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呪文の巻物の効果がスナイパーにも一部付加されていた不具合を修正。
[hengband/hengband.git] / src / xtra1.c
1
2 /* File: misc.c */
3
4 /*
5  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6  *
7  * This software may be copied and distributed for educational, research,
8  * and not for profit purposes provided that this copyright and statement
9  * are included in all such copies.  Other copyrights may also apply.
10  */
11
12 /* Purpose: misc code */
13
14 #include "angband.h"
15
16
17
18
19 /*
20  * Converts stat num into a six-char (right justified) string
21  */
22 void cnv_stat(int val, char *out_val)
23 {
24         /* Above 18 */
25         if (val > 18)
26         {
27                 int bonus = (val - 18);
28
29                 if (bonus >= 220)
30                 {
31                         sprintf(out_val, "18/%3s", "***");
32                 }
33                 else if (bonus >= 100)
34                 {
35                         sprintf(out_val, "18/%03d", bonus);
36                 }
37                 else
38                 {
39                         sprintf(out_val, " 18/%02d", bonus);
40                 }
41         }
42
43         /* From 3 to 18 */
44         else
45         {
46                 sprintf(out_val, "    %2d", val);
47         }
48 }
49
50
51
52 /*
53  * Modify a stat value by a "modifier", return new value
54  *
55  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56  * Or even: 18/13, 18/23, 18/33, ..., 18/220
57  *
58  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59  * Or even: 18/13, 18/03, 18, 17, ..., 3
60  */
61 s16b modify_stat_value(int value, int amount)
62 {
63         int    i;
64
65         /* Reward */
66         if (amount > 0)
67         {
68                 /* Apply each point */
69                 for (i = 0; i < amount; i++)
70                 {
71                         /* One point at a time */
72                         if (value < 18) value++;
73
74                         /* Ten "points" at a time */
75                         else value += 10;
76                 }
77         }
78
79         /* Penalty */
80         else if (amount < 0)
81         {
82                 /* Apply each point */
83                 for (i = 0; i < (0 - amount); i++)
84                 {
85                         /* Ten points at a time */
86                         if (value >= 18+10) value -= 10;
87
88                         /* Hack -- prevent weirdness */
89                         else if (value > 18) value = 18;
90
91                         /* One point at a time */
92                         else if (value > 3) value--;
93                 }
94         }
95
96         /* Return new value */
97         return (value);
98 }
99
100
101
102 /*
103  * Print character info at given row, column in a 13 char field
104  */
105 static void prt_field(cptr info, int row, int col)
106 {
107         /* Dump 13 spaces to clear */
108         c_put_str(TERM_WHITE, "             ", row, col);
109
110         /* Dump the info itself */
111         c_put_str(TERM_L_BLUE, info, row, col);
112 }
113
114
115 /*
116  *  Whether daytime or not
117  */
118 bool is_daytime(void)
119 {
120         s32b len = TURNS_PER_TICK * TOWN_DAWN;
121         if ((turn % len) < (len / 2))
122                 return TRUE;
123         else
124                 return FALSE;
125 }
126
127 /*
128  * Extract day, hour, min
129  */
130 void extract_day_hour_min(int *day, int *hour, int *min)
131 {
132         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
133         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
134
135         switch (p_ptr->start_race)
136         {
137         case RACE_VAMPIRE:
138         case RACE_SKELETON:
139         case RACE_ZOMBIE:
140         case RACE_SPECTRE:
141                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
142                 break;
143         default:
144                 *day = (turn + A_DAY / 4) / A_DAY + 1;
145                 break;
146         }
147         *hour = (24 * turn_in_today / A_DAY) % 24;
148         *min = (1440 * turn_in_today / A_DAY) % 60;
149 }
150
151 /*
152  * Print time
153  */
154 void prt_time(void)
155 {
156         int day, hour, min;
157
158         /* Dump 13 spaces to clear */
159         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
160
161         extract_day_hour_min(&day, &hour, &min);
162
163         /* Dump the info itself */
164 #ifdef JP
165         if (day < 1000) c_put_str(TERM_WHITE, format("%2dÆüÌÜ", day), ROW_DAY, COL_DAY);
166         else c_put_str(TERM_WHITE, "***ÆüÌÜ", ROW_DAY, COL_DAY);
167 #else
168         if (day < 1000) c_put_str(TERM_WHITE, format("Day%3d", day), ROW_DAY, COL_DAY);
169         else c_put_str(TERM_WHITE, "Day***", ROW_DAY, COL_DAY);
170 #endif
171
172         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 }
174
175
176 cptr map_name(void)
177 {
178         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 #ifdef JP
181                 return "¥¯¥¨¥¹¥È";
182 #else
183                 return "Quest";
184 #endif
185         else if (p_ptr->wild_mode)
186 #ifdef JP
187                 return "ÃϾå";
188 #else
189                 return "Surface";
190 #endif
191         else if (p_ptr->inside_arena)
192 #ifdef JP
193                 return "¥¢¥ê¡¼¥Ê";
194 #else
195                 return "Arena";
196 #endif
197         else if (p_ptr->inside_battle)
198 #ifdef JP
199                 return "Æ®µ»¾ì";
200 #else
201                 return "Monster Arena";
202 #endif
203         else if (!dun_level && p_ptr->town_num)
204                 return town[p_ptr->town_num].name;
205         else
206                 return d_name+d_info[dungeon_type].name;
207 }
208
209 /*
210  * Print dungeon
211  */
212 static void prt_dungeon(void)
213 {
214         cptr dungeon_name;
215         int col;
216
217         /* Dump 13 spaces to clear */
218         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
219
220         dungeon_name = map_name();
221
222         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223         if (col < 0) col = 0;
224
225         /* Dump the info itself */
226         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
227                   ROW_DUNGEON, col);
228 }
229
230
231
232
233 /*
234  * Print character stat in given row, column
235  */
236 static void prt_stat(int stat)
237 {
238         char tmp[32];
239
240         /* Display "injured" stat */
241         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
242         {
243                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244                 cnv_stat(p_ptr->stat_use[stat], tmp);
245                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246         }
247
248         /* Display "healthy" stat */
249         else
250         {
251                 put_str(stat_names[stat], ROW_STAT + stat, 0);
252                 cnv_stat(p_ptr->stat_use[stat], tmp);
253                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254         }
255
256         /* Indicate natural maximum */
257         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258         {
259 #ifdef JP
260                 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261                 put_str("!", ROW_STAT + stat, 5);
262 #else
263                 put_str("!", ROW_STAT + stat, 3);
264 #endif
265
266         }
267 }
268
269
270 /*
271  *  Data structure for status bar
272  */
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
279 #define BAR_AFRAID 6
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
306 #define BAR_TOUKI 33
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
325 #define BAR_ALTER 52
326 #define BAR_SHCOLD 53
327 #define BAR_SHELEC 54
328 #define BAR_SHSHADOW 55
329 #define BAR_MIGHT 56
330 #define BAR_BUILD 57
331 #define BAR_ANTIMULTI 58
332 #define BAR_ANTITELE 59
333 #define BAR_ANTIMAGIC 60
334 #define BAR_PATIENCE 61
335 #define BAR_REVENGE 62
336 #define BAR_RUNESWORD 63
337 #define BAR_VAMPILIC 64
338 #define BAR_CURE 65
339 #define BAR_ESP_EVIL 66
340
341 static struct {
342         byte attr;
343         cptr sstr;
344         cptr lstr;
345 } bar[]
346 #ifdef JP
347 = {
348         {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
349         {TERM_VIOLET, "¸¸", "¸¸³Ð"},
350         {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
351         {TERM_RED, "áã", "Ëãáã"},
352         {TERM_VIOLET, "Íð", "º®Íð"},
353         {TERM_GREEN, "ÆÇ", "ÆÇ"},
354         {TERM_BLUE, "¶²", "¶²ÉÝ"},
355         {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
356         {TERM_SLATE, "È¿", "È¿¼Í"},
357         {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
358         {TERM_L_DARK, "Í©", "Í©ÂÎ"},
359         {TERM_SLATE, "¼Ù", "ËɼÙ"},
360         {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
361         {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
362         {TERM_L_UMBER, "¿­", "¿­¤Ó"},
363         {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
364         {TERM_L_BLUE, "ʬ", "ʬ¿È"},
365         {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
366         {TERM_YELLOW, "µæ", "µæ¶Ë"},
367         {TERM_YELLOW, "̵", "̵Ũ"},
368         {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
369         {TERM_GREEN, "»À", "ÂÑ»À"},
370         {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
371         {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
372         {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
373         {TERM_RED, "²Ð", "ÂѲÐ"},
374         {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
375         {TERM_SLATE, "Îä", "ÂÑÎä"},
376         {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
377         {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
378         {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
379         {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
380         {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
381         {TERM_WHITE, "Æ®", "Æ®µ¤"},
382         {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
383         {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
384         {TERM_WHITE, "½Ë", "½ËÊ¡"},
385         {TERM_WHITE, "ͦ", "ͦ"},
386         {TERM_RED, "¶¸", "¶¸Íð"},
387         {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
388         {TERM_WHITE, "Îä", "Ëâ·õÎä"},
389         {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
390         {TERM_SLATE, "»À", "Ëâ·õ»À"},
391         {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
392         {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
393         {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
394         {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
395         {TERM_L_BLUE, "²ó", "²óÉü"},
396         {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
397         {TERM_UMBER, "±£", "±£Ì©"},
398         {TERM_YELLOW, "±£", "Ķ±£Ì©"},
399         {TERM_WHITE, "µ¢", "µ¢´Ô"},
400         {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
401         /* Hex */
402         {TERM_WHITE, "¥ª", "ɹ¥ª¡¼¥é"},
403         {TERM_BLUE, "¥ª", "ÅÅ¥ª¡¼¥é"},
404         {TERM_L_DARK, "¥ª", "±Æ¥ª¡¼¥é"},
405         {TERM_YELLOW, "ÏÓ", "ÏÓÎ϶¯²½"},
406         {TERM_RED, "Æù", "ÆùÂζ¯²½"},
407         {TERM_L_DARK, "¿£", "È¿Áý¿£"},
408         {TERM_ORANGE, "¥Æ", "È¿¥Æ¥ì¥Ý"},
409         {TERM_RED, "Ëâ", "È¿ËâË¡"},
410         {TERM_SLATE, "²æ", "²æËý"},
411         {TERM_SLATE, "Àë", "Àë¹ð"},
412         {TERM_L_DARK, "·õ", "Ëâ·õ²½"},
413         {TERM_RED, "µÛ", "µÛ·ìÂÇ·â"},
414         {TERM_WHITE, "²ó", "²óÉü"},
415         {TERM_L_DARK, "´¶", "¼Ù°­´¶ÃÎ"},
416         {0, NULL, NULL}
417 };
418 #else
419 = {
420         {TERM_YELLOW, "Ts", "Tsuyoshi"},
421         {TERM_VIOLET, "Ha", "Halluc"},
422         {TERM_L_DARK, "Bl", "Blind"},
423         {TERM_RED, "Pa", "Paralyzed"},
424         {TERM_VIOLET, "Cf", "Confused"},
425         {TERM_GREEN, "Po", "Poisoned"},
426         {TERM_BLUE, "Af", "Afraid"},
427         {TERM_L_BLUE, "Lv", "Levit"},
428         {TERM_SLATE, "Rf", "Reflect"},
429         {TERM_SLATE, "Pw", "PassWall"},
430         {TERM_L_DARK, "Wr", "Wraith"},
431         {TERM_SLATE, "Ev", "PrtEvl"},
432         {TERM_VIOLET, "Kw", "Kawarimi"},
433         {TERM_YELLOW, "Md", "MgcArm"},
434         {TERM_L_UMBER, "Eh", "Expand"},
435         {TERM_WHITE, "Ss", "StnSkn"},
436         {TERM_L_BLUE, "Ms", "MltShdw"},
437         {TERM_SLATE, "Rm", "ResMag"},
438         {TERM_YELLOW, "Ul", "Ultima"},
439         {TERM_YELLOW, "Iv", "Invuln"},
440         {TERM_L_GREEN, "IAc", "ImmAcid"},
441         {TERM_GREEN, "Ac", "Acid"},
442         {TERM_L_BLUE, "IEl", "ImmElec"},
443         {TERM_BLUE, "El", "Elec"},
444         {TERM_L_RED, "IFi", "ImmFire"},
445         {TERM_RED, "Fi", "Fire"},
446         {TERM_WHITE, "ICo", "ImmCold"},
447         {TERM_SLATE, "Co", "Cold"},
448         {TERM_GREEN, "Po", "Pois"},
449         {TERM_L_DARK, "Nt", "Nthr"},
450         {TERM_L_BLUE, "Ti", "Time"},
451         {TERM_L_DARK, "Mr", "Mirr"},
452         {TERM_L_RED, "SFi", "SFire"},
453         {TERM_WHITE, "Fo", "Force"},
454         {TERM_WHITE, "Ho", "Holy"},
455         {TERM_VIOLET, "Ee", "EyeEye"},
456         {TERM_WHITE, "Bs", "Bless"},
457         {TERM_WHITE, "He", "Hero"},
458         {TERM_RED, "Br", "Berserk"},
459         {TERM_L_RED, "BFi", "BFire"},
460         {TERM_WHITE, "BCo", "BCold"},
461         {TERM_L_BLUE, "BEl", "BElec"},
462         {TERM_SLATE, "BAc", "BAcid"},
463         {TERM_L_GREEN, "BPo", "BPois"},
464         {TERM_RED, "TCf", "TchCnf"},
465         {TERM_L_BLUE, "Se", "SInv"},
466         {TERM_ORANGE, "Te", "Telepa"},
467         {TERM_L_BLUE, "Rg", "Regen"},
468         {TERM_L_RED, "If", "Infr"},
469         {TERM_UMBER, "Sl", "Stealth"},
470         {TERM_YELLOW, "Stlt", "Stealth"},
471         {TERM_WHITE, "Rc", "Recall"},
472         {TERM_WHITE, "Al", "Alter"},
473         /* Hex */
474         {TERM_WHITE, "SCo", "SCold"},
475         {TERM_BLUE, "SEl", "SElec"},
476         {TERM_L_DARK, "SSh", "SShadow"},
477         {TERM_YELLOW, "EMi", "ExMight"},
478         {TERM_RED, "Bu", "BuildUp"},
479         {TERM_L_DARK, "AMl", "AntiMulti"},
480         {TERM_ORANGE, "AT", "AntiTele"},
481         {TERM_RED, "AM", "AntiMagic"},
482         {TERM_SLATE, "Pa", "Patience"},
483         {TERM_SLATE, "Rv", "Revenge"},
484         {TERM_L_DARK, "Rs", "RuneSword"},
485         {TERM_RED, "Vm", "Vampiric"},
486         {TERM_WHITE, "Cu", "Cure"},
487         {TERM_L_DARK, "ET", "EvilTele"},
488         {0, NULL, NULL}
489 };
490 #endif
491
492 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
493 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
494
495
496 /*
497  *  Show status bar
498  */
499 static void prt_status(void)
500 {
501         u32b bar_flags[3];
502         int wid, hgt, row_statbar, max_col_statbar;
503         int i, col = 0, num = 0;
504         int space = 2;
505
506         Term_get_size(&wid, &hgt);
507         row_statbar = hgt + ROW_STATBAR;
508         max_col_statbar = wid + MAX_COL_STATBAR;
509
510         Term_erase(0, row_statbar, max_col_statbar);
511
512         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
513
514         /* Tsuyoshi  */
515         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
516
517         /* Hallucinating */
518         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
519
520         /* Blindness */
521         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
522
523         /* Paralysis */
524         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
525
526         /* Confusion */
527         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
528
529         /* Posioned */
530         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
531
532         /* Times see-invisible */
533         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
534
535         /* Timed esp */
536         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
537
538         /* Timed regenerate */
539         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
540
541         /* Timed infra-vision */
542         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
543
544         /* Protection from evil */
545         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
546
547         /* Invulnerability */
548         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
549
550         /* Wraith form */
551         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
552
553         /* Kabenuke */
554         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
555
556         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
557
558         /* Heroism */
559         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
560
561         /* Super Heroism / berserk */
562         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
563
564         /* Blessed */
565         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
566
567         /* Shield */
568         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
569
570         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
571
572         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
573         
574         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
575
576         /* Oppose Acid */
577         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
578         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
579
580         /* Oppose Lightning */
581         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
582         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
583
584         /* Oppose Fire */
585         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
586         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
587
588         /* Oppose Cold */
589         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
590         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
591
592         /* Oppose Poison */
593         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
594
595         /* Word of Recall */
596         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
597
598         /* Alter realiry */
599         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
600
601         /* Afraid */
602         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
603
604         /* Resist time */
605         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
606
607         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
608
609         /* Confusing Hands */
610         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
611
612         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
613
614         /* Ultimate-resistance */
615         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
616
617         /* tim levitation */
618         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
619
620         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
621
622         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
623
624         /* Mahouken */
625         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
626         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
627         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
628         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
629         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
630         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
631
632         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
633
634         /* tim stealth */
635         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
636
637         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
638
639         /* Holy aura */
640         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
641
642         /* An Eye for an Eye */
643         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
644
645         /* Hex spells */
646         if (p_ptr->realm1 == REALM_HEX)
647         {
648                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
649                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
650                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
651                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
652                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
653                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
654                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
655                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
656                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
657                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
658                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
659                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
660                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
661                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
662                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
663                 if (hex_spelling(HEX_CURE_LIGHT) ||
664                         hex_spelling(HEX_CURE_SERIOUS) ||
665                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
666
667                 if (p_ptr->magic_num2[2])
668                 {
669                         if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
670                         if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
671                 }
672         }
673
674         /* Calcurate length */
675         for (i = 0; bar[i].sstr; i++)
676         {
677                 if (IS_FLG(i))
678                 {
679                         col += strlen(bar[i].lstr) + 1;
680                         num++;
681                 }
682         }
683
684         /* If there are not excess spaces for long strings, use short one */
685         if (col - 1 > max_col_statbar)
686         {
687                 space = 0;
688                 col = 0;
689
690                 for (i = 0; bar[i].sstr; i++)
691                 {
692                         if (IS_FLG(i))
693                         {
694                                 col += strlen(bar[i].sstr);
695                         }
696                 }
697
698                 /* If there are excess spaces for short string, use more */
699                 if (col - 1 <= max_col_statbar - (num-1))
700                 {
701                         space = 1;
702                         col += num - 1;
703                 }
704         }
705
706
707         /* Centering display column */
708         col = (max_col_statbar - col) / 2;
709
710         /* Display status bar */
711         for (i = 0; bar[i].sstr; i++)
712         {
713                 if (IS_FLG(i))
714                 {
715                         cptr str;
716                         if (space == 2) str = bar[i].lstr;
717                         else str = bar[i].sstr;
718
719                         c_put_str(bar[i].attr, str, row_statbar, col);
720                         col += strlen(str);
721                         if (space > 0) col++;
722                         if (col > max_col_statbar) break;
723                 }
724         }
725 }
726
727
728
729 /*
730  * Prints "title", including "wizard" or "winner" as needed.
