /* Enforce maximum */
2915                 if (p_ptr->chp >= mhp)
2916                 {
2917                         p_ptr->chp = mhp;
2918                         p_ptr->chp_frac = 0;
2919                 }
2920
2921 #ifdef JP
2922                 /* レベルアップの時は上昇量を表示する */
2923                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2924                 {
2925                         msg_format("最大ヒット・ポイントが %d 増加した!",
2926                                    (mhp - p_ptr->mhp) );
2927                 }
2928 #endif
2929                 /* Save the new max-hitpoints */
2930                 p_ptr->mhp = mhp;
2931
2932                 /* Display hitpoints (later) */
2933                 p_ptr->redraw |= (PR_HP);
2934
2935                 /* Window stuff */
2936                 p_ptr->window |= (PW_PLAYER);
2937         }
2938 }
2939
2940
2941
2942 /*
2943  * Extract and set the current "lite radius"
2944  *
2945  * SWD: Experimental modification: multiple light sources have additive effect.
2946  *
2947  */
2948 static void calc_torch(void)
2949 {
2950         int i, rad;
2951         object_type *o_ptr;
2952         u32b flgs[TR_FLAG_SIZE];
2953
2954         /* Assume no light */
2955         p_ptr->cur_lite = 0;
2956
2957         /* Loop through all wielded items */
2958         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2959         {
2960                 o_ptr = &inventory[i];
2961                 /* Skip empty slots */
2962                 if (!o_ptr->k_idx) continue;
2963                 
2964                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2965                 
2966                 /* Need Fuels */
2967                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2968                 {
2969                         if (o_ptr->tval == TV_LITE)
2970                         {
2971                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2972                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2973                         }
2974                 }
2975
2976                 /* Extract the flags */
2977                 object_flags(o_ptr, flgs);
2978
2979                 /* calc the lite_radius */
2980                 
2981                 rad = 0;
2982                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2983                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2984                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2985                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2986                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2987                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2988                 p_ptr->cur_lite += rad;
2989         }
2990
2991         /* max radius is 14 (was 5) without rewriting other code -- */
2992         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2993         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2994                 p_ptr->cur_lite = 1;
2995
2996         /*
2997          * check if the player doesn't have light radius, 
2998          * but does weakly glow as an intrinsic.
2999          */
3000         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3001
3002         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3003         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3004
3005         /* end experimental mods */
3006
3007         /* Notice changes in the "lite radius" */
3008         if (p_ptr->old_lite != p_ptr->cur_lite)
3009         {
3010                 /* Update stuff */
3011                 /* Hack -- PU_MON_LITE for monsters' darkness */
3012                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3013
3014                 /* Remember the old lite */
3015                 p_ptr->old_lite = p_ptr->cur_lite;
3016
3017                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3018                         set_superstealth(FALSE);
3019         }
3020 }
3021
3022
3023
3024 /*
3025  * Computes current weight limit.
3026  */
3027 u32b weight_limit(void)
3028 {
3029         u32b i;
3030
3031         /* Weight limit based only on strength */
3032         i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3033         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3034
3035         /* Return the result */
3036         return i;
3037 }
3038
3039
3040 bool buki_motteruka(int i)
3041 {
3042         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3043 }
3044
3045 bool is_heavy_shoot(object_type *o_ptr)
3046 {
3047         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3048         /* It is hard to carholdry a heavy bow */
3049         return (hold < o_ptr->weight / 10);
3050 }
3051
3052 int bow_tval_ammo(object_type *o_ptr)
3053 {
3054         /* Analyze the launcher */
3055         switch (o_ptr->sval)
3056         {
3057                 case SV_SLING:
3058                 {
3059                         return TV_SHOT;
3060                 }
3061
3062                 case SV_SHORT_BOW:
3063                 case SV_LONG_BOW:
3064                 case SV_NAMAKE_BOW:
3065                 {
3066                         return TV_ARROW;
3067                 }
3068
3069                 case SV_LIGHT_XBOW:
3070                 case SV_HEAVY_XBOW:
3071                 {
3072                         return TV_BOLT;
3073                 }
3074                 case SV_CRIMSON:
3075                 {
3076                         return TV_NO_AMMO;
3077                 }
3078         }
3079         
3080         return 0;
3081 }
3082
3083 /* calcurate the fire rate of target object */
3084 s16b calc_num_fire(object_type *o_ptr)
3085 {
3086         int extra_shots = 0;
3087         int i;
3088         int num = 0;
3089         int tval_ammo = bow_tval_ammo(o_ptr);
3090         object_type *q_ptr;
3091         u32b flgs[TR_FLAG_SIZE];
3092         
3093         /* Scan the usable inventory */
3094         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3095         {
3096                 q_ptr = &inventory[i];
3097
3098                 /* Skip non-objects */
3099                 if (!q_ptr->k_idx) continue;
3100                 
3101                 /* Do not apply current equip */
3102                 if (i == INVEN_BOW) continue;
3103
3104                 /* Extract the item flags */
3105                 object_flags(q_ptr, flgs);
3106
3107                 /* Boost shots */
3108                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3109         }
3110         
3111         object_flags(o_ptr, flgs);
3112         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3113         
3114         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3115         {
3116                 num = 100;
3117                 /* Extra shots */
3118                 num += (extra_shots * 100);
3119
3120                 /* Hack -- Rangers love Bows */
3121                 if ((p_ptr->pclass == CLASS_RANGER) && 
3122                                         (tval_ammo == TV_ARROW))
3123                 {
3124                         num += (p_ptr->lev * 4);
3125                 }
3126
3127                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3128                     (tval_ammo == TV_ARROW))
3129                 {
3130                         num += (p_ptr->lev * 3);
3131                 }
3132
3133                 if (p_ptr->pclass == CLASS_ARCHER)
3134                 {
3135                         if (tval_ammo == TV_ARROW)
3136                                 num += ((p_ptr->lev * 5)+50);
3137                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3138                                 num += (p_ptr->lev * 4);
3139                 }
3140
3141                 /*
3142                  * Addendum -- also "Reward" high level warriors,
3143                  * with _any_ missile weapon -- TY
3144                  */
3145                 if (p_ptr->pclass == CLASS_WARRIOR &&
3146                    (tval_ammo <= TV_BOLT) &&
3147                    (tval_ammo >= TV_SHOT))
3148                 {
3149                         num += (p_ptr->lev * 2);
3150                 }
3151                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3152                     (tval_ammo == TV_SHOT))
3153                 {
3154                         num += (p_ptr->lev * 4);
3155                 }
3156         }
3157         return num;
3158 }
3159
3160 /*
3161  * Calculate the players current "state", taking into account
3162  * not only race/class intrinsics, but also objects being worn
3163  * and temporary spell effects.
3164  *
3165  * See also calc_mana() and calc_hitpoints().
3166  *
3167  * Take note of the new "speed code", in particular, a very strong
3168  * player will start slowing down as soon as he reaches 150 pounds,
3169  * but not until he reaches 450 pounds will he be half as fast as
3170  * a normal kobold.  This both hurts and helps the player, hurts
3171  * because in the old days a player could just avoid 300 pounds,
3172  * and helps because now carrying 300 pounds is not very painful.
3173  *
3174  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3175  * damage, since that would affect non-combat things.  These values
3176  * are actually added in later, at the appropriate place.
3177  *
3178  * This function induces various "status" messages.
3179  */
3180 void calc_bonuses(void)
3181 {
3182         int             i, j, hold, neutral[2];
3183         int             new_speed;
3184         int             default_hand = 0;
3185         int             empty_hands_status = empty_hands(TRUE);
3186         int             extra_blows[2];
3187         object_type     *o_ptr;
3188         u32b flgs[TR_FLAG_SIZE];
3189         bool            omoi = FALSE;
3190         bool            yoiyami = FALSE;
3191         bool            down_saving = FALSE;
3192 #if 0
3193         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3194 #endif
3195         bool            have_sw = FALSE, have_kabe = FALSE;
3196         bool            easy_2weapon = FALSE;
3197         bool            riding_levitation = FALSE;
3198         s16b this_o_idx, next_o_idx = 0;
3199         const player_race *tmp_rp_ptr;
3200
3201         /* Save the old vision stuff */
3202         bool old_telepathy = p_ptr->telepathy;
3203         bool old_esp_animal = p_ptr->esp_animal;
3204         bool old_esp_undead = p_ptr->esp_undead;
3205         bool old_esp_demon = p_ptr->esp_demon;
3206         bool old_esp_orc = p_ptr->esp_orc;
3207         bool old_esp_troll = p_ptr->esp_troll;
3208         bool old_esp_giant = p_ptr->esp_giant;
3209         bool old_esp_dragon = p_ptr->esp_dragon;
3210         bool old_esp_human = p_ptr->esp_human;
3211         bool old_esp_evil = p_ptr->esp_evil;
3212         bool old_esp_good = p_ptr->esp_good;
3213         bool old_esp_nonliving = p_ptr->esp_nonliving;
3214         bool old_esp_unique = p_ptr->esp_unique;
3215         bool old_see_inv = p_ptr->see_inv;
3216         bool old_mighty_throw = p_ptr->mighty_throw;
3217
3218         /* Save the old armor class */
3219         bool old_dis_ac = p_ptr->dis_ac;
3220         bool old_dis_to_a = p_ptr->dis_to_a;
3221
3222
3223         /* Clear extra blows/shots */
3224         extra_blows[0] = extra_blows[1] = 0;
3225
3226         /* Clear the stat modifiers */
3227         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3228
3229
3230         /* Clear the Displayed/Real armor class */
3231         p_ptr->dis_ac = p_ptr->ac = 0;
3232
3233         /* Clear the Displayed/Real Bonuses */
3234         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3235         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3236         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3237         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3238         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3239         p_ptr->dis_to_a = p_ptr->to_a = 0;
3240         p_ptr->to_h_m = 0;
3241         p_ptr->to_d_m = 0;
3242
3243         p_ptr->to_m_chance = 0;
3244
3245         /* Clear the Extra Dice Bonuses */
3246         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3247         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3248
3249         /* Start with "normal" speed */
3250         new_speed = 110;
3251
3252         /* Start with a single blow per turn */
3253         p_ptr->num_blow[0] = 1;
3254         p_ptr->num_blow[1] = 1;
3255
3256         /* Start with a single shot per turn */
3257         p_ptr->num_fire = 100;
3258
3259         /* Reset the "xtra" tval */
3260         p_ptr->tval_xtra = 0;
3261
3262         /* Reset the "ammo" tval */
3263         p_ptr->tval_ammo = 0;
3264
3265         /* Clear all the flags */
3266         p_ptr->cursed = 0L;
3267         p_ptr->bless_blade = FALSE;
3268         p_ptr->xtra_might = FALSE;
3269         p_ptr->impact[0] = FALSE;
3270         p_ptr->impact[1] = FALSE;
3271         p_ptr->pass_wall = FALSE;
3272         p_ptr->kill_wall = FALSE;
3273         p_ptr->dec_mana = FALSE;
3274         p_ptr->easy_spell = FALSE;
3275         p_ptr->heavy_spell = FALSE;
3276         p_ptr->see_inv = FALSE;
3277         p_ptr->free_act = FALSE;
3278         p_ptr->slow_digest = FALSE;
3279         p_ptr->regenerate = FALSE;
3280         p_ptr->can_swim = FALSE;
3281         p_ptr->levitation = FALSE;
3282         p_ptr->hold_exp = FALSE;
3283         p_ptr->telepathy = FALSE;
3284         p_ptr->esp_animal = FALSE;
3285         p_ptr->esp_undead = FALSE;
3286         p_ptr->esp_demon = FALSE;
3287         p_ptr->esp_orc = FALSE;
3288         p_ptr->esp_troll = FALSE;
3289         p_ptr->esp_giant = FALSE;
3290         p_ptr->esp_dragon = FALSE;
3291         p_ptr->esp_human = FALSE;
3292         p_ptr->esp_evil = FALSE;
3293         p_ptr->esp_good = FALSE;
3294         p_ptr->esp_nonliving = FALSE;
3295         p_ptr->esp_unique = FALSE;
3296         p_ptr->lite = FALSE;
3297         p_ptr->sustain_str = FALSE;
3298         p_ptr->sustain_int = FALSE;
3299         p_ptr->sustain_wis = FALSE;
3300         p_ptr->sustain_con = FALSE;
3301         p_ptr->sustain_dex = FALSE;
3302         p_ptr->sustain_chr = FALSE;
3303         p_ptr->resist_acid = FALSE;
3304         p_ptr->resist_elec = FALSE;
3305         p_ptr->resist_fire = FALSE;
3306         p_ptr->resist_cold = FALSE;
3307         p_ptr->resist_pois = FALSE;
3308         p_ptr->resist_conf = FALSE;
3309         p_ptr->resist_sound = FALSE;
3310         p_ptr->resist_lite = FALSE;
3311         p_ptr->resist_dark = FALSE;
3312         p_ptr->resist_chaos = FALSE;
3313         p_ptr->resist_disen = FALSE;
3314         p_ptr->resist_shard = FALSE;
3315         p_ptr->resist_nexus = FALSE;
3316         p_ptr->resist_blind = FALSE;
3317         p_ptr->resist_neth = FALSE;
3318         p_ptr->resist_time = FALSE;
3319         p_ptr->resist_fear = FALSE;
3320         p_ptr->reflect = FALSE;
3321         p_ptr->sh_fire = FALSE;
3322         p_ptr->sh_elec = FALSE;
3323         p_ptr->sh_cold = FALSE;
3324         p_ptr->anti_magic = FALSE;
3325         p_ptr->anti_tele = FALSE;
3326         p_ptr->warning = FALSE;
3327         p_ptr->mighty_throw = FALSE;
3328         p_ptr->see_nocto = FALSE;
3329
3330         p_ptr->immune_acid = FALSE;
3331         p_ptr->immune_elec = FALSE;
3332         p_ptr->immune_fire = FALSE;
3333         p_ptr->immune_cold = FALSE;
3334
3335         p_ptr->ryoute = FALSE;
3336         p_ptr->migite = FALSE;
3337         p_ptr->hidarite = FALSE;
3338         p_ptr->no_flowed = FALSE;
3339
3340         p_ptr->align = friend_align;
3341
3342         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3343         else tmp_rp_ptr = &race_info[p_ptr->prace];
3344
3345         /* Base infravision (purely racial) */
3346         p_ptr->see_infra = tmp_rp_ptr->infra;
3347
3348         /* Base skill -- disarming */
3349         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3350
3351         /* Base skill -- magic devices */
3352         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3353
3354         /* Base skill -- saving throw */
3355         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3356
3357         /* Base skill -- stealth */
3358         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3359
3360         /* Base skill -- searching ability */
3361         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3362
3363         /* Base skill -- searching frequency */
3364         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3365
3366         /* Base skill -- combat (normal) */
3367         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3368
3369         /* Base skill -- combat (shooting) */
3370         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3371
3372         /* Base skill -- combat (throwing) */
3373         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3374
3375         /* Base skill -- digging */
3376         p_ptr->skill_dig = 0;
3377
3378         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3379         if (buki_motteruka(INVEN_LARM))
3380         {
3381                 p_ptr->hidarite = TRUE;
3382                 if (!p_ptr->migite) default_hand = 1;
3383         }
3384
3385         if (CAN_TWO_HANDS_WIELDING())
3386         {
3387                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3388                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3389                 {
3390                         p_ptr->ryoute = TRUE;
3391                 }
3392                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3393                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3394                 {
3395                         p_ptr->ryoute = TRUE;
3396                 }
3397                 else
3398                 {
3399                         switch (p_ptr->pclass)
3400                         {
3401                         case CLASS_MONK:
3402                         case CLASS_FORCETRAINER:
3403                         case CLASS_BERSERKER:
3404                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3405                                 {
3406                                         p_ptr->migite = TRUE;
3407                                         p_ptr->ryoute = TRUE;
3408                                 }
3409                                 break;
3410                         }
3411                 }
3412         }
3413
3414         if (!p_ptr->migite && !p_ptr->hidarite)
3415         {
3416                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3417                 else if (empty_hands_status == EMPTY_HAND_LARM)
3418                 {
3419                         p_ptr->hidarite = TRUE;
3420                         default_hand = 1;
3421                 }
3422         }
3423
3424         if (p_ptr->special_defense & KAMAE_MASK)
3425         {
3426                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3427                 {
3428                         set_action(ACTION_NONE);
3429                 }
3430         }
3431
3432         switch (p_ptr->pclass)
3433         {
3434                 case CLASS_WARRIOR:
3435                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3436                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3437                         break;
3438                 case CLASS_PALADIN:
3439                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3440                         break;
3441                 case CLASS_CHAOS_WARRIOR:
3442                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3443                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3444                         break;
3445                 case CLASS_MINDCRAFTER:
3446                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3447                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3448                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3449                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3450                         break;
3451                 case CLASS_MONK:
3452                 case CLASS_FORCETRAINER:
3453                         /* Unencumbered Monks become faster every 10 levels */
3454                         if (!(heavy_armor()))
3455                         {
3456                                 if (!(prace_is_(RACE_KLACKON) ||
3457                                       prace_is_(RACE_SPRITE) ||
3458                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3459                                         new_speed += (p_ptr->lev) / 10;
3460
3461                                 /* Free action if unencumbered at level 25 */
3462                                 if  (p_ptr->lev > 24)
3463                                         p_ptr->free_act = TRUE;
3464                         }
3465                         break;
3466                 case CLASS_SORCERER:
3467                         p_ptr->to_a -= 50;
3468                         p_ptr->dis_to_a -= 50;
3469                         break;
3470                 case CLASS_BARD:
3471                         p_ptr->resist_sound = TRUE;
3472                         break;
3473                 case CLASS_SAMURAI:
3474                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3475                         break;
3476                 case CLASS_BERSERKER:
3477                         p_ptr->shero = 1;
3478                         p_ptr->sustain_str = TRUE;
3479                         p_ptr->sustain_dex = TRUE;
3480                         p_ptr->sustain_con = TRUE;
3481                         p_ptr->regenerate = TRUE;
3482                         p_ptr->free_act = TRUE;
3483                         new_speed += 2;
3484                         if (p_ptr->lev > 29) new_speed++;
3485                         if (p_ptr->lev > 39) new_speed++;
3486                         if (p_ptr->lev > 44) new_speed++;
3487                         if (p_ptr->lev > 49) new_speed++;
3488                         p_ptr->to_a += 10+p_ptr->lev/2;
3489                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3490                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3491                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3492                         p_ptr->redraw |= PR_STATUS;
3493                         break;
3494                 case CLASS_MIRROR_MASTER:
3495                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3496                         break;
3497                 case CLASS_NINJA:
3498                         /* Unencumbered Ninjas become faster every 10 levels */
3499                         if (heavy_armor())
3500                         {
3501                                 new_speed -= (p_ptr->lev) / 10;
3502                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3503                         }
3504                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3505                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3506                         {
3507                                 new_speed += 3;
3508                                 if (!(prace_is_(RACE_KLACKON) ||
3509                                       prace_is_(RACE_SPRITE) ||
3510                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3511                                         new_speed += (p_ptr->lev) / 10;
3512                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3513
3514                                 /* Free action if unencumbered at level 25 */
3515                                 if  (p_ptr->lev > 24)
3516                                         p_ptr->free_act = TRUE;
3517                         }
3518                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3519                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3520                         {
3521                                 p_ptr->to_a += p_ptr->lev/2+5;
3522                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3523                         }
3524                         p_ptr->slow_digest = TRUE;
3525                         p_ptr->resist_fear = TRUE;
3526                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3527                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3528                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3529                         if (p_ptr->lev > 44)
3530                         {
3531                                 p_ptr->oppose_pois = 1;
3532                                 p_ptr->redraw |= PR_STATUS;
3533                         }
3534                         p_ptr->see_nocto = TRUE;
3535                         break;
3536         }
3537
3538         /***** Races ****/
3539         if (p_ptr->mimic_form)
3540         {
3541                 switch (p_ptr->mimic_form)
3542                 {
3543                 case MIMIC_DEMON:
3544                         p_ptr->hold_exp = TRUE;
3545                         p_ptr->resist_chaos = TRUE;
3546                         p_ptr->resist_neth = TRUE;
3547                         p_ptr->resist_fire = TRUE;
3548                         p_ptr->oppose_fire = 1;
3549                         p_ptr->see_inv=TRUE;
3550                         new_speed += 3;
3551                         p_ptr->redraw |= PR_STATUS;
3552                         p_ptr->to_a += 10;
3553                         p_ptr->dis_to_a += 10;
3554                         p_ptr->align -= 200;
3555                         break;
3556                 case MIMIC_DEMON_LORD:
3557                         p_ptr->hold_exp = TRUE;
3558                         p_ptr->resist_chaos = TRUE;
3559                         p_ptr->resist_neth = TRUE;
3560                         p_ptr->immune_fire = TRUE;
3561                         p_ptr->resist_acid = TRUE;
3562                         p_ptr->resist_fire = TRUE;
3563                         p_ptr->resist_cold = TRUE;
3564                         p_ptr->resist_elec = TRUE;
3565                         p_ptr->resist_pois = TRUE;
3566                         p_ptr->resist_conf = TRUE;
3567                         p_ptr->resist_disen = TRUE;
3568                         p_ptr->resist_nexus = TRUE;
3569                         p_ptr->resist_fear = TRUE;
3570                         p_ptr->sh_fire = TRUE;
3571                         p_ptr->see_inv = TRUE;
3572                         p_ptr->telepathy = TRUE;
3573                         p_ptr->levitation = TRUE;
3574                         p_ptr->kill_wall = TRUE;
3575                         new_speed += 5;
3576                         p_ptr->to_a += 20;
3577                         p_ptr->dis_to_a += 20;
3578                         p_ptr->align -= 200;
3579                         break;
3580                 case MIMIC_VAMPIRE:
3581                         p_ptr->resist_dark = TRUE;
3582                         p_ptr->hold_exp = TRUE;
3583                         p_ptr->resist_neth = TRUE;
3584                         p_ptr->resist_cold = TRUE;
3585                         p_ptr->resist_pois = TRUE;
3586                         p_ptr->see_inv = TRUE;
3587                         new_speed += 3;
3588                         p_ptr->to_a += 10;
3589                         p_ptr->dis_to_a += 10;
3590                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3591                         break;
3592                 }
3593         }
3594         else
3595         {
3596                 switch (p_ptr->prace)
3597                 {
3598                 case RACE_ELF:
3599                         p_ptr->resist_lite = TRUE;
3600                         break;
3601                 case RACE_HOBBIT:
3602                         p_ptr->hold_exp = TRUE;
3603                         break;
3604                 case RACE_GNOME:
3605                         p_ptr->free_act = TRUE;
3606                         break;
3607                 case RACE_DWARF:
3608                         p_ptr->resist_blind = TRUE;
3609                         break;
3610                 case RACE_HALF_ORC:
3611                         p_ptr->resist_dark = TRUE;
3612                         break;
3613                 case RACE_HALF_TROLL:
3614                         p_ptr->sustain_str = TRUE;
3615
3616                         if (p_ptr->lev > 14)
3617                         {
3618                                 /* High level trolls heal fast... */
3619                                 p_ptr->regenerate = TRUE;
3620
3621                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3622                                 {
3623                                         p_ptr->slow_digest = TRUE;
3624                                         /* Let's not make Regeneration
3625                                          * a disadvantage for the poor warriors who can
3626                                          * never learn a spell that satisfies hunger (actually
3627                                          * neither can rogues, but half-trolls are not
3628                                          * supposed to play rogues) */
3629                                 }
3630                         }
3631                         break;
3632                 case RACE_AMBERITE:
3633                         p_ptr->sustain_con = TRUE;
3634                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3635                         break;
3636                 case RACE_HIGH_ELF:
3637                         p_ptr->resist_lite = TRUE;
3638                         p_ptr->see_inv = TRUE;
3639                         break;
3640                 case RACE_BARBARIAN:
3641                         p_ptr->resist_fear = TRUE;
3642                         break;
3643                 case RACE_HALF_OGRE:
3644                         p_ptr->resist_dark = TRUE;
3645                         p_ptr->sustain_str = TRUE;
3646                         break;
3647                 case RACE_HALF_GIANT:
3648                         p_ptr->sustain_str = TRUE;
3649                         p_ptr->resist_shard = TRUE;
3650                         break;
3651                 case RACE_HALF_TITAN:
3652                         p_ptr->resist_chaos = TRUE;
3653                         break;
3654                 case RACE_CYCLOPS:
3655                         p_ptr->resist_sound = TRUE;
3656                         break;
3657                 case RACE_YEEK:
3658                         p_ptr->resist_acid = TRUE;
3659                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3660                         break;
3661                 case RACE_KLACKON:
3662                         p_ptr->resist_conf = TRUE;
3663                         p_ptr->resist_acid = TRUE;
3664
3665                         /* Klackons become faster */
3666                         new_speed += (p_ptr->lev) / 10;
3667                         break;
3668                 case RACE_KOBOLD:
3669                         p_ptr->resist_pois = TRUE;
3670                         break;
3671                 case RACE_NIBELUNG:
3672                         p_ptr->resist_disen = TRUE;
3673                         p_ptr->resist_dark = TRUE;
3674                         break;
3675                 case RACE_DARK_ELF:
3676                         p_ptr->resist_dark = TRUE;
3677                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3678                         break;
3679                 case RACE_DRACONIAN:
3680                         p_ptr->levitation = TRUE;
3681                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3682                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3683                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3684                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3685                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3686                         break;
3687                 case RACE_MIND_FLAYER:
3688                         p_ptr->sustain_int = TRUE;
3689                         p_ptr->sustain_wis = TRUE;
3690                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3691                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3692                         break;
3693                 case RACE_IMP:
3694                         p_ptr->resist_fire = TRUE;
3695                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3696                         break;
3697                 case RACE_GOLEM:
3698                         p_ptr->slow_digest = TRUE;
3699                         p_ptr->free_act = TRUE;
3700                         p_ptr->see_inv = TRUE;
3701                         p_ptr->resist_pois = TRUE;
3702                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3703                         break;
3704                 case RACE_SKELETON:
3705                         p_ptr->resist_shard = TRUE;
3706                         p_ptr->hold_exp = TRUE;
3707                         p_ptr->see_inv = TRUE;
3708                         p_ptr->resist_pois = TRUE;
3709                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3710                         break;
3711                 case RACE_ZOMBIE:
3712                         p_ptr->resist_neth = TRUE;
3713                         p_ptr->hold_exp = TRUE;
3714                         p_ptr->see_inv = TRUE;
3715                         p_ptr->resist_pois = TRUE;
3716                         p_ptr->slow_digest = TRUE;
3717                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3718                         break;
3719                 case RACE_VAMPIRE:
3720                         p_ptr->resist_dark = TRUE;
3721                         p_ptr->hold_exp = TRUE;
3722                         p_ptr->resist_neth = TRUE;
3723                         p_ptr->resist_cold = TRUE;
3724                         p_ptr->resist_pois = TRUE;
3725                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3726                         break;
3727                 case RACE_SPECTRE:
3728                         p_ptr->levitation = TRUE;
3729                         p_ptr->free_act = TRUE;
3730                         p_ptr->resist_neth = TRUE;
3731                         p_ptr->hold_exp = TRUE;
3732                         p_ptr->see_inv = TRUE;
3733                         p_ptr->resist_pois = TRUE;
3734                         p_ptr->slow_digest = TRUE;
3735                         p_ptr->resist_cold = TRUE;
3736                         p_ptr->pass_wall = TRUE;
3737                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3738                         break;
3739                 case RACE_SPRITE:
3740                         p_ptr->levitation = TRUE;
3741                         p_ptr->resist_lite = TRUE;
3742
3743                         /* Sprites become faster */
3744                         new_speed += (p_ptr->lev) / 10;
3745                         break;
3746                 case RACE_BEASTMAN:
3747                         p_ptr->resist_conf  = TRUE;
3748                         p_ptr->resist_sound = TRUE;
3749                         break;
3750                 case RACE_ENT:
3751                         /* Ents dig like maniacs, but only with their hands. */
3752                         if (!inventory[INVEN_RARM].k_idx) 
3753                                 p_ptr->skill_dig += p_ptr->lev * 10;
3754                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3755                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3756                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3757                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3758