731  */
732 static void prt_title(void)
733 {
734         cptr p = "";
735         char str[14];
736
737         /* Wizard */
738         if (p_ptr->wizard)
739         {
740 #ifdef JP
741                 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
742                 p = "[¥¦¥£¥¶¡¼¥É]";
743 #else
744                 p = "[=-WIZARD-=]";
745 #endif
746
747         }
748
749         /* Winner */
750         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
751         {
752                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
753                 {
754 #ifdef JP
755                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
756                         p = "*¿¿¡¦¾¡Íø¼Ô*";
757 #else
758                         p = "*TRUEWINNER*";
759 #endif
760                 }
761                 else
762                 {
763 #ifdef JP
764                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
765                         p = "***¾¡Íø¼Ô***";
766 #else
767                         p = "***WINNER***";
768 #endif
769                 }
770         }
771
772         /* Normal */
773         else
774         {
775                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
776                 p = str;
777         }
778
779         prt_field(p, ROW_TITLE, COL_TITLE);
780 }
781
782
783 /*
784  * Prints level
785  */
786 static void prt_level(void)
787 {
788         char tmp[32];
789
790 #ifdef JP
791         sprintf(tmp, "%5d", p_ptr->lev);
792 #else
793         sprintf(tmp, "%6d", p_ptr->lev);
794 #endif
795
796
797         if (p_ptr->lev >= p_ptr->max_plv)
798         {
799 #ifdef JP
800                 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
801                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
802 #else
803                 put_str("LEVEL ", ROW_LEVEL, 0);
804                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
805 #endif
806
807         }
808         else
809         {
810 #ifdef JP
811                 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
812                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
813 #else
814                 put_str("Level ", ROW_LEVEL, 0);
815                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
816 #endif
817
818         }
819 }
820
821
822 /*
823  * Display the experience
824  */
825 static void prt_exp(void)
826 {
827         char out_val[32];
828
829         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
830         {
831 #ifdef JP
832         (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
833 #else
834         (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
835 #endif
836         }
837         else
838         {
839                 if (p_ptr->lev >= PY_MAX_LEVEL)
840                 {
841                         (void)sprintf(out_val, "********");
842                 }
843                 else
844                 {
845 #ifdef JP
846                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
847 #else      
848                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
849 #endif
850                 }
851         }
852
853         if (p_ptr->exp >= p_ptr->max_exp)
854         {
855 #ifdef JP
856                 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
857                 else put_str("·Ð¸³ ", ROW_EXP, 0);
858                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
859 #else
860                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
861                 else put_str("EXP ", ROW_EXP, 0);
862                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
863 #endif
864
865         }
866         else
867         {
868 #ifdef JP
869                 put_str("x·Ð¸³", ROW_EXP, 0);
870                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
871 #else
872                 put_str("Exp ", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
874 #endif
875
876         }
877 }
878
879 /*
880  * Prints current gold
881  */
882 static void prt_gold(void)
883 {
884         char tmp[32];
885
886 #ifdef JP
887         put_str("¡ð ", ROW_GOLD, COL_GOLD);
888 #else
889         put_str("AU ", ROW_GOLD, COL_GOLD);
890 #endif
891
892         sprintf(tmp, "%9ld", (long)p_ptr->au);
893         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
894 }
895
896
897
898 /*
899  * Prints current AC
900  */
901 static void prt_ac(void)
902 {
903         char tmp[32];
904
905 #ifdef JP
906 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
907         put_str(" £Á£Ã(     )", ROW_AC, COL_AC);
908         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
909         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
910 #else
911         put_str("Cur AC ", ROW_AC, COL_AC);
912         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
913         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
914 #endif
915
916 }
917
918
919 /*
920  * Prints Cur/Max hit points
921  */
922 static void prt_hp(void)
923 {
924 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
925         char tmp[32];
926   
927         byte color;
928   
929         /* ¥¿¥¤¥È¥ë */
930 /*      put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
931
932         put_str("HP", ROW_CURHP, COL_CURHP);
933
934         /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
935         sprintf(tmp, "%4ld", p_ptr->chp);
936
937         if (p_ptr->chp >= p_ptr->mhp)
938         {
939                 color = TERM_L_GREEN;
940         }
941         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
942         {
943                 color = TERM_YELLOW;
944         }
945         else
946         {
947                 color = TERM_RED;
948         }
949
950         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
951
952         /* ¶èÀÚ¤ê */
953         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
954
955         /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
956         sprintf(tmp, "%4ld", p_ptr->mhp);
957         color = TERM_L_GREEN;
958
959         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
960 }
961
962
963 /*
964  * Prints players max/cur spell points
965  */
966 static void prt_sp(void)
967 {
968 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
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         /* ¥¿¥¤¥È¥ë */
977 /*      put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
978
979 #ifdef JP
980         put_str("MP", ROW_CURSP, COL_CURSP);
981 #else
982         put_str("SP", ROW_CURSP, COL_CURSP);
983 #endif
984
985         /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
986         sprintf(tmp, "%4ld", p_ptr->csp);
987
988         if (p_ptr->csp >= p_ptr->msp)
989         {
990                 color = TERM_L_GREEN;
991         }
992         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
993         {
994                 color = TERM_YELLOW;
995         }
996         else
997         {
998                 color = TERM_RED;
999         }
1000
1001         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
1002
1003         /* ¶èÀÚ¤ê */
1004         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1005
1006         /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1007         sprintf(tmp, "%4ld", p_ptr->msp);
1008         color = TERM_L_GREEN;
1009
1010         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1011 }
1012
1013
1014 /*
1015  * Prints depth in stat area
1016  */
1017 static void prt_depth(void)
1018 {
1019         char depths[32];
1020         int wid, hgt, row_depth, col_depth;
1021         byte attr = TERM_WHITE;
1022
1023         Term_get_size(&wid, &hgt);
1024         col_depth = wid + COL_DEPTH;
1025         row_depth = hgt + ROW_DEPTH;
1026
1027         if (!dun_level)
1028         {
1029 #ifdef JP
1030                 strcpy(depths, "ÃϾå");
1031 #else
1032                 strcpy(depths, "Surf.");
1033 #endif
1034         }
1035         else if (p_ptr->inside_quest && !dungeon_type)
1036         {
1037 #ifdef JP
1038                 strcpy(depths, "ÃϾå");
1039 #else
1040                 strcpy(depths, "Quest");
1041 #endif
1042         }
1043         else
1044         {
1045 #ifdef JP
1046                 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
1047                 else (void)sprintf(depths, "%d ³¬", dun_level);
1048 #else
1049                 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
1050                 else (void)sprintf(depths, "Lev %d", dun_level);
1051 #endif
1052
1053
1054                 /* Get color of level based on feeling  -JSV- */
1055                 switch (p_ptr->feeling)
1056                 {
1057                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1058                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1059                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1060                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1061                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1062                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1063                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1064                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1065                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1066                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1067                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1068                 }
1069         }
1070
1071         /* Right-Adjust the "depth", and clear old values */
1072         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1073 }
1074
1075
1076 /*
1077  * Prints status of hunger
1078  */
1079 static void prt_hunger(void)
1080 {
1081         /* Fainting / Starving */
1082         if (p_ptr->food < PY_FOOD_FAINT)
1083         {
1084 #ifdef JP
1085                 c_put_str(TERM_RED, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1086 #else
1087                 c_put_str(TERM_RED, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1088 #endif
1089
1090         }
1091
1092         /* Weak */
1093         else if (p_ptr->food < PY_FOOD_WEAK)
1094         {
1095 #ifdef JP
1096                 c_put_str(TERM_ORANGE, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1097 #else
1098                 c_put_str(TERM_ORANGE, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1099 #endif
1100
1101         }
1102
1103         /* Hungry */
1104         else if (p_ptr->food < PY_FOOD_ALERT)
1105         {
1106 #ifdef JP
1107                 c_put_str(TERM_YELLOW, "¶õÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1108 #else
1109                 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1110 #endif
1111
1112         }
1113
1114         /* Normal */
1115         else if (p_ptr->food < PY_FOOD_FULL)
1116         {
1117                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1118         }
1119
1120         /* Full */
1121         else if (p_ptr->food < PY_FOOD_MAX)
1122         {
1123 #ifdef JP
1124                 c_put_str(TERM_L_GREEN, "ËþÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1125 #else
1126                 c_put_str(TERM_L_GREEN, "Full  ", ROW_HUNGRY, COL_HUNGRY);
1127 #endif
1128
1129         }
1130
1131         /* Gorged */
1132         else
1133         {
1134 #ifdef JP
1135                 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1136 #else
1137                 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1138 #endif
1139
1140         }
1141 }
1142
1143
1144 /*
1145  * Prints Searching, Resting, Paralysis, or 'count' status
1146  * Display is always exactly 10 characters wide (see below)
1147  *
1148  * This function was a major bottleneck when resting, so a lot of
1149  * the text formatting code was optimized in place below.
1150  */
1151 static void prt_state(void)
1152 {
1153         byte attr = TERM_WHITE;
1154
1155         char text[5];
1156
1157         /* Repeating */
1158         if (command_rep)
1159         {
1160                 if (command_rep > 999)
1161                 {
1162 #ifdef JP
1163 sprintf(text, "%2d00", command_rep / 100);
1164 #else
1165                         (void)sprintf(text, "%2d00", command_rep / 100);
1166 #endif
1167
1168                 }
1169                 else
1170                 {
1171 #ifdef JP
1172 sprintf(text, "  %2d", command_rep);
1173 #else
1174                         (void)sprintf(text, "  %2d", command_rep);
1175 #endif
1176
1177                 }
1178         }
1179
1180         /* Action */
1181         else
1182         {
1183                 switch(p_ptr->action)
1184                 {
1185                         case ACTION_SEARCH:
1186                         {
1187 #ifdef JP
1188                                 strcpy(text, "õº÷");
1189 #else
1190                                 strcpy(text, "Sear");
1191 #endif
1192                                 break;
1193                         }
1194                         case ACTION_REST:
1195                         {
1196                                 int i;
1197
1198                                 /* Start with "Rest" */
1199 #ifdef JP
1200                                 strcpy(text, "    ");
1201 #else
1202                                 strcpy(text, "    ");
1203 #endif
1204
1205
1206                                 /* Extensive (timed) rest */
1207                                 if (resting >= 1000)
1208                                 {
1209                                         i = resting / 100;
1210                                         text[3] = '0';
1211                                         text[2] = '0';
1212                                         text[1] = '0' + (i % 10);
1213                                         text[0] = '0' + (i / 10);
1214                                 }
1215
1216                                 /* Long (timed) rest */
1217                                 else if (resting >= 100)
1218                                 {
1219                                         i = resting;
1220                                         text[3] = '0' + (i % 10);
1221                                         i = i / 10;
1222                                         text[2] = '0' + (i % 10);
1223                                         text[1] = '0' + (i / 10);
1224                                 }
1225
1226                                 /* Medium (timed) rest */
1227                                 else if (resting >= 10)
1228                                 {
1229                                         i = resting;
1230                                         text[3] = '0' + (i % 10);
1231                                         text[2] = '0' + (i / 10);
1232                                 }
1233
1234                                 /* Short (timed) rest */
1235                                 else if (resting > 0)
1236                                 {
1237                                         i = resting;
1238                                         text[3] = '0' + (i);
1239                                 }
1240
1241                                 /* Rest until healed */
1242                                 else if (resting == -1)
1243                                 {
1244                                         text[0] = text[1] = text[2] = text[3] = '*';
1245                                 }
1246
1247                                 /* Rest until done */
1248                                 else if (resting == -2)
1249                                 {
1250                                         text[0] = text[1] = text[2] = text[3] = '&';
1251                                 }
1252                                 break;
1253                         }
1254                         case ACTION_LEARN:
1255                         {
1256 #ifdef JP
1257                                 strcpy(text, "³Ø½¬");
1258 #else
1259                                 strcpy(text, "lear");
1260 #endif
1261                                 if (new_mane) attr = TERM_L_RED;
1262                                 break;
1263                         }
1264                         case ACTION_FISH:
1265                         {
1266 #ifdef JP
1267                                 strcpy(text, "Äà¤ê");
1268 #else
1269                                 strcpy(text, "fish");
1270 #endif
1271                                 break;
1272                         }
1273                         case ACTION_KAMAE:
1274                         {
1275                                 int i;
1276                                 for (i = 0; i < MAX_KAMAE; i++)
1277                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1278                                 switch (i)
1279                                 {
1280                                         case 0: attr = TERM_GREEN;break;
1281                                         case 1: attr = TERM_WHITE;break;
1282                                         case 2: attr = TERM_L_BLUE;break;
1283                                         case 3: attr = TERM_L_RED;break;
1284                                 }
1285                                 strcpy(text, kamae_shurui[i].desc);
1286                                 break;
1287                         }
1288                         case ACTION_KATA:
1289                         {
1290                                 int i;
1291                                 for (i = 0; i < MAX_KATA; i++)
1292                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1293                                 strcpy(text, kata_shurui[i].desc);
1294                                 break;
1295                         }
1296                         case ACTION_SING:
1297                         {
1298 #ifdef JP
1299                                 strcpy(text, "²Î  ");
1300 #else
1301                                 strcpy(text, "Sing");
1302 #endif
1303                                 break;
1304                         }
1305                         case ACTION_HAYAGAKE:
1306                         {
1307 #ifdef JP
1308                                 strcpy(text, "®¶î");
1309 #else
1310                                 strcpy(text, "Fast");
1311 #endif
1312                                 break;
1313                         }
1314                         case ACTION_SPELL:
1315                         {
1316 #ifdef JP
1317                                 strcpy(text, "±Ó¾§");
1318 #else
1319                                 strcpy(text, "Spel");
1320 #endif
1321                                 break;
1322                         }
1323                         default:
1324                         {
1325                                 strcpy(text, "    ");
1326                                 break;
1327                         }
1328                 }
1329         }
1330
1331         /* Display the info (or blanks) */
1332         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1333 }
1334
1335
1336 /*
1337  * Prints the speed of a character.                     -CJS-
1338  */
1339 static void prt_speed(void)
1340 {
1341         int i = p_ptr->pspeed;
1342         bool is_fast = IS_FAST();
1343
1344         byte attr = TERM_WHITE;
1345         char buf[32] = "";
1346         int wid, hgt, row_speed, col_speed;
1347
1348         Term_get_size(&wid, &hgt);
1349         col_speed = wid + COL_SPEED;
1350         row_speed = hgt + ROW_SPEED;
1351
1352         /* Hack -- Visually "undo" the Search Mode Slowdown */
1353         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1354
1355         /* Fast */
1356         if (i > 110)
1357         {
1358                 if (p_ptr->riding)
1359                 {
1360                         monster_type *m_ptr = &m_list[p_ptr->riding];
1361                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1362                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1363                         else attr = TERM_GREEN;
1364                 }
1365                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1366                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1367                 else attr = TERM_L_GREEN;
1368 #ifdef JP
1369                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1370 #else
1371                 sprintf(buf, "Fast(+%d)", (i - 110));
1372 #endif
1373
1374         }
1375
1376         /* Slow */
1377         else if (i < 110)
1378         {
1379                 if (p_ptr->riding)
1380                 {
1381                         monster_type *m_ptr = &m_list[p_ptr->riding];
1382                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1383                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1384                         else attr = TERM_RED;
1385                 }
1386                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1387                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1388                 else attr = TERM_L_UMBER;
1389 #ifdef JP
1390                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1391 #else
1392                 sprintf(buf, "Slow(-%d)", (110 - i));
1393 #endif
1394         }
1395         else if (p_ptr->riding)
1396         {
1397                 attr = TERM_GREEN;
1398 #ifdef JP
1399                 strcpy(buf, "¾èÇÏÃæ");
1400 #else
1401                 strcpy(buf, "Riding");
1402 #endif
1403         }
1404
1405         /* Display the speed */
1406         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1407 }
1408
1409
1410 static void prt_study(void)
1411 {
1412         int wid, hgt, row_study, col_study;
1413
1414         Term_get_size(&wid, &hgt);
1415         col_study = wid + COL_STUDY;
1416         row_study = hgt + ROW_STUDY;
1417
1418         if (p_ptr->new_spells)
1419         {
1420 #ifdef JP
1421                 put_str("³Ø½¬", row_study, col_study);
1422 #else
1423                 put_str("Stud", row_study, col_study);
1424 #endif
1425
1426         }
1427         else
1428         {
1429                 put_str("    ", row_study, col_study);
1430         }
1431 }
1432
1433
1434 static void prt_imitation(void)
1435 {
1436         int wid, hgt, row_study, col_study;
1437
1438         Term_get_size(&wid, &hgt);
1439         col_study = wid + COL_STUDY;
1440         row_study = hgt + ROW_STUDY;
1441
1442         if (p_ptr->pclass == CLASS_IMITATOR)
1443         {
1444                 if (p_ptr->mane_num)
1445                 {
1446                         byte attr;
1447                         if (new_mane) attr = TERM_L_RED;
1448                         else attr = TERM_WHITE;
1449 #ifdef JP
1450                         c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1451 #else
1452                         c_put_str(attr, "Imit", row_study, col_study);
1453 #endif
1454                 }
1455                 else
1456                 {
1457                         put_str("    ", row_study, col_study);
1458                 }
1459         }
1460 }
1461
1462
1463 static void prt_cut(void)
1464 {
1465         int c = p_ptr->cut;
1466
1467         if (c > 1000)
1468         {
1469 #ifdef JP
1470                 c_put_str(TERM_L_RED, "Ã×Ì¿½ý      ", ROW_CUT, COL_CUT);
1471 #else
1472                 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1473 #endif
1474
1475         }
1476         else if (c > 200)
1477         {
1478 #ifdef JP
1479                 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê  ", ROW_CUT, COL_CUT);
1480 #else
1481                 c_put_str(TERM_RED, "Deep gash   ", ROW_CUT, COL_CUT);
1482 #endif
1483
1484         }
1485         else if (c > 100)
1486         {
1487 #ifdef JP
1488                 c_put_str(TERM_RED, "½Å½ý        ", ROW_CUT, COL_CUT);
1489 #else
1490                 c_put_str(TERM_RED, "Severe cut  ", ROW_CUT, COL_CUT);
1491 #endif
1492
1493         }
1494         else if (c > 50)
1495         {
1496 #ifdef JP
1497                 c_put_str(TERM_ORANGE, "ÂçÊѤʽý    ", ROW_CUT, COL_CUT);
1498 #else
1499                 c_put_str(TERM_ORANGE, "Nasty cut   ", ROW_CUT, COL_CUT);
1500 #endif
1501
1502         }
1503         else if (c > 25)
1504         {
1505 #ifdef JP
1506                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý    ", ROW_CUT, COL_CUT);
1507 #else
1508                 c_put_str(TERM_ORANGE, "Bad cut     ", ROW_CUT, COL_CUT);
1509 #endif
1510
1511         }
1512         else if (c > 10)
1513         {
1514 #ifdef JP
1515                 c_put_str(TERM_YELLOW, "·Ú½ý        ", ROW_CUT, COL_CUT);
1516 #else
1517                 c_put_str(TERM_YELLOW, "Light cut   ", ROW_CUT, COL_CUT);
1518 #endif
1519
1520         }
1521         else if (c)
1522         {
1523 #ifdef JP
1524                 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý    ", ROW_CUT, COL_CUT);
1525 #else
1526                 c_put_str(TERM_YELLOW, "Graze       ", ROW_CUT, COL_CUT);
1527 #endif
1528
1529         }
1530         else
1531         {
1532                 put_str("            ", ROW_CUT, COL_CUT);
1533         }
1534 }
1535
1536
1537
1538 static void prt_stun(void)
1539 {
1540         int s = p_ptr->stun;
1541
1542         if (s > 100)
1543         {
1544 #ifdef JP
1545                 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ  ", ROW_STUN, COL_STUN);
1546 #else
1547                 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1548 #endif
1549
1550         }
1551         else if (s > 50)
1552         {
1553 #ifdef JP
1554                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û°  ", ROW_STUN, COL_STUN);
1555 #else
1556                 c_put_str(TERM_ORANGE, "Heavy stun  ", ROW_STUN, COL_STUN);
1557 #endif
1558
1559         }
1560         else if (s)
1561         {
1562 #ifdef JP
1563                 c_put_str(TERM_ORANGE, "ۯ۰        ", ROW_STUN, COL_STUN);
1564 #else
1565                 c_put_str(TERM_ORANGE, "Stun        ", ROW_STUN, COL_STUN);
1566 #endif
1567
1568         }
1569         else
1570         {
1571                 put_str("            ", ROW_STUN, COL_STUN);
1572         }
1573 }
1574
1575
1576
1577 /*
1578  * Redraw the "monster health bar"      -DRS-
1579  * Rather extensive modifications by    -BEN-
1580  *
1581  * The "monster health bar" provides visual feedback on the "health"
1582  * of the monster currently being "tracked".  There are several ways
1583  * to "track" a monster, including targetting it, attacking it, and
1584  * affecting it (and nobody else) with a ranged attack.
1585  *
1586  * Display the monster health bar (affectionately known as the
1587  * "health-o-meter").  Clear health bar if nothing is being tracked.
1588  * Auto-track current target monster when bored.  Note that the
1589  * health-bar stops tracking any monster that "disappears".
1590  */
1591 static void health_redraw(bool riding)
1592 {
1593         s16b health_who;
1594         int row, col;
1595         monster_type *m_ptr;
1596
1597         if (riding)
1598         {
1599                 health_who = p_ptr->riding;
1600                 row = ROW_RIDING_INFO;
1601                 col = COL_RIDING_INFO;
1602         }
1603         else
1604         {
1605                 health_who = p_ptr->health_who;
1606                 row = ROW_INFO;
1607                 col = COL_INFO;
1608         }
1609
1610         m_ptr = &m_list[health_who];
1611
1612         /* Not tracking */
1613         if (!health_who)
1614         {
1615                 /* Erase the health bar */
1616                 Term_erase(col, row, 12);
1617         }
1618
1619         /* Tracking an unseen monster */
1620         else if (!m_ptr->ml)
1621         {
1622                 /* Indicate that the monster health is "unknown" */
1623                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1624         }
1625
1626         /* Tracking a hallucinatory monster */
1627         else if (p_ptr->image)
1628         {
1629                 /* Indicate that the monster health is "unknown" */
1630                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1631         }
1632
1633         /* Tracking a dead monster (???) */
1634         else if (m_ptr->hp < 0)
1635         {
1636                 /* Indicate that the monster health is "unknown" */
1637                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1638         }
1639
1640         /* Tracking a visible monster */
1641         else
1642         {
1643                 /* Extract the "percent" of health */
1644                 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1645                 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1646
1647                 /* Convert percent into "health" */
1648                 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1649
1650                 /* Default to almost dead */
1651                 byte attr = TERM_RED;
1652
1653                 /* Invulnerable */
1654                 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1655
1656                 /* Asleep */
1657                 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1658
1659                 /* Afraid */
1660                 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1661
1662                 /* Healthy */
1663                 else if (pct >= 100) attr = TERM_L_GREEN;
1664
1665                 /* Somewhat Wounded */
1666                 else if (pct >= 60) attr = TERM_YELLOW;
1667
1668                 /* Wounded */
1669                 else if (pct >= 25) attr = TERM_ORANGE;
1670
1671                 /* Badly wounded */
1672                 else if (pct >= 10) attr = TERM_L_RED;
1673
1674                 /* Default to "unknown" */
1675                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1676
1677                 /* Dump the current "health" (use '*' symbols) */
1678                 Term_putstr(col + 1, row, len, attr, "**********");
1679         }
1680 }
1681
1682
1683
1684 /*
1685  * Display basic info (mostly left of map)
1686  */
1687 static void prt_frame_basic(void)
1688 {
1689         int i;
1690
1691         /* Race and Class */
1692         if (p_ptr->mimic_form)
1693                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1694         else
1695         {
1696                 char str[14];
1697                 my_strcpy(str, rp_ptr->title, sizeof(str));
1698                 prt_field(str, ROW_RACE, COL_RACE);
1699         }
1700 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1701 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1702
1703
1704         /* Title */
1705         prt_title();
1706
1707         /* Level/Experience */
1708         prt_level();
1709         prt_exp();
1710
1711         /* All Stats */
1712         for (i = 0; i < 6; i++) prt_stat(i);
1713
1714         /* Armor */
1715         prt_ac();
1716
1717         /* Hitpoints */
1718         prt_hp();
1719
1720         /* Spellpoints */
1721         prt_sp();
1722
1723         /* Gold */
1724         prt_gold();
1725
1726         /* Current depth */
1727         prt_depth();
1728
1729         /* Special */
1730         health_redraw(FALSE);
1731         health_redraw(TRUE);
1732 }
1733
1734
1735 /*
1736  * Display extra info (mostly below map)
1737  */
1738 static void prt_frame_extra(void)
1739 {
1740         /* Cut/Stun */
1741         prt_cut();
1742         prt_stun();
1743
1744         /* Food */
1745         prt_hunger();
1746
1747         /* State */
1748         prt_state();
1749
1750         /* Speed */
1751         prt_speed();
1752
1753         /* Study spells */
1754         prt_study();
1755
1756         prt_imitation();
1757
1758         prt_status();
1759 }
1760
1761
1762 /*
1763  * Hack -- display inventory in sub-windows
1764  */
1765 static void fix_inven(void)
1766 {
1767         int j;
1768
1769         /* Scan windows */
1770         for (j = 0; j < 8; j++)
1771         {
1772                 term *old = Term;
1773
1774                 /* No window */
1775                 if (!angband_term[j]) continue;
1776
1777                 /* No relevant flags */
1778                 if (!(window_flag[j] & (PW_INVEN))) continue;
1779
1780                 /* Activate */
1781                 Term_activate(angband_term[j]);
1782
1783                 /* Display inventory */
1784                 display_inven();
1785
1786                 /* Fresh */
1787                 Term_fresh();
1788
1789                 /* Restore */
1790                 Term_activate(old);
1791         }
1792 }
1793
1794
1795
1796 /*
1797  * Hack -- display equipment in sub-windows
1798  */
1799 static void fix_equip(void)
1800 {
1801         int j;
1802
1803         /* Scan windows */
1804         for (j = 0; j < 8; j++)
1805         {
1806                 term *old = Term;
1807
1808                 /* No window */
1809                 if (!angband_term[j]) continue;
1810
1811                 /* No relevant flags */
1812                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1813
1814                 /* Activate */
1815                 Term_activate(angband_term[j]);
1816
1817                 /* Display equipment */
1818                 display_equip();
1819
1820                 /* Fresh */
1821                 Term_fresh();
1822
1823                 /* Restore */
1824                 Term_activate(old);
1825         }
1826 }
1827
1828
1829 /*
1830  * Hack -- display equipment in sub-windows
1831  */
1832 static void fix_spell(void)
1833 {
1834         int j;
1835
1836         /* Scan windows */
1837         for (j = 0; j < 8; j++)
1838         {
1839                 term *old = Term;
1840
1841                 /* No window */
1842                 if (!angband_term[j]) continue;
1843
1844                 /* No relevant flags */
1845                 if (!(window_flag[j] & (PW_SPELL))) continue;
1846
1847                 /* Activate */
1848                 Term_activate(angband_term[j]);
1849
1850                 /* Display spell list */
1851                 display_spell_list();
1852
1853                 /* Fresh */
1854                 Term_fresh();
1855
1856                 /* Restore */
1857                 Term_activate(old);
1858         }
1859 }
1860
1861
1862 /*
1863  * Hack -- display character in sub-windows
1864  */
1865 static void fix_player(void)
1866 {
1867         int j;
1868
1869         /* Scan windows */
1870         for (j = 0; j < 8; j++)
1871         {
1872                 term *old = Term;
1873
1874                 /* No window */
1875                 if (!angband_term[j]) continue;
1876
1877                 /* No relevant flags */
1878                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1879
1880                 /* Activate */
1881                 Term_activate(angband_term[j]);
1882
1883                 update_playtime();
1884
1885                 /* Display player */
1886                 display_player(0);
1887
1888                 /* Fresh */
1889                 Term_fresh();
1890
1891                 /* Restore */
1892                 Term_activate(old);
1893         }
1894 }
1895
1896
1897
1898 /*
1899  * Hack -- display recent messages in sub-windows
1900  *
1901  * XXX XXX XXX Adjust for width and split messages
1902  */
1903 static void fix_message(void)
1904 {
1905         int j, i;
1906         int w, h;
1907         int x, y;
1908
1909         /* Scan windows */
1910         for (j = 0; j < 8; j++)
1911         {
1912                 term *old = Term;
1913
1914                 /* No window */
1915                 if (!angband_term[j]) continue;
1916
1917                 /* No relevant flags */
1918                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1919
1920                 /* Activate */
1921                 Term_activate(angband_term[j]);
1922
1923                 /* Get size */
1924                 Term_get_size(&w, &h);
1925
1926                 /* Dump messages */
1927                 for (i = 0; i < h; i++)
1928                 {
1929                         /* Dump the message on the appropriate line */
1930                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1931
1932                         /* Cursor */
1933                         Term_locate(&x, &y);
1934
1935                         /* Clear to end of line */
1936                         Term_erase(x, y, 255);
1937                 }
1938
1939                 /* Fresh */
1940                 Term_fresh();
1941
1942                 /* Restore */
1943                 Term_activate(old);
1944         }
1945 }
1946
1947
1948 /*
1949  * Hack -- display overhead view in sub-windows
1950  *
1951  * Note that the "player" symbol does NOT appear on the map.
1952  */
1953 static void fix_overhead(void)
1954 {
1955         int j;
1956
1957         int cy, cx;
1958
1959         /* Scan windows */
1960         for (j = 0; j < 8; j++)
1961         {
1962                 term *old = Term;
1963                 int wid, hgt;
1964
1965                 /* No window */
1966                 if (!angband_term[j]) continue;
1967
1968                 /* No relevant flags */
1969                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1970
1971                 /* Activate */
1972                 Term_activate(angband_term[j]);
1973
1974                 /* Full map in too small window is useless  */
1975                 Term_get_size(&wid, &hgt);
1976                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1977                 {
1978                         /* Redraw map */
1979                         display_map(&cy, &cx);
1980
1981                         /* Fresh */
1982                         Term_fresh();
1983                 }
1984
1985                 /* Restore */
1986                 Term_activate(old);
1987         }
1988 }
1989
1990
1991 /*
1992  * Hack -- display dungeon view in sub-windows
1993  */
1994 static void fix_dungeon(void)
1995 {
1996         int j;
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_DUNGEON))) continue;
2008
2009                 /* Activate */
2010                 Term_activate(angband_term[j]);
2011
2012                 /* Redraw dungeon view */
2013                 display_dungeon();
2014
2015                 /* Fresh */
2016                 Term_fresh();
2017
2018                 /* Restore */
2019                 Term_activate(old);
2020         }
2021 }
2022
2023
2024 /*
2025  * Hack -- display monster recall in sub-windows
2026  */
2027 static void fix_monster(void)
2028 {
2029         int j;
2030
2031         /* Scan windows */
2032         for (j = 0; j < 8; j++)
2033         {
2034                 term *old = Term;
2035
2036                 /* No window */
2037                 if (!angband_term[j]) continue;
2038
2039                 /* No relevant flags */
2040                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2041
2042                 /* Activate */
2043                 Term_activate(angband_term[j]);
2044
2045                 /* Display monster race info */
2046                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2047
2048                 /* Fresh */
2049                 Term_fresh();
2050
2051                 /* Restore */
2052                 Term_activate(old);
2053         }
2054 }
2055
2056
2057 /*
2058  * Hack -- display object recall in sub-windows
2059  */
2060 static void fix_object(void)
2061 {
2062         int j;
2063
2064         /* Scan windows */
2065         for (j = 0; j < 8; j++)
2066         {
2067                 term *old = Term;
2068
2069                 /* No window */
2070                 if (!angband_term[j]) continue;
2071
2072                 /* No relevant flags */
2073                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2074
2075                 /* Activate */
2076                 Term_activate(angband_term[j]);
2077
2078                 /* Display monster race info */
2079                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2080
2081                 /* Fresh */
2082                 Term_fresh();
2083
2084                 /* Restore */
2085                 Term_activate(old);
2086         }
2087 }
2088
2089
2090 /*
2091  * Calculate number of spells player should have, and forget,
2092  * or remember, spells until that number is properly reflected.
2093  *
2094  * Note that this function induces various "status" messages,
2095  * which must be bypasses until the character is created.
2096  */
2097 static void calc_spells(void)
2098 {
2099         int                     i, j, k, levels;
2100         int                     num_allowed;
2101         int         num_boukyaku = 0;
2102
2103         magic_type              *s_ptr;
2104         int which;
2105         int bonus = 0;
2106
2107
2108         cptr p;
2109
2110         /* Hack -- must be literate */
2111         if (!mp_ptr->spell_book) return;
2112
2113         /* Hack -- wait for creation */
2114         if (!character_generated) return;
2115
2116         /* Hack -- handle "xtra" mode */
2117         if (character_xtra) return;
2118
2119         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2120         {
2121                 p_ptr->new_spells = 0;
2122                 return;
2123         }
2124
2125         p = spell_category_name(mp_ptr->spell_book);
2126
2127         /* Determine the number of spells allowed */
2128         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2129
2130         /* Hack -- no negative spells */
2131         if (levels < 0) levels = 0;
2132
2133         /* Extract total allowed spells */
2134         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2135
2136         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2137         {
2138                 bonus = 4;
2139         }
2140         if (p_ptr->pclass == CLASS_SAMURAI)
2141         {
2142                 num_allowed = 32;
2143         }
2144         else if (p_ptr->realm2 == REALM_NONE)
2145         {
2146                 num_allowed = (num_allowed+1)/2;
2147                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2148         }
2149         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2150         {
2151                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2152         }
2153         else
2154         {
2155                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2156         }
2157
2158         /* Count the number of spells we know */
2159         for (j = 0; j < 64; j++)
2160         {
2161                 /* Count known spells */
2162                 if ((j < 32) ?
2163                     (p_ptr->spell_forgotten1 & (1L << j)) :
2164                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2165                 {
2166                         num_boukyaku++;
2167                 }
2168         }
2169
2170         /* See how many spells we must forget or may learn */
2171         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2172
2173         /* Forget spells which are too hard */
2174         for (i = 63; i >= 0; i--)
2175         {
2176                 /* Efficiency -- all done */
2177                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2178
2179                 /* Access the spell */
2180                 j = p_ptr->spell_order[i];
2181
2182                 /* Skip non-spells */
2183                 if (j >= 99) continue;
2184
2185
2186                 /* Get the spell */
2187                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2188                 {
2189                         if (j < 32)
2190                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2191                         else
2192                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2193                 }
2194                 else if (j < 32)
2195                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2196                 else
2197                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2198
2199                 /* Skip spells we are allowed to know */
2200                 if (s_ptr->slevel <= p_ptr->lev) continue;
2201
2202                 /* Is it known? */
2203                 if ((j < 32) ?
2204                     (p_ptr->spell_learned1 & (1L << j)) :
2205                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2206                 {
2207                         /* Mark as forgotten */
2208                         if (j < 32)
2209                         {
2210                                 p_ptr->spell_forgotten1 |= (1L << j);
2211                                 which = p_ptr->realm1;
2212                         }
2213                         else
2214                         {
2215                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2216                                 which = p_ptr->realm2;
2217                         }
2218
2219                         /* No longer known */
2220                         if (j < 32)
2221                         {
2222                                 p_ptr->spell_learned1 &= ~(1L << j);
2223                                 which = p_ptr->realm1;
2224                         }
2225                         else
2226                         {
2227                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2228                                 which = p_ptr->realm2;
2229                         }
2230
2231                         /* Message */
2232 #ifdef JP
2233                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2234                                    do_spell(which, j%32, SPELL_NAME), p );
2235 #else
2236                         msg_format("You have forgotten the %s of %s.", p,
2237                         do_spell(which, j%32, SPELL_NAME));
2238 #endif
2239
2240
2241                         /* One more can be learned */
2242                         p_ptr->new_spells++;
2243                 }
2244         }
2245
2246
2247         /* Forget spells if we know too many spells */
2248         for (i = 63; i >= 0; i--)
2249         {
2250                 /* Stop when possible */
2251                 if (p_ptr->new_spells >= 0) break;
2252
2253                 /* Efficiency -- all done */
2254                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2255
2256                 /* Get the (i+1)th spell learned */
2257                 j = p_ptr->spell_order[i];
2258
2259                 /* Skip unknown spells */
2260                 if (j >= 99) continue;
2261
2262                 /* Forget it (if learned) */
2263                 if ((j < 32) ?
2264                     (p_ptr->spell_learned1 & (1L << j)) :
2265                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2266                 {
2267                         /* Mark as forgotten */
2268                         if (j < 32)
2269                         {
2270                                 p_ptr->spell_forgotten1 |= (1L << j);
2271                                 which = p_ptr->realm1;
2272                         }
2273                         else
2274                         {
2275                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2276                                 which = p_ptr->realm2;
2277                         }
2278
2279                         /* No longer known */
2280                         if (j < 32)
2281                         {
2282                                 p_ptr->spell_learned1 &= ~(1L << j);
2283                                 which = p_ptr->realm1;
2284                         }
2285                         else
2286                         {
2287                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2288                                 which = p_ptr->realm2;
2289                         }
2290
2291                         /* Message */
2292 #ifdef JP
2293                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2294                                    do_spell(which, j%32, SPELL_NAME), p );
2295 #else
2296                         msg_format("You have forgotten the %s of %s.", p,
2297                                    do_spell(which, j%32, SPELL_NAME));
2298 #endif
2299
2300
2301                         /* One more can be learned */
2302                         p_ptr->new_spells++;
2303                 }
2304         }
2305
2306
2307         /* Check for spells to remember */
2308         for (i = 0; i < 64; i++)
2309         {
2310                 /* None left to remember */
2311                 if (p_ptr->new_spells <= 0) break;
2312
2313                 /* Efficiency -- all done */
2314                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2315
2316                 /* Get the next spell we learned */
2317                 j = p_ptr->spell_order[i];
2318
2319                 /* Skip unknown spells */
2320                 if (j >= 99) break;
2321
2322                 /* Access the spell */
2323                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2324                 {
2325                         if (j < 32)
2326                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2327                         else
2328                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2329                 }
2330                 else if (j<32)
2331                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2332                 else
2333                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2334
2335                 /* Skip spells we cannot remember */
2336                 if (s_ptr->slevel > p_ptr->lev) continue;
2337
2338                 /* First set of spells */
2339                 if ((j < 32) ?
2340                     (p_ptr->spell_forgotten1 & (1L << j)) :
2341                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2342                 {
2343                         /* No longer forgotten */
2344                         if (j < 32)
2345                         {
2346                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2347                                 which = p_ptr->realm1;
2348                         }
2349                         else
2350                         {
2351                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2352                                 which = p_ptr->realm2;
2353                         }
2354
2355                         /* Known once more */
2356                         if (j < 32)
2357                         {
2358                                 p_ptr->spell_learned1 |= (1L << j);
2359                                 which = p_ptr->realm1;
2360                         }
2361                         else
2362                         {
2363                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2364                                 which = p_ptr->realm2;
2365                         }
2366
2367                         /* Message */
2368 #ifdef JP
2369                         msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2370                                    do_spell(which, j%32, SPELL_NAME), p );
2371 #else
2372                         msg_format("You have remembered the %s of %s.",
2373                                    p, do_spell(which, j%32, SPELL_NAME));
2374 #endif
2375
2376
2377                         /* One less can be learned */
2378                         p_ptr->new_spells--;
2379                 }
2380         }
2381
2382         k = 0;
2383
2384         if (p_ptr->realm2 == REALM_NONE)
2385         {
2386                 /* Count spells that can be learned */
2387                 for (j = 0; j < 32; j++)
2388                 {
2389                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2390                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2391
2392                         /* Skip spells we cannot remember */
2393                         if (s_ptr->slevel > p_ptr->lev) continue;
2394
2395                         /* Skip spells we already know */
2396                         if (p_ptr->spell_learned1 & (1L << j))
2397                         {
2398                                 continue;
2399                         }
2400
2401                         /* Count it */
2402                         k++;
2403                 }
2404                 if (k > 32) k = 32;
2405                 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;
2406         }
2407
2408         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2409
2410         /* Spell count changed */
2411         if (p_ptr->old_spells != p_ptr->new_spells)
2412         {
2413                 /* Message if needed */
2414                 if (p_ptr->new_spells)
2415                 {
2416                         /* Message */
2417 #ifdef JP
2418                         if( p_ptr->new_spells < 10 ){
2419                                 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2420                         }else{
2421                                 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2422                         }
2423 #else
2424                         msg_format("You can learn %d more %s%s.",
2425                                    p_ptr->new_spells, p,
2426                                    (p_ptr->new_spells != 1) ? "s" : "");
2427 #endif
2428
2429                 }
2430
2431                 /* Save the new_spells value */
2432                 p_ptr->old_spells = p_ptr->new_spells;
2433
2434                 /* Redraw Study Status */
2435                 p_ptr->redraw |= (PR_STUDY);
2436
2437                 /* Redraw object recall */
2438                 p_ptr->window |= (PW_OBJECT);
2439         }
2440 }
2441
2442
2443 /*
2444  * Calculate maximum mana.  You do not need to know any spells.
2445  * Note that mana is lowered by heavy (or inappropriate) armor.
2446  *
2447  * This function induces status messages.