3759                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3760                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3761                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3762
3763                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3764                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3765                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3766                         break;
3767                 case RACE_ANGEL:
3768                         p_ptr->levitation = TRUE;
3769                         p_ptr->see_inv = TRUE;
3770                         p_ptr->align += 200;
3771                         break;
3772                 case RACE_DEMON:
3773                         p_ptr->resist_fire  = TRUE;
3774                         p_ptr->resist_neth  = TRUE;
3775                         p_ptr->hold_exp = TRUE;
3776                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3777                         if (p_ptr->lev > 44)
3778                         {
3779                                 p_ptr->oppose_fire = 1;
3780                                 p_ptr->redraw |= PR_STATUS;
3781                         }
3782                         p_ptr->align -= 200;
3783                         break;
3784                 case RACE_DUNADAN:
3785                         p_ptr->sustain_con = TRUE;
3786                         break;
3787                 case RACE_S_FAIRY:
3788                         p_ptr->levitation = TRUE;
3789                         break;
3790                 case RACE_KUTAR:
3791                         p_ptr->resist_conf = TRUE;
3792                         break;
3793                 case RACE_ANDROID:
3794                         p_ptr->slow_digest = TRUE;
3795                         p_ptr->free_act = TRUE;
3796                         p_ptr->resist_pois = TRUE;
3797                         p_ptr->hold_exp = TRUE;
3798                         break;
3799                 default:
3800                         /* Do nothing */
3801                         ;
3802                 }
3803         }
3804
3805         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3806         {
3807                 p_ptr->see_inv = TRUE;
3808                 p_ptr->free_act = TRUE;
3809                 p_ptr->slow_digest = TRUE;
3810                 p_ptr->regenerate = TRUE;
3811                 p_ptr->levitation = TRUE;
3812                 p_ptr->hold_exp = TRUE;
3813                 p_ptr->telepathy = TRUE;
3814                 p_ptr->lite = TRUE;
3815                 p_ptr->sustain_str = TRUE;
3816                 p_ptr->sustain_int = TRUE;
3817                 p_ptr->sustain_wis = TRUE;
3818                 p_ptr->sustain_con = TRUE;
3819                 p_ptr->sustain_dex = TRUE;
3820                 p_ptr->sustain_chr = TRUE;
3821                 p_ptr->resist_acid = TRUE;
3822                 p_ptr->resist_elec = TRUE;
3823                 p_ptr->resist_fire = TRUE;
3824                 p_ptr->resist_cold = TRUE;
3825                 p_ptr->resist_pois = TRUE;
3826                 p_ptr->resist_conf = TRUE;
3827                 p_ptr->resist_sound = TRUE;
3828                 p_ptr->resist_lite = TRUE;
3829                 p_ptr->resist_dark = TRUE;
3830                 p_ptr->resist_chaos = TRUE;
3831                 p_ptr->resist_disen = TRUE;
3832                 p_ptr->resist_shard = TRUE;
3833                 p_ptr->resist_nexus = TRUE;
3834                 p_ptr->resist_blind = TRUE;
3835                 p_ptr->resist_neth = TRUE;
3836                 p_ptr->resist_fear = TRUE;
3837                 p_ptr->reflect = TRUE;
3838                 p_ptr->sh_fire = TRUE;
3839                 p_ptr->sh_elec = TRUE;
3840                 p_ptr->sh_cold = TRUE;
3841                 p_ptr->to_a += 100;
3842                 p_ptr->dis_to_a += 100;
3843         }
3844         /* Temporary shield */
3845         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3846         {
3847                 p_ptr->to_a += 50;
3848                 p_ptr->dis_to_a += 50;
3849         }
3850
3851         if (p_ptr->tim_res_nether)
3852         {
3853                 p_ptr->resist_neth = TRUE;
3854         }
3855         if (p_ptr->tim_sh_fire)
3856         {
3857                 p_ptr->sh_fire = TRUE;
3858         }
3859         if (p_ptr->tim_res_time)
3860         {
3861                 p_ptr->resist_time = TRUE;
3862         }
3863
3864         /* Sexy Gal */
3865         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3866         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3867         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3868         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3869
3870         /* Lucky man */
3871         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3872
3873         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3874         {
3875                 p_ptr->resist_blind = TRUE;
3876                 p_ptr->resist_conf  = TRUE;
3877                 p_ptr->hold_exp = TRUE;
3878                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3879
3880                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3881                         /* Munchkin become faster */
3882                         new_speed += (p_ptr->lev) / 10 + 5;
3883         }
3884
3885         if (music_singing(MUSIC_WALL))
3886         {
3887                 p_ptr->kill_wall = TRUE;
3888         }
3889
3890         /* Hack -- apply racial/class stat maxes */
3891         /* Apply the racial modifiers */
3892         for (i = 0; i < 6; i++)
3893         {
3894                 /* Modify the stats for "race" */
3895                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3896         }
3897
3898
3899         /* I'm adding the mutations here for the lack of a better place... */
3900         if (p_ptr->muta3)
3901         {
3902                 /* Hyper Strength */
3903                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3904                 {
3905                         p_ptr->stat_add[A_STR] += 4;
3906                 }
3907
3908                 /* Puny */
3909                 if (p_ptr->muta3 & MUT3_PUNY)
3910                 {
3911                         p_ptr->stat_add[A_STR] -= 4;
3912                 }
3913
3914                 /* Living computer */
3915                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3916                 {
3917                         p_ptr->stat_add[A_INT] += 4;
3918                         p_ptr->stat_add[A_WIS] += 4;
3919                 }
3920
3921                 /* Moronic */
3922                 if (p_ptr->muta3 & MUT3_MORONIC)
3923                 {
3924                         p_ptr->stat_add[A_INT] -= 4;
3925                         p_ptr->stat_add[A_WIS] -= 4;
3926                 }
3927
3928                 if (p_ptr->muta3 & MUT3_RESILIENT)
3929                 {
3930                         p_ptr->stat_add[A_CON] += 4;
3931                 }
3932
3933                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3934                 {
3935                         p_ptr->stat_add[A_CON] += 2;
3936                         new_speed -= 2;
3937                 }
3938
3939                 if (p_ptr->muta3 & MUT3_ALBINO)
3940                 {
3941                         p_ptr->stat_add[A_CON] -= 4;
3942                 }
3943
3944                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3945                 {
3946                         p_ptr->stat_add[A_CON] -= 2;
3947                         p_ptr->stat_add[A_CHR] -= 1;
3948                         p_ptr->regenerate = FALSE;
3949                         /* Cancel innate regeneration */
3950                 }
3951
3952                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3953                 {
3954                         p_ptr->stat_add[A_CHR] -= 4;
3955                 }
3956
3957                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3958                 {
3959                         p_ptr->stat_add[A_CHR] -= 1;
3960                 }
3961
3962                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3963                 {
3964                         p_ptr->skill_fos += 15;
3965                         p_ptr->skill_srh += 15;
3966                 }
3967
3968                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3969                 {
3970                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3971                 }
3972
3973                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3974                 {
3975                         p_ptr->skill_stl -= 3;
3976                 }
3977
3978                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3979                 {
3980                         p_ptr->see_infra += 3;
3981                 }
3982
3983                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3984                 {
3985                         new_speed += 3;
3986                 }
3987
3988                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3989                 {
3990                         new_speed -= 3;
3991                 }
3992
3993                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3994                 {
3995                         p_ptr->sh_elec = TRUE;
3996                 }
3997
3998                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3999                 {
4000                         p_ptr->sh_fire = TRUE;
4001                         p_ptr->lite = TRUE;
4002                 }
4003
4004                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4005                 {
4006                         p_ptr->stat_add[A_CHR] -= 2;
4007                         p_ptr->to_a += 5;
4008                         p_ptr->dis_to_a += 5;
4009                 }
4010
4011                 if (p_ptr->muta3 & MUT3_SCALES)
4012                 {
4013                         p_ptr->stat_add[A_CHR] -= 1;
4014                         p_ptr->to_a += 10;
4015                         p_ptr->dis_to_a += 10;
4016                 }
4017
4018                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4019                 {
4020                         p_ptr->stat_add[A_DEX] -= 1;
4021                         p_ptr->to_a += 25;
4022                         p_ptr->dis_to_a += 25;
4023                 }
4024
4025                 if (p_ptr->muta3 & MUT3_WINGS)
4026                 {
4027                         p_ptr->levitation = TRUE;
4028                 }
4029
4030                 if (p_ptr->muta3 & MUT3_FEARLESS)
4031                 {
4032                         p_ptr->resist_fear = TRUE;
4033                 }
4034
4035                 if (p_ptr->muta3 & MUT3_REGEN)
4036                 {
4037                         p_ptr->regenerate = TRUE;
4038                 }
4039
4040                 if (p_ptr->muta3 & MUT3_ESP)
4041                 {
4042                         p_ptr->telepathy = TRUE;
4043                 }
4044
4045                 if (p_ptr->muta3 & MUT3_LIMBER)
4046                 {
4047                         p_ptr->stat_add[A_DEX] += 3;
4048                 }
4049
4050                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4051                 {
4052                         p_ptr->stat_add[A_DEX] -= 3;
4053                 }
4054
4055                 if (p_ptr->muta3 & MUT3_MOTION)
4056                 {
4057                         p_ptr->free_act = TRUE;
4058                         p_ptr->skill_stl += 1;
4059                 }
4060
4061                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4062                 {
4063                         p_ptr->stat_add[A_CHR] = 0;
4064                 }
4065         }
4066
4067         if (p_ptr->tsuyoshi)
4068         {
4069                 p_ptr->stat_add[A_STR] += 4;
4070                 p_ptr->stat_add[A_CON] += 4;
4071         }
4072
4073         /* Scan the usable inventory */
4074         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4075         {
4076                 int bonus_to_h, bonus_to_d;
4077                 o_ptr = &inventory[i];
4078
4079                 /* Skip non-objects */
4080                 if (!o_ptr->k_idx) continue;
4081
4082                 /* Extract the item flags */
4083                 object_flags(o_ptr, flgs);
4084
4085                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4086                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4087
4088                 /* Affect stats */
4089                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4090                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4091                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4092                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4093                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4094                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4095
4096                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4097
4098                 /* Affect stealth */
4099                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4100
4101                 /* Affect searching ability (factor of five) */
4102                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4103
4104                 /* Affect searching frequency (factor of five) */
4105                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4106
4107                 /* Affect infravision */
4108                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4109
4110                 /* Affect digging (factor of 20) */
4111                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4112
4113                 /* Affect speed */
4114                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4115
4116                 /* Affect blows */
4117                 if (have_flag(flgs, TR_BLOWS))
4118                 {
4119                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4120                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4121                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4122                 }
4123
4124                 /* Hack -- cause earthquakes */
4125                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4126
4127                 /* Various flags */
4128                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4129                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4130                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4131                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4132                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4133                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4134                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4135                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4136                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4137                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4138                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4139                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4140                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4141                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4142                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4143                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4144                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4145                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4146                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4147                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4148                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4149                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4150                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4151                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4152                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4153                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4154                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4155                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4156                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4157                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4158                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4159                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4160                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4161                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4162                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4163
4164                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4165                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4166                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4167                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4168                 if (have_flag(flgs, TR_WARNING)){
4169                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4170                           p_ptr->warning = TRUE;
4171                 }
4172
4173                 if (have_flag(flgs, TR_TELEPORT))
4174                 {
4175                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4176                         else
4177                         {
4178                                 cptr insc = quark_str(o_ptr->inscription);
4179
4180                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4181                                 {
4182                                         /*
4183                                          * {.} will stop random teleportation.