2448  */
2449 static void calc_mana(void)
2450 {
2451         int             msp, levels, cur_wgt, max_wgt;
2452
2453         object_type     *o_ptr;
2454
2455
2456         /* Hack -- Must be literate */
2457         if (!mp_ptr->spell_book) return;
2458
2459         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2460             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2461             (p_ptr->pclass == CLASS_BLUE_MAGE))
2462         {
2463                 levels = p_ptr->lev;
2464         }
2465         else
2466         {
2467                 if(mp_ptr->spell_first > p_ptr->lev)
2468                 {
2469                         /* Save new mana */
2470                         p_ptr->msp = 0;
2471
2472                         /* Display mana later */
2473                         p_ptr->redraw |= (PR_MANA);
2474                         return;
2475                 }
2476
2477                 /* Extract "effective" player level */
2478                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2479         }
2480
2481         if (p_ptr->pclass == CLASS_SAMURAI)
2482         {
2483                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2484                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2485         }
2486         else
2487         {
2488                 /* Extract total mana */
2489                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2490
2491                 /* Hack -- usually add one mana */
2492                 if (msp) msp++;
2493
2494                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2495
2496                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2497
2498                 /* Hack: High mages have a 25% mana bonus */
2499                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2500
2501                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2502         }
2503
2504         /* Only mages are affected */
2505         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2506         {
2507                 u32b flgs[TR_FLAG_SIZE];
2508
2509                 /* Assume player is not encumbered by gloves */
2510                 p_ptr->cumber_glove = FALSE;
2511
2512                 /* Get the gloves */
2513                 o_ptr = &inventory[INVEN_HANDS];
2514
2515                 /* Examine the gloves */
2516                 object_flags(o_ptr, flgs);
2517
2518                 /* Normal gloves hurt mage-type spells */
2519                 if (o_ptr->k_idx &&
2520                     !(have_flag(flgs, TR_FREE_ACT)) &&
2521                     !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2522                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2523                 {
2524                         /* Encumbered */
2525                         p_ptr->cumber_glove = TRUE;
2526
2527                         /* Reduce mana */
2528                         msp = (3 * msp) / 4;
2529                 }
2530         }
2531
2532
2533         /* Assume player not encumbered by armor */
2534         p_ptr->cumber_armor = FALSE;
2535
2536         /* Weigh the armor */
2537         cur_wgt = 0;
2538         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2539         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2540         cur_wgt += inventory[INVEN_BODY].weight;
2541         cur_wgt += inventory[INVEN_HEAD].weight;
2542         cur_wgt += inventory[INVEN_OUTER].weight;
2543         cur_wgt += inventory[INVEN_HANDS].weight;
2544         cur_wgt += inventory[INVEN_FEET].weight;
2545
2546         /* Subtract a percentage of maximum mana. */
2547         switch (p_ptr->pclass)
2548         {
2549                 /* For these classes, mana is halved if armour 
2550                  * is 30 pounds over their weight limit. */
2551                 case CLASS_MAGE:
2552                 case CLASS_HIGH_MAGE:
2553                 case CLASS_BLUE_MAGE:
2554                 case CLASS_MONK:
2555                 case CLASS_FORCETRAINER:
2556                 case CLASS_SORCERER:
2557                 {
2558                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2559                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2560                         break;
2561                 }
2562
2563                 /* Mana halved if armour is 40 pounds over weight limit. */
2564                 case CLASS_PRIEST:
2565                 case CLASS_BARD:
2566                 case CLASS_TOURIST:
2567                 {
2568                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2569                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2570                         break;
2571                 }
2572
2573                 case CLASS_MINDCRAFTER:
2574                 case CLASS_BEASTMASTER:
2575                 case CLASS_MIRROR_MASTER:
2576                 {
2577                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2578                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2579                         break;
2580                 }
2581
2582                 /* Mana halved if armour is 50 pounds over weight limit. */
2583                 case CLASS_ROGUE:
2584                 case CLASS_RANGER:
2585                 case CLASS_RED_MAGE:
2586                 case CLASS_WARRIOR_MAGE:
2587                 {
2588                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2589                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2590                         break;
2591                 }
2592
2593                 /* Mana halved if armour is 60 pounds over weight limit. */
2594                 case CLASS_PALADIN:
2595                 case CLASS_CHAOS_WARRIOR:
2596                 {
2597                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2598                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2599                         break;
2600                 }
2601
2602                 /* For new classes created, but not yet added to this formula. */
2603                 default:
2604                 {
2605                         break;
2606                 }
2607         }
2608
2609         /* Determine the weight allowance */
2610         max_wgt = mp_ptr->spell_weight;
2611
2612         /* Heavy armor penalizes mana by a percentage.  -LM- */
2613         if ((cur_wgt - max_wgt) > 0)
2614         {
2615                 /* Encumbered */
2616                 p_ptr->cumber_armor = TRUE;
2617
2618                 /* Subtract a percentage of maximum mana. */
2619                 switch (p_ptr->pclass)
2620                 {
2621                         /* For these classes, mana is halved if armour 
2622                          * is 30 pounds over their weight limit. */
2623                         case CLASS_MAGE:
2624                         case CLASS_HIGH_MAGE:
2625                         case CLASS_BLUE_MAGE:
2626                         {
2627                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2628                                 break;
2629                         }
2630
2631                         /* Mana halved if armour is 40 pounds over weight limit. */
2632                         case CLASS_PRIEST:
2633                         case CLASS_MINDCRAFTER:
2634                         case CLASS_BEASTMASTER:
2635                         case CLASS_BARD:
2636                         case CLASS_FORCETRAINER:
2637                         case CLASS_TOURIST:
2638                         case CLASS_MIRROR_MASTER:
2639                         {
2640                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2641                                 break;
2642                         }
2643
2644                         case CLASS_SORCERER:
2645                         {
2646                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2647                                 break;
2648                         }
2649
2650                         /* Mana halved if armour is 50 pounds over weight limit. */
2651                         case CLASS_ROGUE:
2652                         case CLASS_RANGER:
2653                         case CLASS_MONK:
2654                         case CLASS_RED_MAGE:
2655                         {
2656                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2657                                 break;
2658                         }
2659
2660                         /* Mana halved if armour is 60 pounds over weight limit. */
2661                         case CLASS_PALADIN:
2662                         case CLASS_CHAOS_WARRIOR:
2663                         case CLASS_WARRIOR_MAGE:
2664                         {
2665                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2666                                 break;
2667                         }
2668
2669                         case CLASS_SAMURAI:
2670                         {
2671                                 p_ptr->cumber_armor = FALSE;
2672                                 break;
2673                         }
2674
2675                         /* For new classes created, but not yet added to this formula. */
2676                         default:
2677                         {
2678                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2679                                 break;
2680                         }
2681                 }
2682         }
2683
2684         /* Mana can never be negative */
2685         if (msp < 0) msp = 0;
2686
2687
2688         /* Maximum mana has changed */
2689         if (p_ptr->msp != msp)
2690         {
2691                 /* Enforce maximum */
2692                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2693                 {
2694                         p_ptr->csp = msp;
2695                         p_ptr->csp_frac = 0;
2696                 }
2697
2698 #ifdef JP
2699                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2700                 if ((level_up == 1) && (msp > p_ptr->msp))
2701                 {
2702                         msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2703                                    (msp - p_ptr->msp));
2704                 }
2705 #endif
2706                 /* Save new mana */
2707                 p_ptr->msp = msp;
2708
2709                 /* Display mana later */
2710                 p_ptr->redraw |= (PR_MANA);
2711
2712                 /* Window stuff */
2713                 p_ptr->window |= (PW_PLAYER);
2714                 p_ptr->window |= (PW_SPELL);
2715         }
2716
2717
2718         /* Hack -- handle "xtra" mode */
2719         if (character_xtra) return;
2720
2721         /* Take note when "glove state" changes */
2722         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2723         {
2724                 /* Message */
2725                 if (p_ptr->cumber_glove)
2726                 {
2727 #ifdef JP
2728                         msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2729 #else
2730                         msg_print("Your covered hands feel unsuitable for spellcasting.");
2731 #endif
2732
2733                 }
2734                 else
2735                 {
2736 #ifdef JP
2737                         msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2738 #else
2739                         msg_print("Your hands feel more suitable for spellcasting.");
2740 #endif
2741
2742                 }
2743
2744                 /* Save it */
2745                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2746         }
2747
2748
2749         /* Take note when "armor state" changes */
2750         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2751         {
2752                 /* Message */
2753                 if (p_ptr->cumber_armor)
2754                 {
2755 #ifdef JP
2756                         msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤­¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2757 #else
2758                         msg_print("The weight of your equipment encumbers your movement.");
2759 #endif
2760
2761                 }
2762                 else
2763                 {
2764 #ifdef JP
2765                         msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2766 #else
2767                         msg_print("You feel able to move more freely.");
2768 #endif
2769
2770                 }
2771
2772                 /* Save it */
2773                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2774         }
2775 }
2776
2777
2778
2779 /*
2780  * Calculate the players (maximal) hit points
2781  * Adjust current hitpoints if necessary
2782  */
2783 static void calc_hitpoints(void)
2784 {
2785         int bonus, mhp;
2786         byte tmp_hitdie;
2787
2788         /* Un-inflate "half-hitpoint bonus per level" value */
2789         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2790
2791         /* Calculate hitpoints */
2792         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2793
2794         if (p_ptr->mimic_form)
2795         {
2796                 if (p_ptr->pclass == CLASS_SORCERER)
2797                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2798                 else
2799                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2800                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2801         }
2802
2803         if (p_ptr->pclass == CLASS_SORCERER)
2804         {
2805                 if (p_ptr->lev < 30)
2806                         mhp = (mhp * (45+p_ptr->lev) / 100);
2807                 else
2808                         mhp = (mhp * 75 / 100);
2809                 bonus = (bonus * 65 / 100);
2810         }
2811
2812         mhp += bonus;
2813
2814         if (p_ptr->pclass == CLASS_BERSERKER)
2815         {
2816                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2817         }
2818
2819         /* Always have at least one hitpoint per level */
2820         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2821
2822         /* Factor in the hero / superhero settings */
2823         if (IS_HERO()) mhp += 10;
2824         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2825         if (p_ptr->tsuyoshi) mhp += 50;
2826
2827         /* Factor in the hex spell settings */
2828         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2829         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2830
2831         /* New maximum hitpoints */
2832         if (p_ptr->mhp != mhp)
2833         {
2834                 /* Enforce maximum */
2835                 if (p_ptr->chp >= mhp)
2836                 {
2837                         p_ptr->chp = mhp;
2838                         p_ptr->chp_frac = 0;
2839                 }
2840
2841 #ifdef JP
2842                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2843                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2844                 {
2845                         msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2846                                    (mhp - p_ptr->mhp) );
2847                 }
2848 #endif
2849                 /* Save the new max-hitpoints */
2850                 p_ptr->mhp = mhp;
2851
2852                 /* Display hitpoints (later) */
2853                 p_ptr->redraw |= (PR_HP);
2854
2855                 /* Window stuff */
2856                 p_ptr->window |= (PW_PLAYER);
2857         }
2858 }
2859
2860
2861
2862 /*
2863  * Extract and set the current "lite radius"
2864  *
2865  * SWD: Experimental modification: multiple light sources have additive effect.
2866  *
2867  */
2868 static void calc_torch(void)
2869 {
2870         int i;
2871         object_type *o_ptr;
2872         u32b flgs[TR_FLAG_SIZE];
2873
2874         /* Assume no light */
2875         p_ptr->cur_lite = 0;
2876
2877         /* Loop through all wielded items */
2878         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2879         {
2880                 o_ptr = &inventory[i];
2881
2882                 /* Examine actual lites */
2883                 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2884                 {
2885                         if (o_ptr->name2 == EGO_LITE_DARKNESS)
2886                         {
2887                                 if (o_ptr->sval == SV_LITE_TORCH)
2888                                 {
2889                                         p_ptr->cur_lite -= 1;
2890                                 }
2891
2892                                 /* Lanterns (with fuel) provide more lite */
2893                                 else if (o_ptr->sval == SV_LITE_LANTERN)
2894                                 {
2895                                         p_ptr->cur_lite -= 2;
2896                                 }
2897
2898                                 else if (o_ptr->sval == SV_LITE_FEANOR)
2899                                 {
2900                                         p_ptr->cur_lite -= 3;
2901                                 }
2902                         }
2903                         /* Torches (with fuel) provide some lite */
2904                         else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2905                         {
2906                                 p_ptr->cur_lite += 1;
2907                         }
2908
2909                         /* Lanterns (with fuel) provide more lite */
2910                         else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2911                         {
2912                                 p_ptr->cur_lite += 2;
2913                         }
2914
2915                         else if (o_ptr->sval == SV_LITE_FEANOR)
2916                         {
2917                                 p_ptr->cur_lite += 2;
2918                         }
2919
2920                         /* Artifact Lites provide permanent, bright, lite */
2921                         else if (object_is_fixed_artifact(o_ptr))
2922                         {
2923                                 p_ptr->cur_lite += 3;
2924                         }
2925
2926                         if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2927                 }
2928                 else
2929                 {
2930                         /* Skip empty slots */
2931                         if (!o_ptr->k_idx) continue;
2932
2933                         /* Extract the flags */
2934                         object_flags(o_ptr, flgs);
2935
2936                         /* does this item glow? */
2937                         if (have_flag(flgs, TR_LITE))
2938                         {
2939                                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2940                                 else p_ptr->cur_lite++;
2941                         }
2942                 }
2943
2944         }
2945
2946         /* max radius is 14 (was 5) without rewriting other code -- */
2947         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2948         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2949                 p_ptr->cur_lite = 1;
2950
2951         /*
2952          * check if the player doesn't have light radius, 
2953          * but does weakly glow as an intrinsic.
2954          */
2955         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2956
2957         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2958         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2959
2960         /* end experimental mods */
2961
2962         /* Notice changes in the "lite radius" */
2963         if (p_ptr->old_lite != p_ptr->cur_lite)
2964         {
2965                 /* Update stuff */
2966                 /* Hack -- PU_MON_LITE for monsters' darkness */
2967                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2968
2969                 /* Remember the old lite */
2970                 p_ptr->old_lite = p_ptr->cur_lite;
2971
2972                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2973                         set_superstealth(FALSE);
2974         }
2975 }
2976
2977
2978
2979 /*
2980  * Computes current weight limit.
2981  */
2982 u32b weight_limit(void)
2983 {
2984         u32b i;
2985
2986         /* Weight limit based only on strength */
2987         i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2988         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2989
2990         /* Return the result */
2991         return i;
2992 }
2993
2994
2995 bool buki_motteruka(int i)
2996 {
2997         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2998 }
2999
3000
3001 /*
3002  * Calculate the players current "state", taking into account
3003  * not only race/class intrinsics, but also objects being worn
3004  * and temporary spell effects.
3005  *
3006  * See also calc_mana() and calc_hitpoints().
3007  *
3008  * Take note of the new "speed code", in particular, a very strong
3009  * player will start slowing down as soon as he reaches 150 pounds,
3010  * but not until he reaches 450 pounds will he be half as fast as
3011  * a normal kobold.  This both hurts and helps the player, hurts
3012  * because in the old days a player could just avoid 300 pounds,
3013  * and helps because now carrying 300 pounds is not very painful.
3014  *
3015  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3016  * damage, since that would affect non-combat things.  These values
3017  * are actually added in later, at the appropriate place.
3018  *
3019  * This function induces various "status" messages.
3020  */
3021 void calc_bonuses(void)
3022 {
3023         int             i, j, hold, neutral[2];
3024         int             new_speed;
3025         int             default_hand = 0;
3026         int             empty_hands_status = empty_hands(TRUE);
3027         int             extra_blows[2];
3028         int             extra_shots;
3029         object_type     *o_ptr;
3030         u32b flgs[TR_FLAG_SIZE];
3031         bool            omoi = FALSE;
3032         bool            yoiyami = FALSE;
3033         bool            down_saving = FALSE;
3034 #if 0
3035         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3036 #endif
3037         bool            have_sw = FALSE, have_kabe = FALSE;
3038         bool            easy_2weapon = FALSE;
3039         bool            riding_levitation = FALSE;
3040         s16b this_o_idx, next_o_idx = 0;
3041         player_race *tmp_rp_ptr;
3042
3043         /* Save the old vision stuff */
3044         bool old_telepathy = p_ptr->telepathy;
3045         bool old_esp_animal = p_ptr->esp_animal;
3046         bool old_esp_undead = p_ptr->esp_undead;
3047         bool old_esp_demon = p_ptr->esp_demon;
3048         bool old_esp_orc = p_ptr->esp_orc;
3049         bool old_esp_troll = p_ptr->esp_troll;
3050         bool old_esp_giant = p_ptr->esp_giant;
3051         bool old_esp_dragon = p_ptr->esp_dragon;
3052         bool old_esp_human = p_ptr->esp_human;
3053         bool old_esp_evil = p_ptr->esp_evil;
3054         bool old_esp_good = p_ptr->esp_good;
3055         bool old_esp_nonliving = p_ptr->esp_nonliving;
3056         bool old_esp_unique = p_ptr->esp_unique;
3057         bool old_see_inv = p_ptr->see_inv;
3058         bool old_mighty_throw = p_ptr->mighty_throw;
3059
3060         /* Save the old armor class */
3061         bool old_dis_ac = p_ptr->dis_ac;
3062         bool old_dis_to_a = p_ptr->dis_to_a;
3063
3064
3065         /* Clear extra blows/shots */
3066         extra_blows[0] = extra_blows[1] = extra_shots = 0;
3067
3068         /* Clear the stat modifiers */
3069         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3070
3071
3072         /* Clear the Displayed/Real armor class */
3073         p_ptr->dis_ac = p_ptr->ac = 0;
3074
3075         /* Clear the Displayed/Real Bonuses */
3076         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3077         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3078         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3079         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3080         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3081         p_ptr->dis_to_a = p_ptr->to_a = 0;
3082         p_ptr->to_h_m = 0;
3083         p_ptr->to_d_m = 0;
3084
3085         p_ptr->to_m_chance = 0;
3086
3087         /* Clear the Extra Dice Bonuses */
3088         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3089         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3090
3091         /* Start with "normal" speed */
3092         new_speed = 110;
3093
3094         /* Start with a single blow per turn */
3095         p_ptr->num_blow[0] = 1;
3096         p_ptr->num_blow[1] = 1;
3097
3098         /* Start with a single shot per turn */
3099         p_ptr->num_fire = 100;
3100
3101         /* Reset the "xtra" tval */
3102         p_ptr->tval_xtra = 0;
3103
3104         /* Reset the "ammo" tval */
3105         p_ptr->tval_ammo = 0;
3106
3107         /* Clear all the flags */
3108         p_ptr->cursed = 0L;
3109         p_ptr->bless_blade = FALSE;
3110         p_ptr->xtra_might = FALSE;
3111         p_ptr->impact[0] = FALSE;
3112         p_ptr->impact[1] = FALSE;
3113         p_ptr->pass_wall = FALSE;
3114         p_ptr->kill_wall = FALSE;
3115         p_ptr->dec_mana = FALSE;
3116         p_ptr->easy_spell = FALSE;
3117         p_ptr->heavy_spell = FALSE;
3118         p_ptr->see_inv = FALSE;
3119         p_ptr->free_act = FALSE;
3120         p_ptr->slow_digest = FALSE;
3121         p_ptr->regenerate = FALSE;
3122         p_ptr->can_swim = FALSE;
3123         p_ptr->levitation = FALSE;
3124         p_ptr->hold_life = FALSE;
3125         p_ptr->telepathy = FALSE;
3126         p_ptr->esp_animal = FALSE;
3127         p_ptr->esp_undead = FALSE;
3128         p_ptr->esp_demon = FALSE;
3129         p_ptr->esp_orc = FALSE;
3130         p_ptr->esp_troll = FALSE;
3131         p_ptr->esp_giant = FALSE;
3132         p_ptr->esp_dragon = FALSE;
3133         p_ptr->esp_human = FALSE;
3134         p_ptr->esp_evil = FALSE;
3135         p_ptr->esp_good = FALSE;
3136         p_ptr->esp_nonliving = FALSE;
3137         p_ptr->esp_unique = FALSE;
3138         p_ptr->lite = FALSE;
3139         p_ptr->sustain_str = FALSE;
3140         p_ptr->sustain_int = FALSE;
3141         p_ptr->sustain_wis = FALSE;
3142         p_ptr->sustain_con = FALSE;
3143         p_ptr->sustain_dex = FALSE;
3144         p_ptr->sustain_chr = FALSE;
3145         p_ptr->resist_acid = FALSE;
3146         p_ptr->resist_elec = FALSE;
3147         p_ptr->resist_fire = FALSE;
3148         p_ptr->resist_cold = FALSE;
3149         p_ptr->resist_pois = FALSE;
3150         p_ptr->resist_conf = FALSE;
3151         p_ptr->resist_sound = FALSE;
3152         p_ptr->resist_lite = FALSE;
3153         p_ptr->resist_dark = FALSE;
3154         p_ptr->resist_chaos = FALSE;
3155         p_ptr->resist_disen = FALSE;
3156         p_ptr->resist_shard = FALSE;
3157         p_ptr->resist_nexus = FALSE;
3158         p_ptr->resist_blind = FALSE;
3159         p_ptr->resist_neth = FALSE;
3160         p_ptr->resist_time = FALSE;
3161         p_ptr->resist_fear = FALSE;
3162         p_ptr->reflect = FALSE;
3163         p_ptr->sh_fire = FALSE;
3164         p_ptr->sh_elec = FALSE;
3165         p_ptr->sh_cold = FALSE;
3166         p_ptr->anti_magic = FALSE;
3167         p_ptr->anti_tele = FALSE;
3168         p_ptr->warning = FALSE;
3169         p_ptr->mighty_throw = FALSE;
3170         p_ptr->see_nocto = FALSE;
3171
3172         p_ptr->immune_acid = FALSE;
3173         p_ptr->immune_elec = FALSE;
3174         p_ptr->immune_fire = FALSE;
3175         p_ptr->immune_cold = FALSE;
3176
3177         p_ptr->ryoute = FALSE;
3178         p_ptr->migite = FALSE;
3179         p_ptr->hidarite = FALSE;
3180         p_ptr->no_flowed = FALSE;
3181
3182         p_ptr->align = friend_align;
3183
3184         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3185         else tmp_rp_ptr = &race_info[p_ptr->prace];
3186
3187         /* Base infravision (purely racial) */
3188         p_ptr->see_infra = tmp_rp_ptr->infra;
3189
3190         /* Base skill -- disarming */
3191         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3192
3193         /* Base skill -- magic devices */
3194         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3195
3196         /* Base skill -- saving throw */
3197         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3198
3199         /* Base skill -- stealth */
3200         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3201
3202         /* Base skill -- searching ability */
3203         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3204
3205         /* Base skill -- searching frequency */
3206         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3207
3208         /* Base skill -- combat (normal) */
3209         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3210
3211         /* Base skill -- combat (shooting) */
3212         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3213
3214         /* Base skill -- combat (throwing) */
3215         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3216
3217         /* Base skill -- digging */
3218         p_ptr->skill_dig = 0;
3219
3220         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3221         if (buki_motteruka(INVEN_LARM))
3222         {
3223                 p_ptr->hidarite = TRUE;
3224                 if (!p_ptr->migite) default_hand = 1;
3225         }
3226
3227         if (CAN_TWO_HANDS_WIELDING())
3228         {
3229                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3230                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3231                 {
3232                         p_ptr->ryoute = TRUE;
3233                 }
3234                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3235                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3236                 {
3237                         p_ptr->ryoute = TRUE;
3238                 }
3239                 else
3240                 {
3241                         switch (p_ptr->pclass)
3242                         {
3243                         case CLASS_MONK:
3244                         case CLASS_FORCETRAINER:
3245                         case CLASS_BERSERKER:
3246                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3247                                 {
3248                                         p_ptr->migite = TRUE;
3249                                         p_ptr->ryoute = TRUE;
3250                                 }
3251                                 break;
3252                         }
3253                 }
3254         }
3255
3256         if (!p_ptr->migite && !p_ptr->hidarite)
3257         {
3258                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3259                 else if (empty_hands_status == EMPTY_HAND_LARM)
3260                 {
3261                         p_ptr->hidarite = TRUE;
3262                         default_hand = 1;
3263                 }
3264         }
3265
3266         if (p_ptr->special_defense & KAMAE_MASK)
3267         {
3268                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3269                 {
3270                         set_action(ACTION_NONE);
3271                 }
3272         }
3273
3274         switch (p_ptr->pclass)
3275         {
3276                 case CLASS_WARRIOR:
3277                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3278                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3279                         break;
3280                 case CLASS_PALADIN:
3281                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3282                         break;
3283                 case CLASS_CHAOS_WARRIOR:
3284                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3285                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3286                         break;
3287                 case CLASS_MINDCRAFTER:
3288                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3289                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3290                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3291                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3292                         break;
3293                 case CLASS_MONK:
3294                 case CLASS_FORCETRAINER:
3295                         /* Unencumbered Monks become faster every 10 levels */
3296                         if (!(heavy_armor()))
3297                         {
3298                                 if (!(prace_is_(RACE_KLACKON) ||
3299                                       prace_is_(RACE_SPRITE) ||
3300                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3301                                         new_speed += (p_ptr->lev) / 10;
3302
3303                                 /* Free action if unencumbered at level 25 */
3304                                 if  (p_ptr->lev > 24)
3305                                         p_ptr->free_act = TRUE;
3306                         }
3307                         break;
3308                 case CLASS_SORCERER:
3309                         p_ptr->to_a -= 50;
3310                         p_ptr->dis_to_a -= 50;
3311                         break;
3312                 case CLASS_BARD:
3313                         p_ptr->resist_sound = TRUE;
3314                         break;
3315                 case CLASS_SAMURAI:
3316                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3317                         break;
3318                 case CLASS_BERSERKER:
3319                         p_ptr->shero = 1;
3320                         p_ptr->sustain_str = TRUE;
3321                         p_ptr->sustain_dex = TRUE;
3322                         p_ptr->sustain_con = TRUE;
3323                         p_ptr->regenerate = TRUE;
3324                         p_ptr->free_act = TRUE;
3325                         new_speed += 2;
3326                         if (p_ptr->lev > 29) new_speed++;
3327                         if (p_ptr->lev > 39) new_speed++;
3328                         if (p_ptr->lev > 44) new_speed++;
3329                         if (p_ptr->lev > 49) new_speed++;
3330                         p_ptr->to_a += 10+p_ptr->lev/2;
3331                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3332                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3333                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3334                         p_ptr->redraw |= PR_STATUS;
3335                         break;
3336                 case CLASS_MIRROR_MASTER:
3337                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3338                         break;
3339                 case CLASS_NINJA:
3340                         /* Unencumbered Ninjas become faster every 10 levels */
3341                         if (heavy_armor())
3342                         {
3343                                 new_speed -= (p_ptr->lev) / 10;
3344                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3345                         }
3346                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3347                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3348                         {
3349                                 new_speed += 3;
3350                                 if (!(prace_is_(RACE_KLACKON) ||
3351                                       prace_is_(RACE_SPRITE) ||
3352                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3353                                         new_speed += (p_ptr->lev) / 10;
3354                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3355
3356                                 /* Free action if unencumbered at level 25 */
3357                                 if  (p_ptr->lev > 24)
3358                                         p_ptr->free_act = TRUE;
3359                         }
3360                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3361                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3362                         {
3363                                 p_ptr->to_a += p_ptr->lev/2+5;
3364                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3365                         }
3366                         p_ptr->slow_digest = TRUE;
3367                         p_ptr->resist_fear = TRUE;
3368                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3369                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3370                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3371                         if (p_ptr->lev > 44)
3372                         {
3373                                 p_ptr->oppose_pois = 1;
3374                                 p_ptr->redraw |= PR_STATUS;
3375                         }
3376                         p_ptr->see_nocto = TRUE;
3377                         break;
3378         }
3379
3380         /***** Races ****/
3381         if (p_ptr->mimic_form)
3382         {
3383                 switch (p_ptr->mimic_form)
3384                 {
3385                 case MIMIC_DEMON:
3386                         p_ptr->hold_life = TRUE;
3387                         p_ptr->resist_chaos = TRUE;
3388                         p_ptr->resist_neth = TRUE;
3389                         p_ptr->resist_fire = TRUE;
3390                         p_ptr->oppose_fire = 1;
3391                         p_ptr->see_inv=TRUE;
3392                         new_speed += 3;
3393                         p_ptr->redraw |= PR_STATUS;
3394                         p_ptr->to_a += 10;
3395                         p_ptr->dis_to_a += 10;
3396                         p_ptr->align -= 200;
3397                         break;
3398                 case MIMIC_DEMON_LORD:
3399                         p_ptr->hold_life = TRUE;
3400                         p_ptr->resist_chaos = TRUE;
3401                         p_ptr->resist_neth = TRUE;
3402                         p_ptr->immune_fire = TRUE;
3403                         p_ptr->resist_acid = TRUE;
3404                         p_ptr->resist_fire = TRUE;
3405                         p_ptr->resist_cold = TRUE;
3406                         p_ptr->resist_elec = TRUE;
3407                         p_ptr->resist_pois = TRUE;
3408                         p_ptr->resist_conf = TRUE;
3409                         p_ptr->resist_disen = TRUE;
3410                         p_ptr->resist_nexus = TRUE;
3411                         p_ptr->resist_fear = TRUE;
3412                         p_ptr->sh_fire = TRUE;
3413                         p_ptr->see_inv = TRUE;
3414                         p_ptr->telepathy = TRUE;
3415                         p_ptr->levitation = TRUE;
3416                         p_ptr->kill_wall = TRUE;
3417                         new_speed += 5;
3418                         p_ptr->to_a += 20;
3419                         p_ptr->dis_to_a += 20;
3420                         p_ptr->align -= 200;
3421                         break;
3422                 case MIMIC_VAMPIRE:
3423                         p_ptr->resist_dark = TRUE;
3424                         p_ptr->hold_life = TRUE;
3425                         p_ptr->resist_neth = TRUE;
3426                         p_ptr->resist_cold = TRUE;
3427                         p_ptr->resist_pois = TRUE;
3428                         p_ptr->see_inv = TRUE;
3429                         new_speed += 3;
3430                         p_ptr->to_a += 10;
3431                         p_ptr->dis_to_a += 10;
3432                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3433                         break;
3434                 }
3435         }
3436         else
3437         {
3438                 switch (p_ptr->prace)
3439                 {
3440                 case RACE_ELF:
3441                         p_ptr->resist_lite = TRUE;
3442                         break;
3443                 case RACE_HOBBIT:
3444                         p_ptr->hold_life = TRUE;
3445                         break;
3446                 case RACE_GNOME:
3447                         p_ptr->free_act = TRUE;
3448                         break;
3449                 case RACE_DWARF:
3450                         p_ptr->resist_blind = TRUE;
3451                         break;
3452                 case RACE_HALF_ORC:
3453                         p_ptr->resist_dark = TRUE;
3454                         break;
3455                 case RACE_HALF_TROLL:
3456                         p_ptr->sustain_str = TRUE;
3457
3458                         if (p_ptr->lev > 14)
3459                         {
3460                                 /* High level trolls heal fast... */
3461                                 p_ptr->regenerate = TRUE;
3462
3463                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3464                                 {
3465                                         p_ptr->slow_digest = TRUE;
3466                                         /* Let's not make Regeneration
3467                                          * a disadvantage for the poor warriors who can
3468                                          * never learn a spell that satisfies hunger (actually
3469                                          * neither can rogues, but half-trolls are not
3470                                          * supposed to play rogues) */
3471                                 }
3472                         }
3473                         break;
3474                 case RACE_AMBERITE:
3475                         p_ptr->sustain_con = TRUE;
3476                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3477                         break;
3478                 case RACE_HIGH_ELF:
3479                         p_ptr->resist_lite = TRUE;
3480                         p_ptr->see_inv = TRUE;
3481                         break;
3482                 case RACE_BARBARIAN:
3483                         p_ptr->resist_fear = TRUE;
3484                         break;
3485                 case RACE_HALF_OGRE:
3486                         p_ptr->resist_dark = TRUE;
3487                         p_ptr->sustain_str = TRUE;
3488                         break;
3489                 case RACE_HALF_GIANT:
3490                         p_ptr->sustain_str = TRUE;
3491                         p_ptr->resist_shard = TRUE;
3492                         break;
3493                 case RACE_HALF_TITAN:
3494                         p_ptr->resist_chaos = TRUE;
3495                         break;
3496                 case RACE_CYCLOPS:
3497                         p_ptr->resist_sound = TRUE;
3498                         break;
3499                 case RACE_YEEK:
3500                         p_ptr->resist_acid = TRUE;
3501                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3502                         break;
3503                 case RACE_KLACKON:
3504                         p_ptr->resist_conf = TRUE;
3505                         p_ptr->resist_acid = TRUE;
3506
3507                         /* Klackons become faster */
3508                         new_speed += (p_ptr->lev) / 10;
3509                         break;
3510                 case RACE_KOBOLD:
3511                         p_ptr->resist_pois = TRUE;
3512                         break;
3513                 case RACE_NIBELUNG:
3514                         p_ptr->resist_disen = TRUE;
3515                         p_ptr->resist_dark = TRUE;
3516                         break;
3517                 case RACE_DARK_ELF:
3518                         p_ptr->resist_dark = TRUE;
3519                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3520                         break;
3521                 case RACE_DRACONIAN:
3522                         p_ptr->levitation = TRUE;
3523                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3524                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3525                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3526                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3527                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3528                         break;
3529                 case RACE_MIND_FLAYER:
3530                         p_ptr->sustain_int = TRUE;
3531                         p_ptr->sustain_wis = TRUE;
3532                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3533                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3534                         break;
3535                 case RACE_IMP:
3536                         p_ptr->resist_fire = TRUE;
3537                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3538                         break;
3539                 case RACE_GOLEM:
3540                         p_ptr->slow_digest = TRUE;
3541                         p_ptr->free_act = TRUE;
3542                         p_ptr->see_inv = TRUE;
3543                         p_ptr->resist_pois = TRUE;
3544                         if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3545                         break;
3546                 case RACE_SKELETON:
3547                         p_ptr->resist_shard = TRUE;
3548                         p_ptr->hold_life = TRUE;
3549                         p_ptr->see_inv = TRUE;
3550                         p_ptr->resist_pois = TRUE;
3551                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3552                         break;
3553                 case RACE_ZOMBIE:
3554                         p_ptr->resist_neth = TRUE;
3555                         p_ptr->hold_life = TRUE;
3556                         p_ptr->see_inv = TRUE;
3557                         p_ptr->resist_pois = TRUE;
3558                         p_ptr->slow_digest = TRUE;
3559                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3560                         break;
3561                 case RACE_VAMPIRE:
3562                         p_ptr->resist_dark = TRUE;
3563                         p_ptr->hold_life = TRUE;
3564                         p_ptr->resist_neth = TRUE;
3565                         p_ptr->resist_cold = TRUE;
3566                         p_ptr->resist_pois = TRUE;
3567                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3568                         break;
3569                 case RACE_SPECTRE:
3570                         p_ptr->levitation = TRUE;
3571                         p_ptr->free_act = TRUE;
3572                         p_ptr->resist_neth = TRUE;
3573                         p_ptr->hold_life = TRUE;
3574                         p_ptr->see_inv = TRUE;
3575                         p_ptr->resist_pois = TRUE;
3576                         p_ptr->slow_digest = TRUE;
3577                         p_ptr->resist_cold = TRUE;
3578                         p_ptr->pass_wall = TRUE;
3579                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3580                         break;
3581                 case RACE_SPRITE:
3582                         p_ptr->levitation = TRUE;
3583                         p_ptr->resist_lite = TRUE;
3584
3585                         /* Sprites become faster */
3586                         new_speed += (p_ptr->lev) / 10;
3587                         break;
3588                 case RACE_BEASTMAN:
3589                         p_ptr->resist_conf  = TRUE;
3590                         p_ptr->resist_sound = TRUE;
3591                         break;
3592                 case RACE_ENT:
3593                         /* Ents dig like maniacs, but only with their hands. */
3594                         if (!inventory[INVEN_RARM].k_idx) 
3595                                 p_ptr->skill_dig += p_ptr->lev * 10;
3596                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3597                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3598                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3599                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3600
3601                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3602                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3603                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3604
3605                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3606                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3607                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3608                         break;
3609                 case RACE_ANGEL:
3610                         p_ptr->levitation = TRUE;
3611                         p_ptr->see_inv = TRUE;
3612                         p_ptr->align += 200;
3613                         break;
3614                 case RACE_DEMON:
3615                         p_ptr->resist_fire  = TRUE;
3616                         p_ptr->resist_neth  = TRUE;
3617                         p_ptr->hold_life = TRUE;
3618                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3619                         if (p_ptr->lev > 44)
3620                         {
3621                                 p_ptr->oppose_fire = 1;
3622                                 p_ptr->redraw |= PR_STATUS;
3623                         }
3624                         p_ptr->align -= 200;
3625                         break;
3626                 case RACE_DUNADAN:
3627                         p_ptr->sustain_con = TRUE;
3628                         break;
3629                 case RACE_S_FAIRY:
3630                         p_ptr->levitation = TRUE;
3631                         break;
3632                 case RACE_KUTAR:
3633                         p_ptr->resist_conf = TRUE;
3634                         break;
3635                 case RACE_ANDROID:
3636                         p_ptr->slow_digest = TRUE;
3637                         p_ptr->free_act = TRUE;
3638                         p_ptr->resist_pois = TRUE;
3639                         p_ptr->hold_life = TRUE;
3640                         break;
3641                 default:
3642                         /* Do nothing */
3643                         ;
3644                 }
3645         }
3646
3647         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3648         {
3649                 p_ptr->see_inv = TRUE;
3650                 p_ptr->free_act = TRUE;
3651                 p_ptr->slow_digest = TRUE;
3652                 p_ptr->regenerate = TRUE;
3653                 p_ptr->levitation = TRUE;
3654                 p_ptr->hold_life = TRUE;
3655                 p_ptr->telepathy = TRUE;
3656                 p_ptr->lite = TRUE;
3657                 p_ptr->sustain_str = TRUE;
3658                 p_ptr->sustain_int = TRUE;
3659                 p_ptr->sustain_wis = TRUE;
3660                 p_ptr->sustain_con = TRUE;
3661                 p_ptr->sustain_dex = TRUE;
3662                 p_ptr->sustain_chr = TRUE;
3663                 p_ptr->resist_acid = TRUE;
3664                 p_ptr->resist_elec = TRUE;
3665                 p_ptr->resist_fire = TRUE;
3666                 p_ptr->resist_cold = TRUE;
3667                 p_ptr->resist_pois = TRUE;
3668                 p_ptr->resist_conf = TRUE;
3669                 p_ptr->resist_sound = TRUE;
3670                 p_ptr->resist_lite = TRUE;
3671                 p_ptr->resist_dark = TRUE;
3672                 p_ptr->resist_chaos = TRUE;
3673                 p_ptr->resist_disen = TRUE;
3674                 p_ptr->resist_shard = TRUE;
3675                 p_ptr->resist_nexus = TRUE;
3676                 p_ptr->resist_blind = TRUE;
3677                 p_ptr->resist_neth = TRUE;
3678                 p_ptr->resist_fear = TRUE;
3679                 p_ptr->reflect = TRUE;
3680                 p_ptr->sh_fire = TRUE;
3681                 p_ptr->sh_elec = TRUE;
3682                 p_ptr->sh_cold = TRUE;
3683                 p_ptr->to_a += 100;
3684                 p_ptr->dis_to_a += 100;
3685         }
3686         /* Temporary shield */
3687         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3688         {
3689                 p_ptr->to_a += 50;
3690                 p_ptr->dis_to_a += 50;
3691         }
3692
3693         if (p_ptr->tim_res_nether)
3694         {
3695                 p_ptr->resist_neth = TRUE;
3696         }
3697         if (p_ptr->tim_sh_fire)
3698         {
3699                 p_ptr->sh_fire = TRUE;
3700         }
3701         if (p_ptr->tim_res_time)
3702         {
3703                 p_ptr->resist_time = TRUE;
3704         }
3705
3706         /* Sexy Gal */
3707         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3708         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3709         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3710         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3711
3712         /* Lucky man */
3713         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3714
3715         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3716         {
3717                 p_ptr->resist_blind = TRUE;
3718                 p_ptr->resist_conf  = TRUE;
3719                 p_ptr->hold_life = TRUE;
3720                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3721
3722                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3723                         /* Munchkin become faster */
3724                         new_speed += (p_ptr->lev) / 10 + 5;
3725         }
3726
3727         if (music_singing(MUSIC_WALL))
3728         {
3729                 p_ptr->kill_wall = TRUE;
3730         }
3731
3732         /* Hack -- apply racial/class stat maxes */
3733         /* Apply the racial modifiers */
3734         for (i = 0; i < 6; i++)
3735         {
3736                 /* Modify the stats for "race" */
3737                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3738         }
3739
3740
3741         /* I'm adding the mutations here for the lack of a better place... */
3742         if (p_ptr->muta3)
3743         {
3744                 /* Hyper Strength */
3745                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3746                 {
3747                         p_ptr->stat_add[A_STR] += 4;
3748                 }
3749
3750                 /* Puny */
3751                 if (p_ptr->muta3 & MUT3_PUNY)
3752                 {
3753                         p_ptr->stat_add[A_STR] -= 4;
3754                 }
3755
3756                 /* Living computer */
3757                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3758                 {
3759                         p_ptr->stat_add[A_INT] += 4;
3760                         p_ptr->stat_add[A_WIS] += 4;
3761                 }
3762
3763                 /* Moronic */
3764                 if (p_ptr->muta3 & MUT3_MORONIC)
3765                 {
3766                         p_ptr->stat_add[A_INT] -= 4;
3767                         p_ptr->stat_add[A_WIS] -= 4;
3768                 }
3769
3770                 if (p_ptr->muta3 & MUT3_RESILIENT)
3771                 {
3772                         p_ptr->stat_add[A_CON] += 4;
3773                 }
3774
3775                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3776                 {
3777                         p_ptr->stat_add[A_CON] += 2;
3778                         new_speed -= 2;
3779                 }
3780
3781                 if (p_ptr->muta3 & MUT3_ALBINO)
3782                 {
3783                         p_ptr->stat_add[A_CON] -= 4;
3784                 }
3785
3786                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3787                 {
3788                         p_ptr->stat_add[A_CON] -= 2;
3789                         p_ptr->stat_add[A_CHR] -= 1;
3790                         p_ptr->regenerate = FALSE;
3791                         /* Cancel innate regeneration */
3792                 }
3793
3794                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3795                 {
3796                         p_ptr->stat_add[A_CHR] -= 4;
3797                 }
3798
3799                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3800                 {
3801                         p_ptr->stat_add[A_CHR] -= 1;
3802                 }
3803
3804                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3805                 {
3806                         p_ptr->skill_fos += 15;
3807                         p_ptr->skill_srh += 15;
3808                 }
3809
3810                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3811                 {
3812                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3813                 }
3814
3815                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3816                 {
3817                         p_ptr->skill_stl -= 3;
3818                 }
3819
3820                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3821                 {
3822                         p_ptr->see_infra += 3;
3823                 }
3824
3825                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3826                 {
3827                         new_speed += 3;
3828                 }
3829
3830                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3831                 {
3832                         new_speed -= 3;
3833                 }
3834
3835                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3836                 {
3837                         p_ptr->sh_elec = TRUE;
3838                 }
3839
3840                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3841                 {
3842                         p_ptr->sh_fire = TRUE;
3843                         p_ptr->lite = TRUE;
3844                 }
3845
3846                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3847                 {
3848                         p_ptr->stat_add[A_CHR] -= 2;
3849                         p_ptr->to_a += 5;
3850                         p_ptr->dis_to_a += 5;
3851                 }
3852
3853                 if (p_ptr->muta3 & MUT3_SCALES)
3854                 {
3855                         p_ptr->stat_add[A_CHR] -= 1;
3856                         p_ptr->to_a += 10;
3857                         p_ptr->dis_to_a += 10;
3858                 }
3859
3860                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3861                 {
3862                         p_ptr->stat_add[A_DEX] -= 1;
3863                         p_ptr->to_a += 25;
3864                         p_ptr->dis_to_a += 25;
3865                 }
3866
3867                 if (p_ptr->muta3 & MUT3_WINGS)
3868                 {
3869                         p_ptr->levitation = TRUE;
3870                 }
3871
3872                 if (p_ptr->muta3 & MUT3_FEARLESS)
3873                 {
3874                         p_ptr->resist_fear = TRUE;
3875                 }
3876
3877                 if (p_ptr->muta3 & MUT3_REGEN)
3878                 {
3879                         p_ptr->regenerate = TRUE;
3880                 }
3881
3882                 if (p_ptr->muta3 & MUT3_ESP)
3883                 {
3884                         p_ptr->telepathy = TRUE;
3885                 }
3886
3887                 if (p_ptr->muta3 & MUT3_LIMBER)
3888                 {
3889                         p_ptr->stat_add[A_DEX] += 3;
3890                 }
3891
3892                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3893                 {
3894                         p_ptr->stat_add[A_DEX] -= 3;
3895                 }
3896
3897                 if (p_ptr->muta3 & MUT3_MOTION)
3898                 {
3899                         p_ptr->free_act = TRUE;
3900                         p_ptr->skill_stl += 1;
3901                 }
3902
3903                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3904                 {
3905                         p_ptr->stat_add[A_CHR] = 0;
3906                 }
3907         }
3908
3909         if (p_ptr->tsuyoshi)
3910         {
3911                 p_ptr->stat_add[A_STR] += 4;
3912                 p_ptr->stat_add[A_CON] += 4;
3913         }
3914
3915         /* Scan the usable inventory */
3916         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3917         {
3918                 int bonus_to_h, bonus_to_d;
3919                 o_ptr = &inventory[i];
3920
3921                 /* Skip non-objects */
3922                 if (!o_ptr->k_idx) continue;
3923
3924                 /* Extract the item flags */
3925                 object_flags(o_ptr, flgs);
3926
3927                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3928                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3929
3930                 /* Affect stats */
3931                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3932                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3933                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3934                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3935                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3936                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3937
3938                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
3939
3940                 /* Affect stealth */
3941                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3942
3943                 /* Affect searching ability (factor of five) */
3944                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3945
3946                 /* Affect searching frequency (factor of five) */
3947                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3948
3949                 /* Affect infravision */
3950                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3951
3952                 /* Affect digging (factor of 20) */
3953                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3954
3955                 /* Affect speed */
3956                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3957
3958                 /* Affect blows */
3959                 if (have_flag(flgs, TR_BLOWS))
3960                 {
3961                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3962                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3963                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3964                 }
3965
3966                 /* Hack -- cause earthquakes */
3967                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3968
3969                 /* Boost shots */
3970                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3971
3972                 /* Various flags */
3973                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
3974                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
3975                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
3976                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
3977                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
3978                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
3979                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3980                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
3981                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
3982                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
3983                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
3984                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
3985                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
3986                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
3987                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
3988                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
3989                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
3990                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
3991                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
3992                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3993                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
3994
3995                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
3996                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
3997                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
3998                 if (have_flag(flgs, TR_HOLD_LIFE))   p_ptr->hold_life = TRUE;
3999                 if (have_flag(flgs, TR_WARNING)){
4000                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4001                           p_ptr->warning = TRUE;
4002                 }
4003
4004                 if (have_flag(flgs, TR_TELEPORT))
4005                 {
4006                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4007                         else
4008                         {
4009                                 cptr insc = quark_str(o_ptr->inscription);
4010
4011                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4012                                 {
4013                                         /*
4014                                          * {.} will stop random teleportation.