4184                                          */
4185                                 }
4186                                 else
4187                                 {
4188                                         /* Controlled random teleportation */
4189                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4190                                 }
4191                         }
4192                 }
4193
4194                 /* Immunity flags */
4195                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4196                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4197                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4198                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4199
4200                 /* Resistance flags */
4201                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4202                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4203                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4204                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4205                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4206                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4207                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4208                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4209                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4210                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4211                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4212                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4213                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4214                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4215                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4216                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4217
4218                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4219                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4220                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4221                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4222                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4223                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4224
4225                 /* Sustain flags */
4226                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4227                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4228                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4229                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4230                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4231                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4232
4233                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4234                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4235                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4236                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4237                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4238                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4239                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4240
4241                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4242                 {
4243                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4244                         {
4245                                 p_ptr->to_m_chance += 10;
4246                         }
4247                         else
4248                         {
4249                                 p_ptr->to_m_chance += 3;
4250                         }
4251                 }
4252
4253                 if (o_ptr->tval == TV_CAPTURE) continue;
4254
4255                 /* Modify the base armor class */
4256                 p_ptr->ac += o_ptr->ac;
4257
4258                 /* The base armor class is always known */
4259                 p_ptr->dis_ac += o_ptr->ac;
4260
4261                 /* Apply the bonuses to armor class */
4262                 p_ptr->to_a += o_ptr->to_a;
4263
4264                 /* Apply the mental bonuses to armor class, if known */
4265                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4266
4267                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4268                 {
4269                         int slot = i - INVEN_RARM;
4270                         if (slot < 2)
4271                         {
4272                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4273                                 {
4274                                         p_ptr->to_h[slot] -= 15;
4275                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4276                                 }
4277                                 else
4278                                 {
4279                                         p_ptr->to_h[slot] -= 5;
4280                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4281                                 }
4282                         }
4283                         else
4284                         {
4285                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4286                                 {
4287                                         p_ptr->to_h_b -= 15;
4288                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4289                                 }
4290                                 else
4291                                 {
4292                                         p_ptr->to_h_b -= 5;
4293                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4294                                 }
4295                         }
4296                 }
4297
4298                 if (o_ptr->curse_flags & TRC_LOW_AC)
4299                 {
4300                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4301                         {
4302                                 p_ptr->to_a -= 30;
4303                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4304                         }
4305                         else
4306                         {
4307                                 p_ptr->to_a -= 10;
4308                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4309                         }
4310                 }
4311
4312                 /* Hack -- do not apply "weapon" bonuses */
4313                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4314                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4315
4316                 /* Hack -- do not apply "bow" bonuses */
4317                 if (i == INVEN_BOW) continue;
4318
4319                 bonus_to_h = o_ptr->to_h;
4320                 bonus_to_d = o_ptr->to_d;
4321
4322                 if (p_ptr->pclass == CLASS_NINJA)
4323                 {
4324                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4325                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4326                 }
4327
4328                 /* To Bow and Natural attack */
4329
4330                 /* Apply the bonuses to hit/damage */
4331                 p_ptr->to_h_b += bonus_to_h;
4332                 p_ptr->to_h_m += bonus_to_h;
4333                 p_ptr->to_d_m += bonus_to_d;
4334
4335                 /* Apply the mental bonuses tp hit/damage, if known */
4336                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4337
4338                 /* To Melee */
4339                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4340                 {
4341                         /* Apply the bonuses to hit/damage */
4342                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4343                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4344
4345                         /* Apply the mental bonuses tp hit/damage, if known */
4346                         if (object_is_known(o_ptr))
4347                         {
4348                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4349                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4350                         }
4351                 }
4352                 else if (p_ptr->migite && p_ptr->hidarite)
4353                 {
4354                         /* Apply the bonuses to hit/damage */
4355                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4356                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4357                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4358                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4359
4360                         /* Apply the mental bonuses tp hit/damage, if known */
4361                         if (object_is_known(o_ptr))
4362                         {
4363                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4364                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4365                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4366                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4367                         }
4368                 }
4369                 else
4370                 {
4371                         /* Apply the bonuses to hit/damage */
4372                         p_ptr->to_h[default_hand] += bonus_to_h;
4373                         p_ptr->to_d[default_hand] += bonus_to_d;
4374
4375                         /* Apply the mental bonuses to hit/damage, if known */
4376                         if (object_is_known(o_ptr))
4377                         {
4378                                 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4379                                 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4380                         }
4381                 }
4382         }
4383
4384         if (old_mighty_throw != p_ptr->mighty_throw)
4385         {
4386                 /* Redraw average damege display of Shuriken */
4387                 p_ptr->window |= PW_INVEN;
4388         }
4389
4390         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4391
4392         /* Monks get extra ac for armour _not worn_ */
4393         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4394         {
4395                 if (!(inventory[INVEN_BODY].k_idx))
4396                 {
4397                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4398                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4399                 }
4400                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4401                 {
4402                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4403                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4404                 }
4405                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4406                 {
4407                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4408                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4409                 }
4410                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4411                 {
4412                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4413                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4414                 }
4415                 if (!(inventory[INVEN_HANDS].k_idx))
4416                 {
4417                         p_ptr->to_a += (p_ptr->lev / 2);
4418                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4419                 }
4420                 if (!(inventory[INVEN_FEET].k_idx))
4421                 {
4422                         p_ptr->to_a += (p_ptr->lev / 3);
4423                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4424                 }
4425                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4426                 {
4427                         p_ptr->stat_add[A_STR] += 2;
4428                         p_ptr->stat_add[A_DEX] += 2;
4429                         p_ptr->stat_add[A_CON] -= 3;
4430                 }
4431                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4432                 {
4433                 }
4434                 else if (p_ptr->special_defense & KAMAE_GENBU)
4435                 {
4436                         p_ptr->stat_add[A_INT] -= 1;
4437                         p_ptr->stat_add[A_WIS] -= 1;
4438                         p_ptr->stat_add[A_DEX] -= 2;
4439                         p_ptr->stat_add[A_CON] += 3;
4440                 }
4441                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4442                 {
4443                         p_ptr->stat_add[A_STR] -= 2;
4444                         p_ptr->stat_add[A_INT] += 1;
4445                         p_ptr->stat_add[A_WIS] += 1;
4446                         p_ptr->stat_add[A_DEX] += 2;
4447                         p_ptr->stat_add[A_CON] -= 2;
4448                 }
4449         }
4450
4451         if (p_ptr->special_defense & KATA_KOUKIJIN)
4452         {
4453                 for (i = 0; i < 6; i++)
4454                         p_ptr->stat_add[i] += 5;
4455                 p_ptr->to_a -= 50;
4456                 p_ptr->dis_to_a -= 50;
4457         }
4458
4459         /* Hack -- aura of fire also provides light */
4460         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4461
4462         /* Golems also get an intrinsic AC bonus */
4463         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4464         {
4465                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4466                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4467         }
4468
4469         /* Hex bonuses */
4470         if (p_ptr->realm1 == REALM_HEX)
4471         {
4472                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4473                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4474                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4475                 if (hex_spelling(HEX_BUILDING))
4476                 {
4477                         p_ptr->stat_add[A_STR] += 4;
4478                         p_ptr->stat_add[A_DEX] += 4;
4479                         p_ptr->stat_add[A_CON] += 4;
4480                 }
4481                 if (hex_spelling(HEX_DEMON_AURA))
4482                 {
4483                         p_ptr->sh_fire = TRUE;
4484                         p_ptr->regenerate = TRUE;
4485                 }
4486                 if (hex_spelling(HEX_ICE_ARMOR))
4487                 {
4488                         p_ptr->sh_cold = TRUE; 
4489                         p_ptr->to_a += 30;
4490                         p_ptr->dis_to_a += 30;
4491                 }
4492                 if (hex_spelling(HEX_SHOCK_CLOAK))
4493                 {
4494                         p_ptr->sh_elec = TRUE;
4495                         new_speed += 3;
4496                 }
4497                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4498                 {
4499                         int ac = 0;
4500                         o_ptr = &inventory[i];
4501                         if (!o_ptr->k_idx) continue;
4502                         if (!object_is_armour(o_ptr)) continue;
4503                         if (!object_is_cursed(o_ptr)) continue;
4504                         ac += 5;
4505                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4506                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4507                         p_ptr->to_a += ac;
4508                         p_ptr->dis_to_a += ac;
4509                 }
4510         }
4511
4512         /* Calculate stats */
4513         for (i = 0; i < 6; i++)
4514         {
4515                 int top, use, ind;
4516
4517                 /* Extract the new "stat_use" value for the stat */
4518                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4519
4520                 /* Notice changes */
4521                 if (p_ptr->stat_top[i] != top)
4522                 {
4523                         /* Save the new value */
4524                         p_ptr->stat_top[i] = top;
4525
4526                         /* Redisplay the stats later */
4527                         p_ptr->redraw |= (PR_STATS);
4528
4529                         /* Window stuff */
4530                         p_ptr->window |= (PW_PLAYER);
4531                 }
4532
4533
4534                 /* Extract the new "stat_use" value for the stat */
4535                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4536
4537                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4538                 {