4015                                          */
4016                                 }
4017                                 else
4018                                 {
4019                                         /* Controlled random teleportation */
4020                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4021                                 }
4022                         }
4023                 }
4024
4025                 /* Immunity flags */
4026                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4027                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4028                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4029                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4030
4031                 /* Resistance flags */
4032                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4033                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4034                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4035                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4036                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4037                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4038                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4039                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4040                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4041                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4042                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4043                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4044                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4045                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4046                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4047                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4048
4049                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4050                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4051                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4052                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4053                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4054                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4055
4056                 /* Sustain flags */
4057                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4058                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4059                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4060                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4061                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4062                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4063
4064                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4065                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4066                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4067                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4068                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4069                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4070                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4071
4072                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4073                 {
4074                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4075                         {
4076                                 p_ptr->to_m_chance += 10;
4077                         }
4078                         else
4079                         {
4080                                 p_ptr->to_m_chance += 3;
4081                         }
4082                 }
4083
4084                 if (o_ptr->tval == TV_CAPTURE) continue;
4085
4086                 /* Modify the base armor class */
4087                 p_ptr->ac += o_ptr->ac;
4088
4089                 /* The base armor class is always known */
4090                 p_ptr->dis_ac += o_ptr->ac;
4091
4092                 /* Apply the bonuses to armor class */
4093                 p_ptr->to_a += o_ptr->to_a;
4094
4095                 /* Apply the mental bonuses to armor class, if known */
4096                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4097
4098                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4099                 {
4100                         int slot = i - INVEN_RARM;
4101                         if (slot < 2)
4102                         {
4103                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4104                                 {
4105                                         p_ptr->to_h[slot] -= 15;
4106                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4107                                 }
4108                                 else
4109                                 {
4110                                         p_ptr->to_h[slot] -= 5;
4111                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4112                                 }
4113                         }
4114                         else
4115                         {
4116                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4117                                 {
4118                                         p_ptr->to_h_b -= 15;
4119                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4120                                 }
4121                                 else
4122                                 {
4123                                         p_ptr->to_h_b -= 5;
4124                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4125                                 }
4126                         }
4127                 }
4128
4129                 if (o_ptr->curse_flags & TRC_LOW_AC)
4130                 {
4131                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4132                         {
4133                                 p_ptr->to_a -= 30;
4134                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4135                         }
4136                         else
4137                         {
4138                                 p_ptr->to_a -= 10;
4139                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4140                         }
4141                 }
4142
4143                 /* Hack -- do not apply "weapon" bonuses */
4144                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4145                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4146
4147                 /* Hack -- do not apply "bow" bonuses */
4148                 if (i == INVEN_BOW) continue;
4149
4150                 bonus_to_h = o_ptr->to_h;
4151                 bonus_to_d = o_ptr->to_d;
4152
4153                 if (p_ptr->pclass == CLASS_NINJA)
4154                 {
4155                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4156                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4157                 }
4158
4159                 /* To Bow and Natural attack */
4160
4161                 /* Apply the bonuses to hit/damage */
4162                 p_ptr->to_h_b += bonus_to_h;
4163                 p_ptr->to_h_m += bonus_to_h;
4164                 p_ptr->to_d_m += bonus_to_d;
4165
4166                 /* Apply the mental bonuses tp hit/damage, if known */
4167                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4168
4169                 /* To Melee */
4170                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4171                 {
4172                         /* Apply the bonuses to hit/damage */
4173                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4174                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4175
4176                         /* Apply the mental bonuses tp hit/damage, if known */
4177                         if (object_is_known(o_ptr))
4178                         {
4179                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4180                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4181                         }
4182                 }
4183                 else if (p_ptr->migite && p_ptr->hidarite)
4184                 {
4185                         /* Apply the bonuses to hit/damage */
4186                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4187                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4188                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4189                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4190
4191                         /* Apply the mental bonuses tp hit/damage, if known */
4192                         if (object_is_known(o_ptr))
4193                         {
4194                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4195                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4196                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4197                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4198                         }
4199                 }
4200                 else
4201                 {
4202                         /* Apply the bonuses to hit/damage */
4203                         p_ptr->to_h[default_hand] += bonus_to_h;
4204                         p_ptr->to_d[default_hand] += bonus_to_d;
4205
4206                         /* Apply the mental bonuses to hit/damage, if known */
4207                         if (object_is_known(o_ptr))
4208                         {
4209                                 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4210                                 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4211                         }
4212                 }
4213         }
4214
4215         if (old_mighty_throw != p_ptr->mighty_throw)
4216         {
4217                 /* Redraw average damege display of Shuriken */
4218                 p_ptr->window |= PW_INVEN;
4219         }
4220
4221         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4222
4223         /* Monks get extra ac for armour _not worn_ */
4224         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4225         {
4226                 if (!(inventory[INVEN_BODY].k_idx))
4227                 {
4228                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4229                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4230                 }
4231                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4232                 {
4233                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4234                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4235                 }
4236                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4237                 {
4238                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4239                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4240                 }
4241                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4242                 {
4243                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4244                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4245                 }
4246                 if (!(inventory[INVEN_HANDS].k_idx))
4247                 {
4248                         p_ptr->to_a += (p_ptr->lev / 2);
4249                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4250                 }
4251                 if (!(inventory[INVEN_FEET].k_idx))
4252                 {
4253                         p_ptr->to_a += (p_ptr->lev / 3);
4254                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4255                 }
4256                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4257                 {
4258                         p_ptr->stat_add[A_STR] += 2;
4259                         p_ptr->stat_add[A_DEX] += 2;
4260                         p_ptr->stat_add[A_CON] -= 3;
4261                 }
4262                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4263                 {
4264                 }
4265                 else if (p_ptr->special_defense & KAMAE_GENBU)
4266                 {
4267                         p_ptr->stat_add[A_INT] -= 1;
4268                         p_ptr->stat_add[A_WIS] -= 1;
4269                         p_ptr->stat_add[A_DEX] -= 2;
4270                         p_ptr->stat_add[A_CON] += 3;
4271                 }
4272                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4273                 {
4274                         p_ptr->stat_add[A_STR] -= 2;
4275                         p_ptr->stat_add[A_INT] += 1;
4276                         p_ptr->stat_add[A_WIS] += 1;
4277                         p_ptr->stat_add[A_DEX] += 2;
4278                         p_ptr->stat_add[A_CON] -= 2;
4279                 }
4280         }
4281
4282         if (p_ptr->special_defense & KATA_KOUKIJIN)
4283         {
4284                 for (i = 0; i < 6; i++)
4285                         p_ptr->stat_add[i] += 5;
4286                 p_ptr->to_a -= 50;
4287                 p_ptr->dis_to_a -= 50;
4288         }
4289
4290         /* Hack -- aura of fire also provides light */
4291         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4292
4293         /* Golems also get an intrinsic AC bonus */
4294         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4295         {
4296                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4297                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4298         }
4299
4300         /* Hex bonuses */
4301         if (p_ptr->realm1 == REALM_HEX)
4302         {
4303                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4304                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4305                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4306                 if (hex_spelling(HEX_BUILDING))
4307                 {
4308                         p_ptr->stat_add[A_STR] += 4;
4309                         p_ptr->stat_add[A_DEX] += 4;
4310                         p_ptr->stat_add[A_CON] += 4;
4311                 }
4312                 if (hex_spelling(HEX_DEMON_AURA))
4313                 {
4314                         p_ptr->sh_fire = TRUE;
4315                         p_ptr->regenerate = TRUE;
4316                 }
4317                 if (hex_spelling(HEX_ICE_ARMOR))
4318                 {
4319                         p_ptr->sh_cold = TRUE; 
4320                         p_ptr->to_a += 30;
4321                         p_ptr->dis_to_a += 30;
4322                 }
4323                 if (hex_spelling(HEX_SHOCK_CLOAK))
4324                 {
4325                         p_ptr->sh_elec = TRUE;
4326                         new_speed += 3;
4327                 }
4328                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4329                 {
4330                         int ac = 0;
4331                         o_ptr = &inventory[i];
4332                         if (!o_ptr->k_idx) continue;
4333                         if (!object_is_armour(o_ptr)) continue;
4334                         if (!object_is_cursed(o_ptr)) continue;
4335                         ac += 5;
4336                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4337                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4338                         p_ptr->to_a += ac;
4339                         p_ptr->dis_to_a += ac;
4340                 }
4341         }
4342
4343         /* Calculate stats */
4344         for (i = 0; i < 6; i++)
4345         {
4346                 int top, use, ind;
4347
4348                 /* Extract the new "stat_use" value for the stat */
4349                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4350
4351                 /* Notice changes */
4352                 if (p_ptr->stat_top[i] != top)
4353                 {
4354                         /* Save the new value */
4355                         p_ptr->stat_top[i] = top;
4356
4357                         /* Redisplay the stats later */
4358                         p_ptr->redraw |= (PR_STATS);
4359
4360                         /* Window stuff */
4361                         p_ptr->window |= (PW_PLAYER);
4362                 }
4363
4364
4365                 /* Extract the new "stat_use" value for the stat */
4366                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4367
4368                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4369                 {
4370                         /* 10 to 18/90 charisma, guaranteed, based on level */
4371                         if (use < 8 + 2 * p_ptr->lev)
4372                         {
4373                                 use = 8 + 2 * p_ptr->lev;
4374                         }
4375                 }
4376
4377                 /* Notice changes */
4378                 if (p_ptr->stat_use[i] != use)
4379                 {
4380                         /* Save the new value */
4381                         p_ptr->stat_use[i] = use;
4382
4383                         /* Redisplay the stats later */
4384                         p_ptr->redraw |= (PR_STATS);
4385
4386                         /* Window stuff */
4387                         p_ptr->window |= (PW_PLAYER);
4388                 }
4389
4390
4391                 /* Values: 3, 4, ..., 17 */
4392                 if (use <= 18) ind = (use - 3);
4393
4394                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4395                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4396
4397                 /* Range: 18/220+ */
4398                 else ind = (37);
4399
4400                 /* Notice changes */
4401                 if (p_ptr->stat_ind[i] != ind)
4402                 {
4403                         /* Save the new index */
4404                         p_ptr->stat_ind[i] = ind;
4405
4406                         /* Change in CON affects Hitpoints */
4407                         if (i == A_CON)
4408                         {
4409                                 p_ptr->update |= (PU_HP);
4410                         }
4411
4412                         /* Change in INT may affect Mana/Spells */
4413                         else if (i == A_INT)
4414                         {
4415                                 if (mp_ptr->spell_stat == A_INT)
4416                                 {
4417                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4418                                 }
4419                         }
4420
4421                         /* Change in WIS may affect Mana/Spells */
4422                         else if (i == A_WIS)
4423                         {
4424                                 if (mp_ptr->spell_stat == A_WIS)
4425                                 {
4426                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4427                                 }
4428                         }
4429
4430                         /* Change in WIS may affect Mana/Spells */
4431                         else if (i == A_CHR)
4432                         {
4433                                 if (mp_ptr->spell_stat == A_CHR)
4434                                 {
4435                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4436                                 }
4437                         }
4438
4439                         /* Window stuff */
4440                         p_ptr->window |= (PW_PLAYER);
4441                 }
4442         }
4443
4444
4445         /* Apply temporary "stun" */
4446         if (p_ptr->stun > 50)
4447         {
4448                 p_ptr->to_h[0] -= 20;
4449                 p_ptr->to_h[1] -= 20;
4450                 p_ptr->to_h_b  -= 20;
4451                 p_ptr->to_h_m  -= 20;
4452                 p_ptr->dis_to_h[0] -= 20;
4453                 p_ptr->dis_to_h[1] -= 20;
4454                 p_ptr->dis_to_h_b  -= 20;
4455                 p_ptr->to_d[0] -= 20;
4456                 p_ptr->to_d[1] -= 20;
4457                 p_ptr->to_d_m -= 20;
4458                 p_ptr->dis_to_d[0] -= 20;
4459                 p_ptr->dis_to_d[1] -= 20;
4460         }
4461         else if (p_ptr->stun)
4462         {
4463                 p_ptr->to_h[0] -= 5;
4464                 p_ptr->to_h[1] -= 5;
4465                 p_ptr->to_h_b -= 5;
4466                 p_ptr->to_h_m -= 5;
4467                 p_ptr->dis_to_h[0] -= 5;
4468                 p_ptr->dis_to_h[1] -= 5;
4469                 p_ptr->dis_to_h_b -= 5;
4470                 p_ptr->to_d[0] -= 5;
4471                 p_ptr->to_d[1] -= 5;
4472                 p_ptr->to_d_m -= 5;
4473                 p_ptr->dis_to_d[0] -= 5;
4474                 p_ptr->dis_to_d[1] -= 5;
4475         }
4476
4477         /* Wraith form */
4478         if (p_ptr->wraith_form)
4479         {
4480                 p_ptr->reflect = TRUE;
4481                 p_ptr->pass_wall = TRUE;
4482         }
4483
4484         if (p_ptr->kabenuke)
4485         {
4486                 p_ptr->pass_wall = TRUE;
4487         }
4488
4489         /* Temporary blessing */
4490         if (IS_BLESSED())
4491         {
4492                 p_ptr->to_a += 5;
4493                 p_ptr->dis_to_a += 5;
4494                 p_ptr->to_h[0] += 10;
4495                 p_ptr->to_h[1] += 10;
4496                 p_ptr->to_h_b  += 10;
4497                 p_ptr->to_h_m  += 10;
4498                 p_ptr->dis_to_h[0] += 10;
4499                 p_ptr->dis_to_h[1] += 10;
4500                 p_ptr->dis_to_h_b += 10;
4501         }
4502
4503         if (p_ptr->magicdef)
4504         {
4505                 p_ptr->resist_blind = TRUE;
4506                 p_ptr->resist_conf = TRUE;
4507                 p_ptr->reflect = TRUE;
4508                 p_ptr->free_act = TRUE;
4509                 p_ptr->levitation = TRUE;
4510         }
4511
4512         /* Temporary "Hero" */
4513         if (IS_HERO())
4514         {
4515                 p_ptr->to_h[0] += 12;
4516                 p_ptr->to_h[1] += 12;
4517                 p_ptr->to_h_b  += 12;
4518                 p_ptr->to_h_m  += 12;
4519                 p_ptr->dis_to_h[0] += 12;
4520                 p_ptr->dis_to_h[1] += 12;
4521                 p_ptr->dis_to_h_b  += 12;
4522         }
4523
4524         /* Temporary "Beserk" */
4525         if (p_ptr->shero)
4526         {
4527                 p_ptr->to_h[0] += 12;
4528                 p_ptr->to_h[1] += 12;
4529                 p_ptr->to_h_b  -= 12;
4530                 p_ptr->to_h_m  += 12;
4531                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4532                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4533                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4534                 p_ptr->dis_to_h[0] += 12;
4535                 p_ptr->dis_to_h[1] += 12;
4536                 p_ptr->dis_to_h_b  -= 12;
4537                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4538                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4539                 p_ptr->to_a -= 10;
4540                 p_ptr->dis_to_a -= 10;
4541                 p_ptr->skill_stl -= 7;
4542                 p_ptr->skill_dev -= 20;
4543                 p_ptr->skill_sav -= 30;
4544                 p_ptr->skill_srh -= 15;
4545                 p_ptr->skill_fos -= 15;
4546                 p_ptr->skill_tht -= 20;
4547                 p_ptr->skill_dig += 30;
4548         }
4549
4550         /* Temporary "fast" */
4551         if (IS_FAST())
4552         {
4553                 new_speed += 10;
4554         }
4555
4556         /* Temporary "slow" */
4557         if (p_ptr->slow)
4558         {
4559                 new_speed -= 10;
4560         }
4561
4562         /* Temporary "telepathy" */
4563         if (IS_TIM_ESP())
4564         {
4565                 p_ptr->telepathy = TRUE;
4566         }
4567
4568         if (p_ptr->ele_immune)
4569         {
4570                 if (p_ptr->special_defense & DEFENSE_ACID)
4571                         p_ptr->immune_acid = TRUE;
4572                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4573                         p_ptr->immune_elec = TRUE;
4574                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4575                         p_ptr->immune_fire = TRUE;
4576                 else if (p_ptr->special_defense & DEFENSE_COLD)
4577                         p_ptr->immune_cold = TRUE;
4578         }
4579
4580         /* Temporary see invisible */
4581         if (p_ptr->tim_invis)
4582         {
4583                 p_ptr->see_inv = TRUE;
4584         }
4585
4586         /* Temporary infravision boost */
4587         if (p_ptr->tim_infra)
4588         {
4589                 p_ptr->see_infra+=3;
4590         }
4591
4592         /* Temporary regeneration boost */
4593         if (p_ptr->tim_regen)
4594         {
4595                 p_ptr->regenerate = TRUE;
4596         }
4597
4598         /* Temporary levitation */
4599         if (p_ptr->tim_levitation)
4600         {
4601                 p_ptr->levitation = TRUE;
4602         }
4603
4604         /* Temporary reflection */
4605         if (p_ptr->tim_reflect)
4606         {
4607                 p_ptr->reflect = TRUE;
4608         }
4609
4610         /* Hack -- Hero/Shero -> Res fear */
4611         if (IS_HERO() || p_ptr->shero)
4612         {
4613                 p_ptr->resist_fear = TRUE;
4614         }
4615
4616
4617         /* Hack -- Telepathy Change */
4618         if (p_ptr->telepathy != old_telepathy)
4619         {
4620                 p_ptr->update |= (PU_MONSTERS);
4621         }
4622
4623         if ((p_ptr->esp_animal != old_esp_animal) ||
4624             (p_ptr->esp_undead != old_esp_undead) ||
4625             (p_ptr->esp_demon != old_esp_demon) ||
4626             (p_ptr->esp_orc != old_esp_orc) ||
4627             (p_ptr->esp_troll != old_esp_troll) ||
4628             (p_ptr->esp_giant != old_esp_giant) ||
4629             (p_ptr->esp_dragon != old_esp_dragon) ||
4630             (p_ptr->esp_human != old_esp_human) ||
4631             (p_ptr->esp_evil != old_esp_evil) ||
4632             (p_ptr->esp_good != old_esp_good) ||
4633             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4634             (p_ptr->esp_unique != old_esp_unique))
4635         {
4636                 p_ptr->update |= (PU_MONSTERS);
4637         }
4638
4639         /* Hack -- See Invis Change */
4640         if (p_ptr->see_inv != old_see_inv)
4641         {
4642                 p_ptr->update |= (PU_MONSTERS);
4643         }
4644
4645         /* Bloating slows the player down (a little) */
4646         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4647
4648         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4649
4650         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4651             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4652         {
4653                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4654                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4655         }
4656
4657         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4658         {
4659                 int penalty1, penalty2;
4660                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4661                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4662                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4663                 {
4664                         penalty1 = penalty1 / 2 - 5;
4665                         penalty2 = penalty2 / 2 - 5;
4666                         new_speed += 7;
4667                         p_ptr->to_a += 10;
4668                         p_ptr->dis_to_a += 10;
4669                 }
4670                 if (easy_2weapon)
4671                 {
4672                         if (penalty1 > 0) penalty1 /= 2;
4673                         if (penalty2 > 0) penalty2 /= 2;
4674                 }
4675                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4676                 {
4677                         penalty1 = MAX(0, penalty1 - 10);
4678                         penalty2 = MAX(0, penalty2 - 10);
4679                 }
4680                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4681                 {
4682                         penalty1 = MIN(0, penalty1);
4683                         penalty2 = MIN(0, penalty2);