4539                         /* 10 to 18/90 charisma, guaranteed, based on level */
4540                         if (use < 8 + 2 * p_ptr->lev)
4541                         {
4542                                 use = 8 + 2 * p_ptr->lev;
4543                         }
4544                 }
4545
4546                 /* Notice changes */
4547                 if (p_ptr->stat_use[i] != use)
4548                 {
4549                         /* Save the new value */
4550                         p_ptr->stat_use[i] = use;
4551
4552                         /* Redisplay the stats later */
4553                         p_ptr->redraw |= (PR_STATS);
4554
4555                         /* Window stuff */
4556                         p_ptr->window |= (PW_PLAYER);
4557                 }
4558
4559
4560                 /* Values: 3, 4, ..., 17 */
4561                 if (use <= 18) ind = (use - 3);
4562
4563                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4564                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4565
4566                 /* Range: 18/220+ */
4567                 else ind = (37);
4568
4569                 /* Notice changes */
4570                 if (p_ptr->stat_ind[i] != ind)
4571                 {
4572                         /* Save the new index */
4573                         p_ptr->stat_ind[i] = ind;
4574
4575                         /* Change in CON affects Hitpoints */
4576                         if (i == A_CON)
4577                         {
4578                                 p_ptr->update |= (PU_HP);
4579                         }
4580
4581                         /* Change in INT may affect Mana/Spells */
4582                         else if (i == A_INT)
4583                         {
4584                                 if (mp_ptr->spell_stat == A_INT)
4585                                 {
4586                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4587                                 }
4588                         }
4589
4590                         /* Change in WIS may affect Mana/Spells */
4591                         else if (i == A_WIS)
4592                         {
4593                                 if (mp_ptr->spell_stat == A_WIS)
4594                                 {
4595                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4596                                 }
4597                         }
4598
4599                         /* Change in WIS may affect Mana/Spells */
4600                         else if (i == A_CHR)
4601                         {
4602                                 if (mp_ptr->spell_stat == A_CHR)
4603                                 {
4604                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4605                                 }
4606                         }
4607
4608                         /* Window stuff */
4609                         p_ptr->window |= (PW_PLAYER);
4610                 }
4611         }
4612
4613
4614         /* Apply temporary "stun" */
4615         if (p_ptr->stun > 50)
4616         {
4617                 p_ptr->to_h[0] -= 20;
4618                 p_ptr->to_h[1] -= 20;
4619                 p_ptr->to_h_b  -= 20;
4620                 p_ptr->to_h_m  -= 20;
4621                 p_ptr->dis_to_h[0] -= 20;
4622                 p_ptr->dis_to_h[1] -= 20;
4623                 p_ptr->dis_to_h_b  -= 20;
4624                 p_ptr->to_d[0] -= 20;
4625                 p_ptr->to_d[1] -= 20;
4626                 p_ptr->to_d_m -= 20;
4627                 p_ptr->dis_to_d[0] -= 20;
4628                 p_ptr->dis_to_d[1] -= 20;
4629         }
4630         else if (p_ptr->stun)
4631         {
4632                 p_ptr->to_h[0] -= 5;
4633                 p_ptr->to_h[1] -= 5;
4634                 p_ptr->to_h_b -= 5;
4635                 p_ptr->to_h_m -= 5;
4636                 p_ptr->dis_to_h[0] -= 5;
4637                 p_ptr->dis_to_h[1] -= 5;
4638                 p_ptr->dis_to_h_b -= 5;
4639                 p_ptr->to_d[0] -= 5;
4640                 p_ptr->to_d[1] -= 5;
4641                 p_ptr->to_d_m -= 5;
4642                 p_ptr->dis_to_d[0] -= 5;
4643                 p_ptr->dis_to_d[1] -= 5;
4644         }
4645
4646         /* Wraith form */
4647         if (p_ptr->wraith_form)
4648         {
4649                 p_ptr->reflect = TRUE;
4650                 p_ptr->pass_wall = TRUE;
4651         }
4652
4653         if (p_ptr->kabenuke)
4654         {
4655                 p_ptr->pass_wall = TRUE;
4656         }
4657
4658         /* Temporary blessing */
4659         if (IS_BLESSED())
4660         {
4661                 p_ptr->to_a += 5;
4662                 p_ptr->dis_to_a += 5;
4663                 p_ptr->to_h[0] += 10;
4664                 p_ptr->to_h[1] += 10;
4665                 p_ptr->to_h_b  += 10;
4666                 p_ptr->to_h_m  += 10;
4667                 p_ptr->dis_to_h[0] += 10;
4668                 p_ptr->dis_to_h[1] += 10;
4669                 p_ptr->dis_to_h_b += 10;
4670         }
4671
4672         if (p_ptr->magicdef)
4673         {
4674                 p_ptr->resist_blind = TRUE;
4675                 p_ptr->resist_conf = TRUE;
4676                 p_ptr->reflect = TRUE;
4677                 p_ptr->free_act = TRUE;
4678                 p_ptr->levitation = TRUE;
4679         }
4680
4681         /* Temporary "Hero" */
4682         if (IS_HERO())
4683         {
4684                 p_ptr->to_h[0] += 12;
4685                 p_ptr->to_h[1] += 12;
4686                 p_ptr->to_h_b  += 12;
4687                 p_ptr->to_h_m  += 12;
4688                 p_ptr->dis_to_h[0] += 12;
4689                 p_ptr->dis_to_h[1] += 12;
4690                 p_ptr->dis_to_h_b  += 12;
4691         }
4692
4693         /* Temporary "Beserk" */
4694         if (p_ptr->shero)
4695         {
4696                 p_ptr->to_h[0] += 12;
4697                 p_ptr->to_h[1] += 12;
4698                 p_ptr->to_h_b  -= 12;
4699                 p_ptr->to_h_m  += 12;
4700                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4701                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4702                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4703                 p_ptr->dis_to_h[0] += 12;
4704                 p_ptr->dis_to_h[1] += 12;
4705                 p_ptr->dis_to_h_b  -= 12;
4706                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4707                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4708                 p_ptr->to_a -= 10;
4709                 p_ptr->dis_to_a -= 10;
4710                 p_ptr->skill_stl -= 7;
4711                 p_ptr->skill_dev -= 20;
4712                 p_ptr->skill_sav -= 30;
4713                 p_ptr->skill_srh -= 15;
4714                 p_ptr->skill_fos -= 15;
4715                 p_ptr->skill_tht -= 20;
4716                 p_ptr->skill_dig += 30;
4717         }
4718
4719         /* Temporary "fast" */
4720         if (IS_FAST())
4721         {
4722                 new_speed += 10;
4723         }
4724
4725         /* Temporary "slow" */
4726         if (p_ptr->slow)
4727         {
4728                 new_speed -= 10;
4729         }
4730
4731         /* Temporary "telepathy" */
4732         if (IS_TIM_ESP())
4733         {
4734                 p_ptr->telepathy = TRUE;
4735         }
4736
4737         if (p_ptr->ele_immune)
4738         {
4739                 if (p_ptr->special_defense & DEFENSE_ACID)
4740                         p_ptr->immune_acid = TRUE;
4741                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4742                         p_ptr->immune_elec = TRUE;
4743                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4744                         p_ptr->immune_fire = TRUE;
4745                 else if (p_ptr->special_defense & DEFENSE_COLD)
4746                         p_ptr->immune_cold = TRUE;
4747         }
4748
4749         /* Temporary see invisible */
4750         if (p_ptr->tim_invis)
4751         {
4752                 p_ptr->see_inv = TRUE;
4753         }
4754
4755         /* Temporary infravision boost */
4756         if (p_ptr->tim_infra)
4757         {
4758                 p_ptr->see_infra+=3;
4759         }
4760
4761         /* Temporary regeneration boost */
4762         if (p_ptr->tim_regen)
4763         {
4764                 p_ptr->regenerate = TRUE;
4765         }
4766
4767         /* Temporary levitation */
4768         if (p_ptr->tim_levitation)
4769         {
4770                 p_ptr->levitation = TRUE;
4771         }
4772
4773         /* Temporary reflection */
4774         if (p_ptr->tim_reflect)
4775         {
4776                 p_ptr->reflect = TRUE;
4777         }
4778
4779         /* Hack -- Hero/Shero -> Res fear */
4780         if (IS_HERO() || p_ptr->shero)
4781         {
4782                 p_ptr->resist_fear = TRUE;
4783         }
4784
4785
4786         /* Hack -- Telepathy Change */
4787         if (p_ptr->telepathy != old_telepathy)
4788         {
4789                 p_ptr->update |= (PU_MONSTERS);
4790         }
4791
4792         if ((p_ptr->esp_animal != old_esp_animal) ||
4793             (p_ptr->esp_undead != old_esp_undead) ||
4794             (p_ptr->esp_demon != old_esp_demon) ||
4795             (p_ptr->esp_orc != old_esp_orc) ||
4796             (p_ptr->esp_troll != old_esp_troll) ||
4797             (p_ptr->esp_giant != old_esp_giant) ||
4798             (p_ptr->esp_dragon != old_esp_dragon) ||
4799             (p_ptr->esp_human != old_esp_human) ||
4800             (p_ptr->esp_evil != old_esp_evil) ||
4801             (p_ptr->esp_good != old_esp_good) ||
4802             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4803             (p_ptr->esp_unique != old_esp_unique))
4804         {
4805                 p_ptr->update |= (PU_MONSTERS);
4806         }
4807
4808         /* Hack -- See Invis Change */
4809         if (p_ptr->see_inv != old_see_inv)
4810         {
4811                 p_ptr->update |= (PU_MONSTERS);
4812         }
4813
4814         /* Bloating slows the player down (a little) */
4815         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4816
4817         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4818
4819         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4820             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4821         {
4822                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4823                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4824         }
4825
4826         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4827         {
4828                 int penalty1, penalty2;
4829                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4830                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4831                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4832                 {
4833                         penalty1 = penalty1 / 2 - 5;
4834                         penalty2 = penalty2 / 2 - 5;
4835                         new_speed += 7;
4836                         p_ptr->to_a += 10;
4837                         p_ptr->dis_to_a += 10;
4838                 }
4839                 if (easy_2weapon)
4840                 {
4841                         if (penalty1 > 0) penalty1 /= 2;
4842                         if (penalty2 > 0) penalty2 /= 2;
4843                 }
4844                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4845                 {
4846                         penalty1 = MAX(0, penalty1 - 10);
4847                         penalty2 = MAX(0, penalty2 - 10);
4848                 }
4849                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4850                 {
4851                         penalty1 = MIN(0, penalty1);
4852                         penalty2 = MIN(0, penalty2);
4853                         p_ptr->to_a += 10;
4854                         p_ptr->dis_to_a += 10;
4855                 }
4856                 else
4857                 {
4858                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4859                                 penalty1 /= 2;
4860                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4861                                 penalty2 /= 2;
4862                 }
4863                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4864                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4865                 p_ptr->to_h[0] -= penalty1;
4866                 p_ptr->to_h[1] -= penalty2;
4867                 p_ptr->dis_to_h[0] -= penalty1;
4868                 p_ptr->dis_to_h[1] -= penalty2;
4869         }
4870
4871         /* Extract the current weight (in tenth pounds) */
4872         j = p_ptr->total_weight;
4873
4874         if (!p_ptr->riding)
4875         {
4876                 /* Extract the "weight limit" (in tenth pounds) */
4877                 i = (int)weight_limit();
4878         }
4879         else
4880         {
4881                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4882                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4883                 int speed = riding_m_ptr->mspeed;
4884
4885                 if (riding_m_ptr->mspeed > 110)
4886                 {
4887                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4888                         if (new_speed < 110) new_speed = 110;
4889                 }
4890                 else
4891                 {
4892                         new_speed = speed;
4893                 }
4894                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4895                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4896                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4897                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4898                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4899
4900                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4901                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4902
4903                 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;
4904
4905                 /* Extract the "weight limit" */
4906                 i = 1500 + riding_r_ptr->level * 25;
4907         }
4908
4909         /* XXX XXX XXX Apply "encumbrance" from weight */
4910         if (j > i) new_speed -= ((j - i) / (i / 5));
4911
4912         /* Searching slows the player down */
4913         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4914
4915         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4916         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4917         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4918         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4919         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4920         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4921         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4922         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4923         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4924         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4925         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4926         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4927         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4928
4929         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4930         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4931         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4932         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4933         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4934         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4935         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4936         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4937         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4938         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4939
4940
4941         /* Obtain the "hold" value */
4942         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4943
4944
4945         /* Examine the "current bow" */
4946         o_ptr = &inventory[INVEN_BOW];
4947
4948         /* It is hard to carholdry a heavy bow */
4949         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4950         if (p_ptr->heavy_shoot)
4951         {
4952                 /* Hard to wield a heavy bow */
4953                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4954                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4955         }
4956
4957         /* Compute "extra shots" if needed */
4958         if (o_ptr->k_idx)
4959         {
4960                 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4961