4684                         p_ptr->to_a += 10;
4685                         p_ptr->dis_to_a += 10;
4686                 }
4687                 else
4688                 {
4689                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4690                                 penalty1 /= 2;
4691                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4692                                 penalty2 /= 2;
4693                 }
4694                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4695                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4696                 p_ptr->to_h[0] -= penalty1;
4697                 p_ptr->to_h[1] -= penalty2;
4698                 p_ptr->dis_to_h[0] -= penalty1;
4699                 p_ptr->dis_to_h[1] -= penalty2;
4700         }
4701
4702         /* Extract the current weight (in tenth pounds) */
4703         j = p_ptr->total_weight;
4704
4705         if (!p_ptr->riding)
4706         {
4707                 /* Extract the "weight limit" (in tenth pounds) */
4708                 i = (int)weight_limit();
4709         }
4710         else
4711         {
4712                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4713                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4714                 int speed = riding_m_ptr->mspeed;
4715
4716                 if (riding_m_ptr->mspeed > 110)
4717                 {
4718                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4719                         if (new_speed < 110) new_speed = 110;
4720                 }
4721                 else
4722                 {
4723                         new_speed = speed;
4724                 }
4725                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4726                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4727                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4728                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4729                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4730
4731                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4732                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4733
4734                 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;
4735
4736                 /* Extract the "weight limit" */
4737                 i = 1500 + riding_r_ptr->level * 25;
4738         }
4739
4740         /* XXX XXX XXX Apply "encumbrance" from weight */
4741         if (j > i) new_speed -= ((j - i) / (i / 5));
4742
4743         /* Searching slows the player down */
4744         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4745
4746         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4747         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4748         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4749         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4750         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4751         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4752         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4753         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4754         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4755         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4756         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4757         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4758         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4759
4760         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4761         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4762         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4763         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4764         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4765         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4766         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4767         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4768         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4769         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4770
4771
4772         /* Obtain the "hold" value */
4773         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4774
4775
4776         /* Examine the "current bow" */
4777         o_ptr = &inventory[INVEN_BOW];
4778
4779
4780         /* Assume not heavy */
4781         p_ptr->heavy_shoot = FALSE;
4782
4783         /* It is hard to carholdry a heavy bow */
4784         if (hold < o_ptr->weight / 10)
4785         {
4786                 /* Hard to wield a heavy bow */
4787                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4788                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4789
4790                 /* Heavy Bow */
4791                 p_ptr->heavy_shoot = TRUE;
4792         }
4793
4794
4795         /* Compute "extra shots" if needed */
4796         if (o_ptr->k_idx)
4797         {
4798                 /* Analyze the launcher */
4799                 switch (o_ptr->sval)
4800                 {
4801                         case SV_SLING:
4802                         {
4803                                 p_ptr->tval_ammo = TV_SHOT;
4804                                 break;
4805                         }
4806
4807                         case SV_SHORT_BOW:
4808                         case SV_LONG_BOW:
4809                         case SV_NAMAKE_BOW:
4810                         {
4811                                 p_ptr->tval_ammo = TV_ARROW;
4812                                 break;
4813                         }
4814
4815                         case SV_LIGHT_XBOW:
4816                         case SV_HEAVY_XBOW:
4817                         {
4818                                 p_ptr->tval_ammo = TV_BOLT;
4819                                 break;
4820                         }
4821                         case SV_CRIMSON:
4822                         {
4823                                 p_ptr->tval_ammo = TV_NO_AMMO;
4824                                 break;
4825                         }
4826                 }
4827
4828                 /* Apply special flags */
4829                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4830                 {
4831                         /* Extra shots */
4832                         p_ptr->num_fire += (extra_shots * 100);
4833
4834                         /* Hack -- Rangers love Bows */
4835                         if ((p_ptr->pclass == CLASS_RANGER) &&
4836                             (p_ptr->tval_ammo == TV_ARROW))
4837                         {
4838                                 p_ptr->num_fire += (p_ptr->lev * 4);
4839                         }
4840
4841                         if ((p_ptr->pclass == CLASS_CAVALRY) &&
4842                             (p_ptr->tval_ammo == TV_ARROW))
4843                         {
4844                                 p_ptr->num_fire += (p_ptr->lev * 3);
4845                         }
4846
4847                         if (p_ptr->pclass == CLASS_ARCHER)
4848                         {
4849                                 if (p_ptr->tval_ammo == TV_ARROW)
4850                                         p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4851                                 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4852                                         p_ptr->num_fire += (p_ptr->lev * 4);
4853                         }
4854
4855                         /*
4856                          * Addendum -- also "Reward" high level warriors,
4857                          * with _any_ missile weapon -- TY
4858                          */
4859                         if (p_ptr->pclass == CLASS_WARRIOR &&
4860                            (p_ptr->tval_ammo <= TV_BOLT) &&
4861                            (p_ptr->tval_ammo >= TV_SHOT))
4862                         {
4863                                 p_ptr->num_fire += (p_ptr->lev * 2);
4864                         }
4865                         if ((p_ptr->pclass == CLASS_ROGUE) &&
4866                             (p_ptr->tval_ammo == TV_SHOT))
4867                         {
4868                                 p_ptr->num_fire += (p_ptr->lev * 4);
4869                         }
4870
4871                         /* Snipers love Cross bows */
4872                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4873                                 (p_ptr->tval_ammo == TV_BOLT))
4874                         {
4875                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4876                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4877                         }
4878                 }
4879         }
4880
4881         if (p_ptr->ryoute)
4882                 hold *= 2;
4883
4884         for(i = 0 ; i < 2 ; i++)
4885         {
4886                 /* Examine the "main weapon" */
4887                 o_ptr = &inventory[INVEN_RARM+i];
4888
4889                 object_flags(o_ptr, flgs);
4890
4891                 /* Assume not heavy */
4892                 p_ptr->heavy_wield[i] = FALSE;
4893                 p_ptr->icky_wield[i] = FALSE;
4894                 p_ptr->riding_wield[i] = FALSE;
4895
4896                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4897                 /* It is hard to hold a heavy weapon */
4898                 if (hold < o_ptr->weight / 10)
4899                 {
4900                         /* Hard to wield a heavy weapon */
4901                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4902                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4903
4904                         /* Heavy weapon */
4905                         p_ptr->heavy_wield[i] = TRUE;
4906                 }
4907                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4908
4909                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4910                 {
4911                         p_ptr->to_a += 5;
4912                         p_ptr->dis_to_a += 5;
4913                 }
4914
4915                 /* Normal weapons */
4916                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4917                 {
4918                         int str_index, dex_index;
4919
4920                         int num = 0, wgt = 0, mul = 0, div = 0;
4921
4922                         /* Analyze the class */
4923                         switch (p_ptr->pclass)
4924                         {
4925                                 /* Warrior */
4926                                 case CLASS_WARRIOR:
4927                                         num = 6; wgt = 70; mul = 5; break;
4928
4929                                 /* Berserker */
4930                                 case CLASS_BERSERKER:
4931                                         num = 6; wgt = 70; mul = 7; break;
4932
4933                                 /* Mage */
4934                                 case CLASS_MAGE:
4935                                 case CLASS_HIGH_MAGE:
4936                                 case CLASS_BLUE_MAGE:
4937                                         num = 3; wgt = 100; mul = 2; break;
4938
4939                                 /* Priest, Mindcrafter, Magic-Eater */
4940                                 case CLASS_PRIEST:
4941                                 case CLASS_MAGIC_EATER:
4942                                 case CLASS_MINDCRAFTER:
4943                                         num = 5; wgt = 100; mul = 3; break;
4944
4945                                 /* Rogue */
4946                                 case CLASS_ROGUE:
4947                                         num = 5; wgt = 40; mul = 3; break;
4948
4949                                 /* Ranger */
4950                                 case CLASS_RANGER:
4951                                         num = 5; wgt = 70; mul = 4; break;
4952
4953                                 /* Paladin */
4954                                 case CLASS_PALADIN:
4955                                 case CLASS_SAMURAI:
4956                                         num = 5; wgt = 70; mul = 4; break;
4957
4958                                 /* Weaponsmith */
4959                                 case CLASS_SMITH:
4960                                         num = 5; wgt = 150; mul = 5; break;
4961
4962                                 /* Warrior-Mage */
4963                                 case CLASS_WARRIOR_MAGE:
4964                                 case CLASS_RED_MAGE:
4965                                         num = 5; wgt = 70; mul = 3; break;
4966
4967                                 /* Chaos Warrior */
4968                                 case CLASS_CHAOS_WARRIOR:
4969                                         num = 5; wgt = 70; mul = 4; break;
4970
4971                                 /* Monk */
4972                                 case CLASS_MONK:
4973                                         num = 5; wgt = 60; mul = 3; break;
4974
4975                                 /* Tourist */
4976                                 case CLASS_TOURIST:
4977                                         num = 4; wgt = 100; mul = 3; break;
4978
4979                                 /* Imitator */
4980                                 case CLASS_IMITATOR:
4981                                         num = 5; wgt = 70; mul = 4; break;
4982
4983                                 /* Beastmaster */
4984                                 case CLASS_BEASTMASTER:
4985                                         num = 5; wgt = 70; mul = 3; break;
4986
4987                                 /* Cavalry */
4988                                 case CLASS_CAVALRY:
4989                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4990                                         else {num = 5; wgt = 100; mul = 3;}
4991                                         break;
4992
4993                                 /* Sorcerer */
4994                                 case CLASS_SORCERER:
4995                                         num = 1; wgt = 1; mul = 1; break;
4996
4997                                 /* Archer, Bard */
4998                                 case CLASS_ARCHER:
4999                                 case CLASS_BARD:
5000                                         num = 4; wgt = 70; mul = 2; break;
5001
5002                                 /* ForceTrainer */
5003                                 case CLASS_FORCETRAINER:
5004                                         num = 4; wgt = 60; mul = 2; break;
5005
5006                                 /* Mirror Master, Sniper */
5007                                 case CLASS_MIRROR_MASTER:
5008                                 case CLASS_SNIPER:
5009                                         num = 3; wgt = 100; mul = 3; break;
5010
5011                                 /* Ninja */
5012                                 case CLASS_NINJA:
5013                                         num = 4; wgt = 20; mul = 1; break;
5014                         }
5015
5016                         /* Hex - extra mights gives +1 bonus to max blows */
5017                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5018
5019                         /* Enforce a minimum "weight" (tenth pounds) */
5020                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5021
5022                         /* Access the strength vs weight */
5023                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5024
5025                         if (p_ptr->ryoute && !omoi) str_index++;
5026                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5027
5028                         /* Maximal value */
5029                         if (str_index > 11) str_index = 11;
5030
5031                         /* Index by dexterity */
5032                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5033
5034                         /* Maximal value */
5035                         if (dex_index > 11) dex_index = 11;
5036
5037                         /* Use the blows table */
5038                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5039
5040                         /* Maximal value */
5041                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5042
5043                         /* Add in the "bonus blows" */
5044                         p_ptr->num_blow[i] += extra_blows[i];
5045
5046
5047                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5048                         else if (p_ptr->pclass == CLASS_BERSERKER)
5049                         {
5050                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5051                         }
5052                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5053
5054                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5055
5056                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5057
5058
5059                         /* Require at least one blow */
5060                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5061
5062                         /* Boost digging skill by weapon weight */
5063                         p_ptr->skill_dig += (o_ptr->weight / 10);
5064                 }
5065
5066                 /* Assume okay */
5067                 /* Priest weapon penalty for non-blessed edged weapons */
5068                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5069                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5070                 {
5071                         /* Reduce the real bonuses */
5072                         p_ptr->to_h[i] -= 2;
5073                         p_ptr->to_d[i] -= 2;
5074
5075                         /* Reduce the mental bonuses */
5076                         p_ptr->dis_to_h[i] -= 2;
5077                         p_ptr->dis_to_d[i] -= 2;
5078
5079                         /* Icky weapon */
5080                         p_ptr->icky_wield[i] = TRUE;
5081                 }
5082                 else if (p_ptr->pclass == CLASS_BERSERKER)
5083                 {
5084                         p_ptr->to_h[i] += p_ptr->lev/5;
5085                         p_ptr->to_d[i] += p_ptr->lev/6;
5086                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5087                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5088                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5089                         {
5090                                 p_ptr->to_h[i] += p_ptr->lev/5;
5091                                 p_ptr->to_d[i] += p_ptr->lev/6;
5092                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5093                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5094                         }
5095                 }
5096                 else if (p_ptr->pclass == CLASS_SORCERER)
5097                 {
5098                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5099                         {
5100                                 /* Reduce the real bonuses */
5101                                 p_ptr->to_h[i] -= 200;
5102                                 p_ptr->to_d[i] -= 200;
5103
5104                                 /* Reduce the mental bonuses */
5105                                 p_ptr->dis_to_h[i] -= 200;
5106                                 p_ptr->dis_to_d[i] -= 200;
5107
5108                                 /* Icky weapon */
5109                                 p_ptr->icky_wield[i] = TRUE;
5110                         }
5111                         else
5112                         {
5113                                 /* Reduce the real bonuses */
5114                                 p_ptr->to_h[i] -= 30;
5115                                 p_ptr->to_d[i] -= 10;
5116
5117                                 /* Reduce the mental bonuses */
5118                                 p_ptr->dis_to_h[i] -= 30;
5119                                 p_ptr->dis_to_d[i] -= 10;
5120                         }
5121                 }
5122                 /* Hex bonuses */
5123                 if (p_ptr->realm1 == REALM_HEX)
5124                 {
5125                         if (object_is_cursed(o_ptr))
5126                         {
5127                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5128                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5129                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5130                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5131                                 if (hex_spelling(HEX_RUNESWORD))
5132                                 {
5133                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5134                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5135                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5136                                 }
5137                         }
5138                 }
5139                 if (p_ptr->riding)
5140                 {
5141                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5142                         {
5143                                 p_ptr->to_h[i] +=15;
5144                                 p_ptr->dis_to_h[i] +=15;
5145                                 p_ptr->to_dd[i] += 2;
5146                         }
5147                         else if (!(have_flag(flgs, TR_RIDING)))
5148                         {
5149                                 int penalty;
5150                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5151                                 {
5152                                         penalty = 5;
5153                                 }
5154                                 else
5155                                 {
5156                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5157                                         penalty += 30;
5158                                         if (penalty < 30) penalty = 30;
5159                                 }
5160                                 p_ptr->to_h[i] -= penalty;
5161                                 p_ptr->dis_to_h[i] -= penalty;
5162
5163                                 /* Riding weapon */
5164                                 p_ptr->riding_wield[i] = TRUE;
5165                         }
5166                 }
5167         }
5168
5169         if (p_ptr->riding)
5170         {
5171                 int penalty = 0;
5172
5173                 p_ptr->riding_ryoute = FALSE;
5174
5175                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5176                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5177                 {
5178                         switch (p_ptr->pclass)
5179                         {
5180                         case CLASS_MONK:
5181                         case CLASS_FORCETRAINER:
5182                         case CLASS_BERSERKER:
5183                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5184                                         p_ptr->riding_ryoute = TRUE;
5185                                 break;
5186                         }
5187                 }
5188
5189                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5190                 {
5191                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5192                 }
5193                 else
5194                 {
5195                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5196                         penalty += 30;
5197                         if (penalty < 30) penalty = 30;
5198                 }
5199                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5200                 p_ptr->to_h_b -= penalty;
5201                 p_ptr->dis_to_h_b -= penalty;
5202         }
5203
5204         /* Different calculation for monks with empty hands */
5205         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5206                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5207         {
5208                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5209                 p_ptr->num_blow[0] = 0;
5210
5211                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5212                 {
5213                         if (blow_base > 18) p_ptr->num_blow[0]++;
5214                         if (blow_base > 31) p_ptr->num_blow[0]++;
5215                         if (blow_base > 44) p_ptr->num_blow[0]++;
5216                         if (blow_base > 58) p_ptr->num_blow[0]++;
5217                         if (p_ptr->magic_num1[0])
5218                         {
5219                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5220                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5221                         }
5222                 }
5223                 else
5224                 {
5225                         if (blow_base > 12) p_ptr->num_blow[0]++;
5226                         if (blow_base > 22) p_ptr->num_blow[0]++;
5227                         if (blow_base > 31) p_ptr->num_blow[0]++;
5228                         if (blow_base > 39) p_ptr->num_blow[0]++;
5229                         if (blow_base > 46) p_ptr->num_blow[0]++;
5230                         if (blow_base > 53) p_ptr->num_blow[0]++;
5231                         if (blow_base > 59) p_ptr->num_blow[0]++;
5232                 }
5233
5234                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5235                         p_ptr->num_blow[0] /= 2;
5236                 else
5237                 {
5238                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5239                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5240
5241                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5242                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5243                 }
5244
5245                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5246                 {
5247                         p_ptr->to_a -= 40;
5248                         p_ptr->dis_to_a -= 40;
5249                         
5250                 }
5251                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5252                 {
5253                         p_ptr->to_a -= 50;
5254                         p_ptr->dis_to_a -= 50;
5255                         p_ptr->resist_acid = TRUE;
5256                         p_ptr->resist_fire = TRUE;
5257                         p_ptr->resist_elec = TRUE;
5258                         p_ptr->resist_cold = TRUE;
5259                         p_ptr->resist_pois = TRUE;
5260                         p_ptr->sh_fire = TRUE;
5261                         p_ptr->sh_elec = TRUE;
5262                         p_ptr->sh_cold = TRUE;
5263                         p_ptr->levitation = TRUE;
5264                 }
5265                 else if (p_ptr->special_defense & KAMAE_GENBU)
5266                 {
5267                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5268                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5269                         p_ptr->reflect = TRUE;
5270                         p_ptr->num_blow[0] -= 2;
5271                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5272                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5273                 }
5274                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5275                 {
5276                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5277                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5278
5279                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5280                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5281                         p_ptr->num_blow[0] /= 2;
5282                         p_ptr->levitation = TRUE;
5283                 }
5284
5285                 p_ptr->num_blow[0] += 1+extra_blows[0];
5286         }
5287
5288         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5289
5290         monk_armour_aux = FALSE;
5291
5292         if (heavy_armor())
5293         {
5294                 monk_armour_aux = TRUE;
5295         }
5296
5297         for (i = 0; i < 2; i++)
5298         {
5299                 if (buki_motteruka(INVEN_RARM+i))
5300                 {
5301                         int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5302                         int sval = inventory[INVEN_RARM+i].sval;
5303
5304                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5305                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5306                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5307                         {