4962                 /* Apply special flags */
4963                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4964                 {
4965                         /* Extra shots */
4966                         p_ptr->num_fire = calc_num_fire(o_ptr);
4967
4968                         /* Snipers love Cross bows */
4969                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4970                                 (p_ptr->tval_ammo == TV_BOLT))
4971                         {
4972                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4973                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4974                         }
4975                 }
4976         }
4977
4978         if (p_ptr->ryoute)
4979                 hold *= 2;
4980
4981         for(i = 0 ; i < 2 ; i++)
4982         {
4983                 /* Examine the "main weapon" */
4984                 o_ptr = &inventory[INVEN_RARM+i];
4985
4986                 object_flags(o_ptr, flgs);
4987
4988                 /* Assume not heavy */
4989                 p_ptr->heavy_wield[i] = FALSE;
4990                 p_ptr->icky_wield[i] = FALSE;
4991                 p_ptr->riding_wield[i] = FALSE;
4992
4993                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4994                 /* It is hard to hold a heavy weapon */
4995                 if (hold < o_ptr->weight / 10)
4996                 {
4997                         /* Hard to wield a heavy weapon */
4998                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4999                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5000
5001                         /* Heavy weapon */
5002                         p_ptr->heavy_wield[i] = TRUE;
5003                 }
5004                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5005
5006                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5007                 {
5008                         p_ptr->to_a += 5;
5009                         p_ptr->dis_to_a += 5;
5010                 }
5011
5012                 /* Normal weapons */
5013                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5014                 {
5015                         int str_index, dex_index;
5016
5017                         int num = 0, wgt = 0, mul = 0, div = 0;
5018
5019                         /* Analyze the class */
5020                         switch (p_ptr->pclass)
5021                         {
5022                                 /* Warrior */
5023                                 case CLASS_WARRIOR:
5024                                         num = 6; wgt = 70; mul = 5; break;
5025
5026                                 /* Berserker */
5027                                 case CLASS_BERSERKER:
5028                                         num = 6; wgt = 70; mul = 7; break;
5029
5030                                 /* Mage */
5031                                 case CLASS_MAGE:
5032                                 case CLASS_HIGH_MAGE:
5033                                 case CLASS_BLUE_MAGE:
5034                                         num = 3; wgt = 100; mul = 2; break;
5035
5036                                 /* Priest, Mindcrafter, Magic-Eater */
5037                                 case CLASS_PRIEST:
5038                                 case CLASS_MAGIC_EATER:
5039                                 case CLASS_MINDCRAFTER:
5040                                         num = 5; wgt = 100; mul = 3; break;
5041
5042                                 /* Rogue */
5043                                 case CLASS_ROGUE:
5044                                         num = 5; wgt = 40; mul = 3; break;
5045
5046                                 /* Ranger */
5047                                 case CLASS_RANGER:
5048                                         num = 5; wgt = 70; mul = 4; break;
5049
5050                                 /* Paladin */
5051                                 case CLASS_PALADIN:
5052                                 case CLASS_SAMURAI:
5053                                         num = 5; wgt = 70; mul = 4; break;
5054
5055                                 /* Weaponsmith */
5056                                 case CLASS_SMITH:
5057                                         num = 5; wgt = 150; mul = 5; break;
5058
5059                                 /* Warrior-Mage */
5060                                 case CLASS_WARRIOR_MAGE:
5061                                 case CLASS_RED_MAGE:
5062                                         num = 5; wgt = 70; mul = 3; break;
5063
5064                                 /* Chaos Warrior */
5065                                 case CLASS_CHAOS_WARRIOR:
5066                                         num = 5; wgt = 70; mul = 4; break;
5067
5068                                 /* Monk */
5069                                 case CLASS_MONK:
5070                                         num = 5; wgt = 60; mul = 3; break;
5071
5072                                 /* Tourist */
5073                                 case CLASS_TOURIST:
5074                                         num = 4; wgt = 100; mul = 3; break;
5075
5076                                 /* Imitator */
5077                                 case CLASS_IMITATOR:
5078                                         num = 5; wgt = 70; mul = 4; break;
5079
5080                                 /* Beastmaster */
5081                                 case CLASS_BEASTMASTER:
5082                                         num = 5; wgt = 70; mul = 3; break;
5083
5084                                 /* Cavalry */
5085                                 case CLASS_CAVALRY:
5086                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5087                                         else {num = 5; wgt = 100; mul = 3;}
5088                                         break;
5089
5090                                 /* Sorcerer */
5091                                 case CLASS_SORCERER:
5092                                         num = 1; wgt = 1; mul = 1; break;
5093
5094                                 /* Archer, Bard, Sniper */
5095                                 case CLASS_ARCHER:
5096                                 case CLASS_BARD:
5097                                 case CLASS_SNIPER:
5098                                         num = 4; wgt = 70; mul = 2; break;
5099
5100                                 /* ForceTrainer */
5101                                 case CLASS_FORCETRAINER:
5102                                         num = 4; wgt = 60; mul = 2; break;
5103
5104                                 /* Mirror Master */
5105                                 case CLASS_MIRROR_MASTER:
5106                                         num = 3; wgt = 100; mul = 3; break;
5107
5108                                 /* Ninja */
5109                                 case CLASS_NINJA:
5110                                         num = 4; wgt = 20; mul = 1; break;
5111                         }
5112
5113                         /* Hex - extra mights gives +1 bonus to max blows */
5114                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5115
5116                         /* Enforce a minimum "weight" (tenth pounds) */
5117                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5118
5119                         /* Access the strength vs weight */
5120                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5121
5122                         if (p_ptr->ryoute && !omoi) str_index++;
5123                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5124
5125                         /* Maximal value */
5126                         if (str_index > 11) str_index = 11;
5127
5128                         /* Index by dexterity */
5129                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5130
5131                         /* Maximal value */
5132                         if (dex_index > 11) dex_index = 11;
5133
5134                         /* Use the blows table */
5135                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5136
5137                         /* Maximal value */
5138                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5139
5140                         /* Add in the "bonus blows" */
5141                         p_ptr->num_blow[i] += extra_blows[i];
5142
5143
5144                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5145                         else if (p_ptr->pclass == CLASS_BERSERKER)
5146                         {
5147                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5148                         }
5149                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5150
5151                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5152
5153                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5154
5155
5156                         /* Require at least one blow */
5157                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5158
5159                         /* Boost digging skill by weapon weight */
5160                         p_ptr->skill_dig += (o_ptr->weight / 10);
5161                 }
5162
5163                 /* Assume okay */
5164                 /* Priest weapon penalty for non-blessed edged weapons */
5165                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5166                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5167                 {
5168                         /* Reduce the real bonuses */
5169                         p_ptr->to_h[i] -= 2;
5170                         p_ptr->to_d[i] -= 2;
5171
5172                         /* Reduce the mental bonuses */
5173                         p_ptr->dis_to_h[i] -= 2;
5174                         p_ptr->dis_to_d[i] -= 2;
5175
5176                         /* Icky weapon */
5177                         p_ptr->icky_wield[i] = TRUE;
5178                 }
5179                 else if (p_ptr->pclass == CLASS_BERSERKER)
5180                 {
5181                         p_ptr->to_h[i] += p_ptr->lev/5;
5182                         p_ptr->to_d[i] += p_ptr->lev/6;
5183                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5184                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5185                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5186                         {
5187                                 p_ptr->to_h[i] += p_ptr->lev/5;
5188                                 p_ptr->to_d[i] += p_ptr->lev/6;
5189                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5190                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5191                         }
5192                 }
5193                 else if (p_ptr->pclass == CLASS_SORCERER)
5194                 {
5195                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5196                         {
5197                                 /* Reduce the real bonuses */
5198                                 p_ptr->to_h[i] -= 200;
5199                                 p_ptr->to_d[i] -= 200;
5200
5201                                 /* Reduce the mental bonuses */
5202                                 p_ptr->dis_to_h[i] -= 200;
5203                                 p_ptr->dis_to_d[i] -= 200;
5204
5205                                 /* Icky weapon */
5206                                 p_ptr->icky_wield[i] = TRUE;
5207                         }
5208                         else
5209                         {
5210                                 /* Reduce the real bonuses */
5211                                 p_ptr->to_h[i] -= 30;
5212                                 p_ptr->to_d[i] -= 10;
5213
5214                                 /* Reduce the mental bonuses */
5215                                 p_ptr->dis_to_h[i] -= 30;
5216                                 p_ptr->dis_to_d[i] -= 10;
5217                         }
5218                 }
5219                 /* Hex bonuses */
5220                 if (p_ptr->realm1 == REALM_HEX)
5221                 {
5222                         if (object_is_cursed(o_ptr))
5223                         {
5224                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5225                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5226                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5227                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5228                                 if (hex_spelling(HEX_RUNESWORD))
5229                                 {
5230                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5231                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5232                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5233                                 }
5234                         }
5235                 }
5236                 if (p_ptr->riding)
5237                 {
5238                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5239                         {
5240                                 p_ptr->to_h[i] +=15;
5241                                 p_ptr->dis_to_h[i] +=15;
5242                                 p_ptr->to_dd[i] += 2;
5243                         }
5244                         else if (!(have_flag(flgs, TR_RIDING)))
5245                         {
5246                                 int penalty;
5247                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5248                                 {
5249                                         penalty = 5;
5250                                 }
5251                                 else
5252                                 {
5253                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5254                                         penalty += 30;
5255                                         if (penalty < 30) penalty = 30;
5256                                 }
5257                                 p_ptr->to_h[i] -= penalty;
5258                                 p_ptr->dis_to_h[i] -= penalty;
5259
5260                                 /* Riding weapon */
5261                                 p_ptr->riding_wield[i] = TRUE;
5262                         }
5263                 }
5264         }
5265
5266         if (p_ptr->riding)
5267         {
5268                 int penalty = 0;
5269
5270                 p_ptr->riding_ryoute = FALSE;
5271
5272                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5273                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5274                 {
5275                         switch (p_ptr->pclass)
5276                         {
5277                         case CLASS_MONK:
5278                         case CLASS_FORCETRAINER:
5279                         case CLASS_BERSERKER:
5280                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5281                                         p_ptr->riding_ryoute = TRUE;
5282                                 break;
5283                         }
5284                 }
5285
5286                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5287                 {
5288                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5289                 }
5290                 else
5291                 {
5292                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5293                         penalty += 30;
5294                         if (penalty < 30) penalty = 30;
5295                 }
5296                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5297                 p_ptr->to_h_b -= penalty;
5298                 p_ptr->dis_to_h_b -= penalty;
5299         }
5300
5301         /* Different calculation for monks with empty hands */
5302         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5303                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5304         {
5305                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5306                 p_ptr->num_blow[0] = 0;
5307
5308                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5309                 {
5310                         if (blow_base > 18) p_ptr->num_blow[0]++;
5311                         if (blow_base > 31) p_ptr->num_blow[0]++;
5312                         if (blow_base > 44) p_ptr->num_blow[0]++;
5313                         if (blow_base > 58) p_ptr->num_blow[0]++;
5314                         if (p_ptr->magic_num1[0])
5315                         {
5316                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5317                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5318                         }
5319                 }
5320                 else
5321                 {
5322                         if (blow_base > 12) p_ptr->num_blow[0]++;
5323                         if (blow_base > 22) p_ptr->num_blow[0]++;
5324                         if (blow_base > 31) p_ptr->num_blow[0]++;
5325                         if (blow_base > 39) p_ptr->num_blow[0]++;
5326                         if (blow_base > 46) p_ptr->num_blow[0]++;
5327                         if (blow_base > 53) p_ptr->num_blow[0]++;
5328                         if (blow_base > 59) p_ptr->num_blow[0]++;
5329                 }
5330
5331                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5332                         p_ptr->num_blow[0] /= 2;
5333                 else
5334                 {
5335                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5336                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5337
5338                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5339                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5340                 }
5341
5342                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5343                 {
5344                         p_ptr->to_a -= 40;
5345                         p_ptr->dis_to_a -= 40;
5346                         
5347                 }
5348                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5349                 {
5350                         p_ptr->to_a -= 50;
5351                         p_ptr->dis_to_a -= 50;
5352                         p_ptr->resist_acid = TRUE;
5353                         p_ptr->resist_fire = TRUE;
5354                         p_ptr->resist_elec = TRUE;
5355                         p_ptr->resist_cold = TRUE;
5356                         p_ptr->resist_pois = TRUE;
5357                         p_ptr->sh_fire = TRUE;
5358                         p_ptr->sh_elec = TRUE;
5359                         p_ptr->sh_cold = TRUE;
5360                         p_ptr->levitation = TRUE;
5361                 }
5362                 else if (p_ptr->special_defense & KAMAE_GENBU)
5363                 {
5364                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5365                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5366                         p_ptr->reflect = TRUE;
5367                         p_ptr->num_blow[0] -= 2;
5368                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5369                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5370                 }
5371                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5372                 {
5373                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5374                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5375
5376                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5377                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5378                         p_ptr->num_blow[0] /= 2;
5379                         p_ptr->levitation = TRUE;
5380                 }
5381
5382                 p_ptr->num_blow[0] += 1+extra_blows[0];
5383         }
5384
5385         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5386
5387         monk_armour_aux = FALSE;
5388
5389         if (heavy_armor())
5390         {
5391                 monk_armour_aux = TRUE;
5392         }
5393
5394         for (i = 0; i < 2; i++)
5395         {
5396                 if (buki_motteruka(INVEN_RARM+i))
5397                 {
5398                         int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5399                         int sval = inventory[INVEN_RARM+i].sval;
5400
5401                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5402                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5403                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5404                         {
5405                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5406                                 {
5407                                         p_ptr->to_h[i] -= 40;
5408                                         p_ptr->dis_to_h[i] -= 40;
5409                                         p_ptr->icky_wield[i] = TRUE;
5410                                 }
5411                         }
5412                         else if (p_ptr->pclass == CLASS_NINJA)
5413                         {
5414                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5415                                 {
5416                                         p_ptr->to_h[i] -= 40;
5417                                         p_ptr->dis_to_h[i] -= 40;
5418                                         p_ptr->icky_wield[i] = TRUE;
5419                                         p_ptr->num_blow[i] /= 2;
5420                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5421                                 }
5422                         }
5423
5424                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5425                 }
5426         }
5427
5428         /* Maximum speed is (+99). (internally it's 110 + 99) */
5429         /* Temporary lightspeed forces to be maximum speed */
5430         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5431         {
5432                 new_speed = 209;
5433         }
5434
5435         /* Minimum speed is (-99). (internally it's 110 - 99) */
5436         if (new_speed < 11) new_speed = 11;
5437
5438         /* Display the speed (if needed) */
5439         if (p_ptr->pspeed != (byte)new_speed)
5440         {
5441                 p_ptr->pspeed = (byte)new_speed;
5442                 p_ptr->redraw |= (PR_SPEED);
5443         }
5444
5445         if (yoiyami)
5446         {
5447                 if (p_ptr->to_a > (0 - p_ptr->ac))
5448                         p_ptr->to_a = 0 - p_ptr->ac;
5449                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5450                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5451         }
5452
5453         /* Redraw armor (if needed) */
5454         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5455         {
5456                 /* Redraw */
5457                 p_ptr->redraw |= (PR_ARMOR);
5458
5459                 /* Window stuff */
5460                 p_ptr->window |= (PW_PLAYER);
5461         }
5462
5463
5464         if (p_ptr->ryoute && !omoi)
5465         {
5466                 int bonus_to_h=0, bonus_to_d=0;
5467                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5468                 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);
5469
5470                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5471                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5472                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5473                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5474         }
5475
5476         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5477
5478         /* Affect Skill -- stealth (bonus one) */
5479         p_ptr->skill_stl += 1;
5480
5481         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5482
5483         /* Affect Skill -- disarming (DEX and INT) */
5484         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5485         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5486
5487         /* Affect Skill -- magic devices (INT) */
5488         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5489
5490         /* Affect Skill -- saving throw (WIS) */
5491         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5492
5493         /* Affect Skill -- digging (STR) */
5494         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5495
5496         /* Affect Skill -- disarming (Level, by Class) */
5497         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5498
5499         /* Affect Skill -- magic devices (Level, by Class) */
5500         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5501
5502         /* Affect Skill -- saving throw (Level, by Class) */
5503         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5504
5505         /* Affect Skill -- stealth (Level, by Class) */
5506         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5507
5508         /* Affect Skill -- search ability (Level, by Class) */
5509         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5510
5511         /* Affect Skill -- search frequency (Level, by Class) */
5512         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5513
5514         /* Affect Skill -- combat (normal) (Level, by Class) */
5515         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5516
5517         /* Affect Skill -- combat (shooting) (Level, by Class) */
5518         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5519
5520         /* Affect Skill -- combat (throwing) (Level, by Class) */
5521         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5522
5523
5524         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5525         {
5526                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5527                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5528         }
5529
5530         /* Limit Skill -- stealth from 0 to 30 */
5531         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5532         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5533
5534         /* Limit Skill -- digging from 1 up */
5535         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5536
5537         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5538
5539         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5540
5541         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;
5542
5543         if (down_saving) p_ptr->skill_sav /= 2;
5544
5545         /* Hack -- Each elemental immunity includes resistance */
5546         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5547         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5548         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5549         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5550
5551         /* Determine player alignment */
5552         for (i = 0, j = 0; i < 8; i++)
5553         {
5554                 switch (p_ptr->vir_types[i])
5555                 {
5556                 case V_JUSTICE:
5557                         p_ptr->align += p_ptr->virtues[i] * 2;
5558                         break;
5559                 case V_CHANCE:
5560                         /* Do nothing */
5561                         break;
5562                 case V_NATURE:
5563                 case V_HARMONY:
5564                         neutral[j++] = i;
5565                         break;
5566                 case V_UNLIFE:
5567                         p_ptr->align -= p_ptr->virtues[i];
5568                         break;
5569                 default:
5570                         p_ptr->align += p_ptr->virtues[i];
5571                         break;
5572                 }
5573         }
5574
5575         for (i = 0; i < j; i++)
5576         {
5577                 if (p_ptr->align > 0)
5578                 {
5579                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5580                         if (p_ptr->align < 0) p_ptr->align = 0;
5581                 }
5582                 else if (p_ptr->align < 0)
5583                 {
5584                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5585                         if (p_ptr->align > 0) p_ptr->align = 0;
5586                 }
5587         }
5588
5589         /* Hack -- handle "xtra" mode */
5590         if (character_xtra) return;
5591
5592         /* Take note when "heavy bow" changes */
5593         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5594         {
5595                 /* Message */
5596                 if (p_ptr->heavy_shoot)
5597                 {
5598                         msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5599                 }
5600                 else if (inventory[INVEN_BOW].k_idx)
5601                 {
5602                         msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5603                 }
5604                 else
5605                 {
5606                         msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5607                 }
5608
5609                 /* Save it */
5610                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5611         }
5612
5613         for (i = 0 ; i < 2 ; i++)
5614         {
5615                 /* Take note when "heavy weapon" changes */
5616                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5617                 {
5618                         /* Message */
5619                         if (p_ptr->heavy_wield[i])
5620                         {
5621                                 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5622                         }
5623                         else if (buki_motteruka(INVEN_RARM+i))
5624                         {
5625                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5626                         }
5627                         else if (p_ptr->heavy_wield[1-i])
5628                         {
5629                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5630                         }
5631                         else
5632                         {
5633                                 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5634                         }
5635
5636                         /* Save it */
5637                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5638                 }
5639
5640                 /* Take note when "heavy weapon" changes */
5641                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5642                 {
5643                         /* Message */
5644                         if (p_ptr->riding_wield[i])
5645                         {
5646                                 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5647                         }
5648                         else if (!p_ptr->riding)
5649                         {
5650                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5651                         }
5652                         else if (buki_motteruka(INVEN_RARM+i))
5653                         {
5654                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5655                         }
5656                         /* Save it */
5657                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5658                 }
5659
5660                 /* Take note when "illegal weapon" changes */
5661                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5662                 {
5663                         /* Message */
5664                         if (p_ptr->icky_wield[i])
5665                         {
5666                                 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5667                                 if (hack_mind)
5668                                 {
5669                                         chg_virtue(V_FAITH, -1);
5670                                 }
5671                         }
5672                         else if (buki_motteruka(INVEN_RARM+i))
5673                         {
5674                                 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5675                         }
5676                         else
5677                         {
5678                                 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5679                         }
5680
5681                         /* Save it */
5682                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5683                 }
5684         }
5685
5686         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5687         {
5688                 /* Message */
5689                 if (p_ptr->riding_ryoute)
5690                 {
5691 #ifdef JP
5692                         msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5693 #else
5694                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5695 #endif
5696                 }
5697                 else
5698                 {
5699 #ifdef JP
5700                         msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5701 #else
5702                         msg_print("You began to control riding pet with one hand.");
5703 #endif
5704                 }
5705
5706                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5707         }
5708
5709         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5710         {
5711                 if (heavy_armor())
5712                 {
5713                         msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5714                         if (hack_mind)
5715                         {
5716                                 chg_virtue(V_HARMONY, -1);
5717                         }
5718                 }
5719                 else
5720                 {
5721                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5722                 }
5723                 
5724                 monk_notify_aux = monk_armour_aux;
5725         }
5726
5727         for (i = 0; i < INVEN_PACK; i++)
5728         {
5729 #if 0
5730                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5731                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5732 #endif
5733                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5734                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5735         }
5736         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5737         {
5738                 object_type *o_ptr;
5739
5740                 /* Acquire object */
5741                 o_ptr = &o_list[this_o_idx];
5742
5743                 /* Acquire next object */
5744                 next_o_idx = o_ptr->next_o_idx;
5745
5746 #if 0
5747                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5748                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5749 #endif
5750                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5751                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5752         }
5753
5754         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5755 #if 0
5756         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5757         {
5758                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5759                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5760         }
5761
5762         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)))
5763         {
5764                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5765                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5766         }
5767 #endif
5768         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5769         {
5770                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5771                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5772         }
5773
5774         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5775         {
5776                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5777                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5778         }
5779 }
5780
5781
5782
5783 /*
5784  * Handle "p_ptr->notice"
5785  */
5786 void notice_stuff(void)
5787 {
5788         /* Notice stuff */
5789         if (!p_ptr->notice) return;
5790
5791
5792         /* Actually do auto-destroy */
5793         if (p_ptr->notice & (PN_AUTODESTROY))
5794         {
5795                 p_ptr->notice &= ~(PN_AUTODESTROY);
5796                 autopick_delayed_alter();
5797         }
5798
5799         /* Combine the pack */
5800         if (p_ptr->notice & (PN_COMBINE))
5801         {
5802                 p_ptr->notice &= ~(PN_COMBINE);
5803                 combine_pack();
5804         }
5805
5806         /* Reorder the pack */
5807         if (p_ptr->notice & (PN_REORDER))
5808         {
5809                 p_ptr->notice &= ~(PN_REORDER);
5810                 reorder_pack();
5811         }
5812 }
5813
5814
5815 /*
5816  * Handle "p_ptr->update"
5817  */
5818 void update_stuff(void)
5819 {
5820         /* Update stuff */
5821         if (!p_ptr->update) return;
5822
5823
5824         if (p_ptr->update & (PU_BONUS))
5825         {
5826                 p_ptr->update &= ~(PU_BONUS);
5827                 calc_bonuses();
5828         }
5829
5830         if (p_ptr->update & (PU_TORCH))
5831         {
5832                 p_ptr->update &= ~(PU_TORCH);
5833                 calc_torch();
5834         }
5835
5836         if (p_ptr->update & (PU_HP))
5837         {
5838                 p_ptr->update &= ~(PU_HP);
5839                 calc_hitpoints();
5840         }
5841
5842         if (p_ptr->update & (PU_MANA))
5843         {
5844                 p_ptr->update &= ~(PU_MANA);
5845                 calc_mana();
5846         }
5847
5848         if (p_ptr->update & (PU_SPELLS))
5849         {
5850                 p_ptr->update &= ~(PU_SPELLS);
5851                 calc_spells();
5852         }
5853
5854
5855         /* Character is not ready yet, no screen updates */
5856         if (!character_generated) return;
5857
5858
5859         /* Character is in "icky" mode, no screen updates */
5860         if (character_icky) return;
5861
5862
5863         if (p_ptr->update & (PU_UN_LITE))
5864         {
5865                 p_ptr->update &= ~(PU_UN_LITE);
5866                 forget_lite();
5867         }
5868
5869         if (p_ptr->update & (PU_UN_VIEW))
5870         {
5871                 p_ptr->update &= ~(PU_UN_VIEW);
5872                 forget_view();
5873         }
5874
5875         if (p_ptr->update & (PU_VIEW))
5876         {
5877                 p_ptr->update &= ~(PU_VIEW);
5878                 update_view();
5879         }
5880
5881         if (p_ptr->update & (PU_LITE))
5882         {
5883                 p_ptr->update &= ~(PU_LITE);
5884                 update_lite();
5885         }
5886
5887
5888         if (p_ptr->update & (PU_FLOW))
5889         {
5890                 p_ptr->update &= ~(PU_FLOW);
5891                 update_flow();
5892         }
5893
5894         if (p_ptr->update & (PU_DISTANCE))
5895         {
5896                 p_ptr->update &= ~(PU_DISTANCE);
5897
5898                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5899                 /* p_ptr->update &= ~(PU_MONSTERS); */
5900
5901                 update_monsters(TRUE);
5902         }
5903
5904         if (p_ptr->update & (PU_MON_LITE))
5905         {
5906                 p_ptr->update &= ~(PU_MON_LITE);
5907                 update_mon_lite();
5908         }
5909
5910         /*
5911          * Mega-Hack -- Delayed visual update
5912          * Only used if update_view(), update_lite() or update_mon_lite() was called
5913          */
5914         if (p_ptr->update & (PU_DELAY_VIS))
5915         {
5916                 p_ptr->update &= ~(PU_DELAY_VIS);
5917                 delayed_visual_update();
5918         }
5919
5920         if (p_ptr->update & (PU_MONSTERS))
5921         {
5922                 p_ptr->update &= ~(PU_MONSTERS);
5923                 update_monsters(FALSE);
5924         }
5925 }
5926
5927
5928 /*
5929  * Handle "p_ptr->redraw"
5930  */
5931 void redraw_stuff(void)
5932 {
5933         /* Redraw stuff */
5934         if (!p_ptr->redraw) return;
5935
5936
5937         /* Character is not ready yet, no screen updates */
5938         if (!character_generated) return;
5939
5940
5941         /* Character is in "icky" mode, no screen updates */
5942         if (character_icky) return;
5943
5944
5945
5946         /* Hack -- clear the screen */
5947         if (p_ptr->redraw & (PR_WIPE))
5948         {
5949                 p_ptr->redraw &= ~(PR_WIPE);
5950                 msg_print(NULL);
5951                 Term_clear();
5952         }
5953
5954
5955         if (p_ptr->redraw & (PR_MAP))
5956         {
5957                 p_ptr->redraw &= ~(PR_MAP);
5958                 prt_map();
5959         }
5960
5961
5962         if (p_ptr->redraw & (PR_BASIC))
5963         {
5964                 p_ptr->redraw &= ~(PR_BASIC);
5965                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5966                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5967                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5968                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5969                 prt_frame_basic();
5970                 prt_time();
5971                 prt_dungeon();
5972         }
5973
5974         if (p_ptr->redraw & (PR_EQUIPPY))
5975         {
5976                 p_ptr->redraw &= ~(PR_EQUIPPY);
5977                 print_equippy(); /* To draw / delete equippy chars */
5978         }
5979
5980         if (p_ptr->redraw & (PR_MISC))
5981         {
5982                 p_ptr->redraw &= ~(PR_MISC);
5983                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5984 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5985
5986         }
5987
5988         if (p_ptr->redraw & (PR_TITLE))
5989         {
5990                 p_ptr->redraw &= ~(PR_TITLE);
5991                 prt_title();
5992         }
5993
5994         if (p_ptr->redraw & (PR_LEV))
5995         {
5996                 p_ptr->redraw &= ~(PR_LEV);
5997                 prt_level();
5998         }
5999
6000         if (p_ptr->redraw & (PR_EXP))
6001         {
6002                 p_ptr->redraw &= ~(PR_EXP);
6003                 prt_exp();
6004         }
6005
6006         if (p_ptr->redraw & (PR_STATS))
6007         {
6008                 p_ptr->redraw &= ~(PR_STATS);
6009                 prt_stat(A_STR);
6010                 prt_stat(A_INT);
6011                 prt_stat(A_WIS);
6012                 prt_stat(A_DEX);
6013                 prt_stat(A_CON);
6014                 prt_stat(A_CHR);
6015         }
6016
6017         if (p_ptr->redraw & (PR_STATUS))
6018         {
6019                 p_ptr->redraw &= ~(PR_STATUS);
6020                 prt_status();
6021         }
6022
6023         if (p_ptr->redraw & (PR_ARMOR))
6024         {
6025                 p_ptr->redraw &= ~(PR_ARMOR);
6026                 prt_ac();
6027         }
6028
6029         if (p_ptr->redraw & (PR_HP))
6030         {
6031                 p_ptr->redraw &= ~(PR_HP);
6032                 prt_hp();
6033         }
6034
6035         if (p_ptr->redraw & (PR_MANA))
6036         {
6037                 p_ptr->redraw &= ~(PR_MANA);
6038                 prt_sp();
6039         }
6040
6041         if (p_ptr->redraw & (PR_GOLD))
6042         {
6043                 p_ptr->redraw &= ~(PR_GOLD);
6044                 prt_gold();
6045         }
6046
6047         if (p_ptr->redraw & (PR_DEPTH))
6048         {
6049                 p_ptr->redraw &= ~(PR_DEPTH);
6050                 prt_depth();
6051         }
6052
6053         if (p_ptr->redraw & (PR_HEALTH))
6054         {
6055                 p_ptr->redraw &= ~(PR_HEALTH);
6056                 health_redraw(FALSE);
6057         }
6058
6059         if (p_ptr->redraw & (PR_UHEALTH))
6060         {
6061                 p_ptr->redraw &= ~(PR_UHEALTH);
6062                 health_redraw(TRUE);
6063         }
6064
6065
6066         if (p_ptr->redraw & (PR_EXTRA))
6067         {
6068                 p_ptr->redraw &= ~(PR_EXTRA);
6069                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6070                 p_ptr->redraw &= ~(PR_HUNGER);
6071                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6072                 prt_frame_extra();
6073         }
6074
6075         if (p_ptr->redraw & (PR_CUT))
6076         {
6077                 p_ptr->redraw &= ~(PR_CUT);
6078                 prt_cut();
6079         }
6080
6081         if (p_ptr->redraw & (PR_STUN))
6082         {
6083                 p_ptr->redraw &= ~(PR_STUN);
6084                 prt_stun();
6085         }
6086
6087         if (p_ptr->redraw & (PR_HUNGER))
6088         {
6089                 p_ptr->redraw &= ~(PR_HUNGER);
6090                 prt_hunger();
6091         }
6092
6093         if (p_ptr->redraw & (PR_STATE))
6094         {
6095                 p_ptr->redraw &= ~(PR_STATE);
6096                 prt_state();
6097         }
6098
6099         if (p_ptr->redraw & (PR_SPEED))
6100         {
6101                 p_ptr->redraw &= ~(PR_SPEED);
6102                 prt_speed();
6103         }
6104
6105         if (p_ptr->pclass == CLASS_IMITATOR)
6106         {
6107                 if (p_ptr->redraw & (PR_IMITATION))
6108                 {
6109                         p_ptr->redraw &= ~(PR_IMITATION);
6110                         prt_imitation();
6111                 }
6112         }
6113         else if (p_ptr->redraw & (PR_STUDY))
6114         {
6115                 p_ptr->redraw &= ~(PR_STUDY);
6116                 prt_study();
6117         }
6118 }
6119
6120
6121 /*
6122  * Handle "p_ptr->window"
6123  */
6124 void window_stuff(void)
6125 {
6126         int j;
6127
6128         u32b mask = 0L;
6129
6130
6131         /* Nothing to do */
6132         if (!p_ptr->window) return;
6133
6134         /* Scan windows */
6135         for (j = 0; j < 8; j++)
6136         {
6137                 /* Save usable flags */
6138                 if (angband_term[j]) mask |= window_flag[j];
6139         }
6140
6141         /* Apply usable flags */
6142         p_ptr->window &= mask;
6143
6144         /* Nothing to do */
6145         if (!p_ptr->window) return;
6146
6147
6148         /* Display inventory */
6149         if (p_ptr->window & (PW_INVEN))
6150         {
6151                 p_ptr->window &= ~(PW_INVEN);
6152                 fix_inven();
6153         }
6154
6155         /* Display equipment */
6156         if (p_ptr->window & (PW_EQUIP))
6157         {
6158                 p_ptr->window &= ~(PW_EQUIP);
6159                 fix_equip();
6160         }
6161
6162         /* Display spell list */
6163         if (p_ptr->window & (PW_SPELL))
6164         {
6165                 p_ptr->window &= ~(PW_SPELL);
6166                 fix_spell();
6167         }
6168
6169         /* Display player */
6170         if (p_ptr->window & (PW_PLAYER))
6171         {
6172                 p_ptr->window &= ~(PW_PLAYER);
6173                 fix_player();
6174         }
6175         
6176         /* Display monster list */
6177         if (p_ptr->window & (PW_MONSTER_LIST))
6178         {
6179                 p_ptr->window &= ~(PW_MONSTER_LIST);
6180                 fix_monster_list();
6181         }
6182         
6183         /* Display overhead view */
6184         if (p_ptr->window & (PW_MESSAGE))
6185         {
6186                 p_ptr->window &= ~(PW_MESSAGE);
6187                 fix_message();
6188         }
6189
6190         /* Display overhead view */
6191         if (p_ptr->window & (PW_OVERHEAD))
6192         {
6193                 p_ptr->window &= ~(PW_OVERHEAD);
6194                 fix_overhead();
6195         }
6196
6197         /* Display overhead view */
6198         if (p_ptr->window & (PW_DUNGEON))
6199         {
6200                 p_ptr->window &= ~(PW_DUNGEON);
6201                 fix_dungeon();
6202         }
6203
6204         /* Display monster recall */
6205         if (p_ptr->window & (PW_MONSTER))
6206         {
6207                 p_ptr->window &= ~(PW_MONSTER);
6208                 fix_monster();
6209         }
6210
6211         /* Display object recall */
6212         if (p_ptr->window & (PW_OBJECT))
6213         {
6214                 p_ptr->window &= ~(PW_OBJECT);
6215                 fix_object();
6216         }
6217 }
6218
6219
6220 /*
6221  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6222  */
6223 void handle_stuff(void)
6224 {
6225         /* Update stuff */
6226         if (p_ptr->update) update_stuff();
6227
6228         /* Redraw stuff */
6229         if (p_ptr->redraw) redraw_stuff();
6230
6231         /* Window stuff */
6232         if (p_ptr->window) window_stuff();
6233 }
6234
6235
6236 s16b empty_hands(bool riding_control)
6237 {
6238         s16b status = EMPTY_HAND_NONE;
6239
6240         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6241         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6242
6243         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6244         {
6245                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6246                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6247         }
6248
6249         return status;
6250 }
6251
6252
6253 bool heavy_armor(void)
6254 {
6255         u16b monk_arm_wgt = 0;
6256
6257         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6258
6259         /* Weight the armor */
6260         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6261         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6262         monk_arm_wgt += inventory[INVEN_BODY].weight;
6263         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6264         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6265         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6266         monk_arm_wgt += inventory[INVEN_FEET].weight;
6267
6268         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6269 }
6270
6271 void update_playtime(void)
6272 {
6273         /* Check if the game has started */
6274         if (start_time != 0)
6275         {
6276                 u32b tmp = time(NULL);
6277                 playtime += (tmp - start_time);
6278                 start_time = tmp;
6279         }
6280 }