5308                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5309                                 {
5310                                         p_ptr->to_h[i] -= 40;
5311                                         p_ptr->dis_to_h[i] -= 40;
5312                                         p_ptr->icky_wield[i] = TRUE;
5313                                 }
5314                         }
5315                         else if (p_ptr->pclass == CLASS_NINJA)
5316                         {
5317                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5318                                 {
5319                                         p_ptr->to_h[i] -= 40;
5320                                         p_ptr->dis_to_h[i] -= 40;
5321                                         p_ptr->icky_wield[i] = TRUE;
5322                                         p_ptr->num_blow[i] /= 2;
5323                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5324                                 }
5325                         }
5326
5327                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5328                 }
5329         }
5330
5331         /* Maximum speed is (+99). (internally it's 110 + 99) */
5332         /* Temporary lightspeed forces to be maximum speed */
5333         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5334         {
5335                 new_speed = 209;
5336         }
5337
5338         /* Minimum speed is (-99). (internally it's 110 - 99) */
5339         if (new_speed < 11) new_speed = 11;
5340
5341         /* Display the speed (if needed) */
5342         if (p_ptr->pspeed != (byte)new_speed)
5343         {
5344                 p_ptr->pspeed = (byte)new_speed;
5345                 p_ptr->redraw |= (PR_SPEED);
5346         }
5347
5348         if (yoiyami)
5349         {
5350                 if (p_ptr->to_a > (0 - p_ptr->ac))
5351                         p_ptr->to_a = 0 - p_ptr->ac;
5352                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5353                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5354         }
5355
5356         /* Redraw armor (if needed) */
5357         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5358         {
5359                 /* Redraw */
5360                 p_ptr->redraw |= (PR_ARMOR);
5361
5362                 /* Window stuff */
5363                 p_ptr->window |= (PW_PLAYER);
5364         }
5365
5366
5367         if (p_ptr->ryoute && !omoi)
5368         {
5369                 int bonus_to_h=0, bonus_to_d=0;
5370                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5371                 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);
5372
5373                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5374                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5375                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5376                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5377         }
5378
5379         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;
5380
5381         /* Affect Skill -- stealth (bonus one) */
5382         p_ptr->skill_stl += 1;
5383
5384         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5385
5386         /* Affect Skill -- disarming (DEX and INT) */
5387         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5388         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5389
5390         /* Affect Skill -- magic devices (INT) */
5391         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5392
5393         /* Affect Skill -- saving throw (WIS) */
5394         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5395
5396         /* Affect Skill -- digging (STR) */
5397         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5398
5399         /* Affect Skill -- disarming (Level, by Class) */
5400         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5401
5402         /* Affect Skill -- magic devices (Level, by Class) */
5403         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5404
5405         /* Affect Skill -- saving throw (Level, by Class) */
5406         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5407
5408         /* Affect Skill -- stealth (Level, by Class) */
5409         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5410
5411         /* Affect Skill -- search ability (Level, by Class) */
5412         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5413
5414         /* Affect Skill -- search frequency (Level, by Class) */
5415         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5416
5417         /* Affect Skill -- combat (normal) (Level, by Class) */
5418         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5419
5420         /* Affect Skill -- combat (shooting) (Level, by Class) */
5421         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5422
5423         /* Affect Skill -- combat (throwing) (Level, by Class) */
5424         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5425
5426
5427         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5428         {
5429                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5430                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5431         }
5432
5433         /* Limit Skill -- stealth from 0 to 30 */
5434         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5435         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5436
5437         /* Limit Skill -- digging from 1 up */
5438         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5439
5440         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5441
5442         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5443
5444         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;
5445
5446         if (down_saving) p_ptr->skill_sav /= 2;
5447
5448         /* Hack -- Each elemental immunity includes resistance */
5449         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5450         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5451         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5452         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5453
5454         /* Determine player alignment */
5455         for (i = 0, j = 0; i < 8; i++)
5456         {
5457                 switch (p_ptr->vir_types[i])
5458                 {
5459                 case V_JUSTICE:
5460                         p_ptr->align += p_ptr->virtues[i] * 2;
5461                         break;
5462                 case V_CHANCE:
5463                         /* Do nothing */
5464                         break;
5465                 case V_NATURE:
5466                 case V_HARMONY:
5467                         neutral[j++] = i;
5468                         break;
5469                 case V_UNLIFE:
5470                         p_ptr->align -= p_ptr->virtues[i];
5471                         break;
5472                 default:
5473                         p_ptr->align += p_ptr->virtues[i];
5474                         break;
5475                 }
5476         }
5477
5478         for (i = 0; i < j; i++)
5479         {
5480                 if (p_ptr->align > 0)
5481                 {
5482                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5483                         if (p_ptr->align < 0) p_ptr->align = 0;
5484                 }
5485                 else if (p_ptr->align < 0)
5486                 {
5487                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5488                         if (p_ptr->align > 0) p_ptr->align = 0;
5489                 }
5490         }
5491
5492         /* Hack -- handle "xtra" mode */
5493         if (character_xtra) return;
5494
5495         /* Take note when "heavy bow" changes */
5496         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5497         {
5498                 /* Message */
5499                 if (p_ptr->heavy_shoot)
5500                 {
5501 #ifdef JP
5502                         msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5503 #else
5504                         msg_print("You have trouble wielding such a heavy bow.");
5505 #endif
5506
5507                 }
5508                 else if (inventory[INVEN_BOW].k_idx)
5509                 {
5510 #ifdef JP
5511                         msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5512 #else
5513                         msg_print("You have no trouble wielding your bow.");
5514 #endif
5515
5516                 }
5517                 else
5518                 {
5519 #ifdef JP
5520                         msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5521 #else
5522                         msg_print("You feel relieved to put down your heavy bow.");
5523 #endif
5524
5525                 }
5526
5527                 /* Save it */
5528                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5529         }
5530
5531         for (i = 0 ; i < 2 ; i++)
5532         {
5533                 /* Take note when "heavy weapon" changes */
5534                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5535                 {
5536                         /* Message */
5537                         if (p_ptr->heavy_wield[i])
5538                         {
5539 #ifdef JP
5540                                 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5541 #else
5542                                 msg_print("You have trouble wielding such a heavy weapon.");
5543 #endif
5544
5545                         }
5546                         else if (buki_motteruka(INVEN_RARM+i))
5547                         {
5548 #ifdef JP
5549                                 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5550 #else
5551                                 msg_print("You have no trouble wielding your weapon.");
5552 #endif
5553
5554                         }
5555                         else if (p_ptr->heavy_wield[1-i])
5556                         {
5557 #ifdef JP
5558                                 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5559 #else
5560                                 msg_print("You have still trouble wielding a heavy weapon.");
5561 #endif
5562
5563                         }
5564                         else
5565                         {
5566 #ifdef JP
5567                                 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5568 #else
5569                                 msg_print("You feel relieved to put down your heavy weapon.");
5570 #endif
5571
5572                         }
5573
5574                         /* Save it */
5575                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5576                 }
5577
5578                 /* Take note when "heavy weapon" changes */
5579                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5580                 {
5581                         /* Message */
5582                         if (p_ptr->riding_wield[i])
5583                         {
5584 #ifdef JP
5585                                 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5586 #else
5587                                 msg_print("This weapon is not suitable for use while riding.");
5588 #endif
5589
5590                         }
5591                         else if (!p_ptr->riding)
5592                         {
5593 #ifdef JP
5594                                 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5595 #else
5596                                 msg_print("This weapon was not suitable for use while riding.");
5597 #endif
5598
5599                         }
5600                         else if (buki_motteruka(INVEN_RARM+i))
5601                         {
5602 #ifdef JP
5603                                 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5604 #else
5605                                 msg_print("This weapon is suitable for use while riding.");
5606 #endif
5607
5608                         }
5609                         /* Save it */
5610                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5611                 }
5612
5613                 /* Take note when "illegal weapon" changes */
5614                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5615                 {
5616                         /* Message */
5617                         if (p_ptr->icky_wield[i])
5618                         {
5619 #ifdef JP
5620                                 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5621 #else
5622                                 msg_print("You do not feel comfortable with your weapon.");
5623 #endif
5624                                 if (hack_mind)
5625                                 {
5626                                         chg_virtue(V_FAITH, -1);
5627                                 }
5628                         }
5629                         else if (buki_motteruka(INVEN_RARM+i))
5630                         {
5631 #ifdef JP
5632                                 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5633 #else
5634                                 msg_print("You feel comfortable with your weapon.");
5635 #endif
5636
5637                         }
5638                         else
5639                         {
5640 #ifdef JP
5641                                 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5642 #else
5643                                 msg_print("You feel more comfortable after removing your weapon.");
5644 #endif
5645
5646                         }
5647
5648                         /* Save it */
5649                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5650                 }
5651         }
5652
5653         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5654         {
5655                 /* Message */
5656                 if (p_ptr->riding_ryoute)
5657                 {
5658 #ifdef JP
5659                         msg_format("%sÇϤòÁà¤ì¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤Æ" : "");
5660 #else
5661                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5662 #endif
5663                 }
5664                 else
5665                 {
5666 #ifdef JP
5667                         msg_format("%sÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "¼ê¤¬¶õ¤¤¤Æ" : "");
5668 #else
5669                         msg_print("You began to control riding pet with one hand.");
5670 #endif
5671                 }
5672
5673                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5674         }
5675
5676         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5677         {
5678                 if (heavy_armor())
5679                 {
5680 #ifdef JP
5681 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5682 #else
5683                         msg_print("The weight of your armor disrupts your balance.");
5684 #endif
5685
5686                         if (hack_mind)
5687                         {
5688                                 chg_virtue(V_HARMONY, -1);
5689                         }
5690                 }
5691                 else
5692 #ifdef JP
5693 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5694 #else
5695                         msg_print("You regain your balance.");
5696 #endif
5697
5698                 monk_notify_aux = monk_armour_aux;
5699         }
5700
5701         for (i = 0; i < INVEN_PACK; i++)
5702         {
5703 #if 0
5704                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5705                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5706 #endif
5707                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5708                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5709         }
5710         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5711         {
5712                 object_type *o_ptr;
5713
5714                 /* Acquire object */
5715                 o_ptr = &o_list[this_o_idx];
5716
5717                 /* Acquire next object */
5718                 next_o_idx = o_ptr->next_o_idx;
5719
5720 #if 0
5721                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5722                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5723 #endif
5724                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5725                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5726         }
5727
5728         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5729 #if 0
5730         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5731         {
5732                 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5733                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5734         }
5735
5736         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)))
5737         {
5738                 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5739                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5740         }
5741 #endif
5742         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5743         {
5744                 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5745                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5746         }
5747
5748         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5749         {
5750                 magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5751                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5752         }
5753 }
5754
5755
5756
5757 /*
5758  * Handle "p_ptr->notice"
5759  */
5760 void notice_stuff(void)
5761 {
5762         /* Notice stuff */
5763         if (!p_ptr->notice) return;
5764
5765
5766         /* Actually do auto-destroy */
5767         if (p_ptr->notice & (PN_AUTODESTROY))
5768         {
5769                 p_ptr->notice &= ~(PN_AUTODESTROY);
5770                 autopick_delayed_alter();
5771         }
5772
5773         /* Combine the pack */
5774         if (p_ptr->notice & (PN_COMBINE))
5775         {
5776                 p_ptr->notice &= ~(PN_COMBINE);
5777                 combine_pack();
5778         }
5779
5780         /* Reorder the pack */
5781         if (p_ptr->notice & (PN_REORDER))
5782         {
5783                 p_ptr->notice &= ~(PN_REORDER);
5784                 reorder_pack();
5785         }
5786 }
5787
5788
5789 /*
5790  * Handle "p_ptr->update"
5791  */
5792 void update_stuff(void)
5793 {
5794         /* Update stuff */
5795         if (!p_ptr->update) return;
5796
5797
5798         if (p_ptr->update & (PU_BONUS))
5799         {
5800                 p_ptr->update &= ~(PU_BONUS);
5801                 calc_bonuses();
5802         }
5803
5804         if (p_ptr->update & (PU_TORCH))
5805         {
5806                 p_ptr->update &= ~(PU_TORCH);
5807                 calc_torch();
5808         }
5809
5810         if (p_ptr->update & (PU_HP))
5811         {
5812                 p_ptr->update &= ~(PU_HP);
5813                 calc_hitpoints();
5814         }
5815
5816         if (p_ptr->update & (PU_MANA))
5817         {
5818                 p_ptr->update &= ~(PU_MANA);
5819                 calc_mana();
5820         }
5821
5822         if (p_ptr->update & (PU_SPELLS))
5823         {
5824                 p_ptr->update &= ~(PU_SPELLS);
5825                 calc_spells();
5826         }
5827
5828
5829         /* Character is not ready yet, no screen updates */
5830         if (!character_generated) return;
5831
5832
5833         /* Character is in "icky" mode, no screen updates */
5834         if (character_icky) return;
5835
5836
5837         if (p_ptr->update & (PU_UN_LITE))
5838         {
5839                 p_ptr->update &= ~(PU_UN_LITE);
5840                 forget_lite();
5841         }
5842
5843         if (p_ptr->update & (PU_UN_VIEW))
5844         {
5845                 p_ptr->update &= ~(PU_UN_VIEW);
5846                 forget_view();
5847         }
5848
5849         if (p_ptr->update & (PU_VIEW))
5850         {
5851                 p_ptr->update &= ~(PU_VIEW);
5852                 update_view();
5853         }
5854
5855         if (p_ptr->update & (PU_LITE))
5856         {
5857                 p_ptr->update &= ~(PU_LITE);
5858                 update_lite();
5859         }
5860
5861
5862         if (p_ptr->update & (PU_FLOW))
5863         {
5864                 p_ptr->update &= ~(PU_FLOW);
5865                 update_flow();
5866         }
5867
5868         if (p_ptr->update & (PU_DISTANCE))
5869         {
5870                 p_ptr->update &= ~(PU_DISTANCE);
5871
5872                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5873                 /* p_ptr->update &= ~(PU_MONSTERS); */
5874
5875                 update_monsters(TRUE);
5876         }
5877
5878         if (p_ptr->update & (PU_MON_LITE))
5879         {
5880                 p_ptr->update &= ~(PU_MON_LITE);
5881                 update_mon_lite();
5882         }
5883
5884         /*
5885          * Mega-Hack -- Delayed visual update
5886          * Only used if update_view(), update_lite() or update_mon_lite() was called
5887          */
5888         if (p_ptr->update & (PU_DELAY_VIS))
5889         {
5890                 p_ptr->update &= ~(PU_DELAY_VIS);
5891                 delayed_visual_update();
5892         }
5893
5894         if (p_ptr->update & (PU_MONSTERS))
5895         {
5896                 p_ptr->update &= ~(PU_MONSTERS);
5897                 update_monsters(FALSE);
5898         }
5899 }
5900
5901
5902 /*
5903  * Handle "p_ptr->redraw"
5904  */
5905 void redraw_stuff(void)
5906 {
5907         /* Redraw stuff */
5908         if (!p_ptr->redraw) return;
5909
5910
5911         /* Character is not ready yet, no screen updates */
5912         if (!character_generated) return;
5913
5914
5915         /* Character is in "icky" mode, no screen updates */
5916         if (character_icky) return;
5917
5918
5919
5920         /* Hack -- clear the screen */
5921         if (p_ptr->redraw & (PR_WIPE))
5922         {
5923                 p_ptr->redraw &= ~(PR_WIPE);
5924                 msg_print(NULL);
5925                 Term_clear();
5926         }
5927
5928
5929         if (p_ptr->redraw & (PR_MAP))
5930         {
5931                 p_ptr->redraw &= ~(PR_MAP);
5932                 prt_map();
5933         }
5934
5935
5936         if (p_ptr->redraw & (PR_BASIC))
5937         {
5938                 p_ptr->redraw &= ~(PR_BASIC);
5939                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5940                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5941                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5942                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5943                 prt_frame_basic();
5944                 prt_time();
5945                 prt_dungeon();
5946         }
5947
5948         if (p_ptr->redraw & (PR_EQUIPPY))
5949         {
5950                 p_ptr->redraw &= ~(PR_EQUIPPY);
5951                 print_equippy(); /* To draw / delete equippy chars */
5952         }
5953
5954         if (p_ptr->redraw & (PR_MISC))
5955         {
5956                 p_ptr->redraw &= ~(PR_MISC);
5957                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5958 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5959
5960         }
5961
5962         if (p_ptr->redraw & (PR_TITLE))
5963         {
5964                 p_ptr->redraw &= ~(PR_TITLE);
5965                 prt_title();
5966         }
5967
5968         if (p_ptr->redraw & (PR_LEV))
5969         {
5970                 p_ptr->redraw &= ~(PR_LEV);
5971                 prt_level();
5972         }
5973
5974         if (p_ptr->redraw & (PR_EXP))
5975         {
5976                 p_ptr->redraw &= ~(PR_EXP);
5977                 prt_exp();
5978         }
5979
5980         if (p_ptr->redraw & (PR_STATS))
5981         {
5982                 p_ptr->redraw &= ~(PR_STATS);
5983                 prt_stat(A_STR);
5984                 prt_stat(A_INT);
5985                 prt_stat(A_WIS);
5986                 prt_stat(A_DEX);
5987                 prt_stat(A_CON);
5988                 prt_stat(A_CHR);
5989         }
5990
5991         if (p_ptr->redraw & (PR_STATUS))
5992         {
5993                 p_ptr->redraw &= ~(PR_STATUS);
5994                 prt_status();
5995         }
5996
5997         if (p_ptr->redraw & (PR_ARMOR))
5998         {
5999                 p_ptr->redraw &= ~(PR_ARMOR);
6000                 prt_ac();
6001         }
6002
6003         if (p_ptr->redraw & (PR_HP))
6004         {
6005                 p_ptr->redraw &= ~(PR_HP);
6006                 prt_hp();
6007         }
6008
6009         if (p_ptr->redraw & (PR_MANA))
6010         {
6011                 p_ptr->redraw &= ~(PR_MANA);
6012                 prt_sp();
6013         }
6014
6015         if (p_ptr->redraw & (PR_GOLD))
6016         {
6017                 p_ptr->redraw &= ~(PR_GOLD);
6018                 prt_gold();
6019         }
6020
6021         if (p_ptr->redraw & (PR_DEPTH))
6022         {
6023                 p_ptr->redraw &= ~(PR_DEPTH);
6024                 prt_depth();
6025         }
6026
6027         if (p_ptr->redraw & (PR_HEALTH))
6028         {
6029                 p_ptr->redraw &= ~(PR_HEALTH);
6030                 health_redraw(FALSE);
6031         }
6032
6033         if (p_ptr->redraw & (PR_UHEALTH))
6034         {
6035                 p_ptr->redraw &= ~(PR_UHEALTH);
6036                 health_redraw(TRUE);
6037         }
6038
6039
6040         if (p_ptr->redraw & (PR_EXTRA))
6041         {
6042                 p_ptr->redraw &= ~(PR_EXTRA);
6043                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6044                 p_ptr->redraw &= ~(PR_HUNGER);
6045                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6046                 prt_frame_extra();
6047         }
6048
6049         if (p_ptr->redraw & (PR_CUT))
6050         {
6051                 p_ptr->redraw &= ~(PR_CUT);
6052                 prt_cut();
6053         }
6054
6055         if (p_ptr->redraw & (PR_STUN))
6056         {
6057                 p_ptr->redraw &= ~(PR_STUN);
6058                 prt_stun();
6059         }
6060
6061         if (p_ptr->redraw & (PR_HUNGER))
6062         {
6063                 p_ptr->redraw &= ~(PR_HUNGER);
6064                 prt_hunger();
6065         }
6066
6067         if (p_ptr->redraw & (PR_STATE))
6068         {
6069                 p_ptr->redraw &= ~(PR_STATE);
6070                 prt_state();
6071         }
6072
6073         if (p_ptr->redraw & (PR_SPEED))
6074         {
6075                 p_ptr->redraw &= ~(PR_SPEED);
6076                 prt_speed();
6077         }
6078
6079         if (p_ptr->pclass == CLASS_IMITATOR)
6080         {
6081                 if (p_ptr->redraw & (PR_IMITATION))
6082                 {
6083                         p_ptr->redraw &= ~(PR_IMITATION);
6084                         prt_imitation();
6085                 }
6086         }
6087         else if (p_ptr->redraw & (PR_STUDY))
6088         {
6089                 p_ptr->redraw &= ~(PR_STUDY);
6090                 prt_study();
6091         }
6092 }
6093
6094
6095 /*
6096  * Handle "p_ptr->window"
6097  */
6098 void window_stuff(void)
6099 {
6100         int j;
6101
6102         u32b mask = 0L;
6103
6104
6105         /* Nothing to do */
6106         if (!p_ptr->window) return;
6107
6108         /* Scan windows */
6109         for (j = 0; j < 8; j++)
6110         {
6111                 /* Save usable flags */
6112                 if (angband_term[j]) mask |= window_flag[j];
6113         }
6114
6115         /* Apply usable flags */
6116         p_ptr->window &= mask;
6117
6118         /* Nothing to do */
6119         if (!p_ptr->window) return;
6120
6121
6122         /* Display inventory */
6123         if (p_ptr->window & (PW_INVEN))
6124         {
6125                 p_ptr->window &= ~(PW_INVEN);
6126                 fix_inven();
6127         }
6128
6129         /* Display equipment */
6130         if (p_ptr->window & (PW_EQUIP))
6131         {
6132                 p_ptr->window &= ~(PW_EQUIP);
6133                 fix_equip();
6134         }
6135
6136         /* Display spell list */
6137         if (p_ptr->window & (PW_SPELL))
6138         {
6139                 p_ptr->window &= ~(PW_SPELL);
6140                 fix_spell();
6141         }
6142
6143         /* Display player */
6144         if (p_ptr->window & (PW_PLAYER))
6145         {
6146                 p_ptr->window &= ~(PW_PLAYER);
6147                 fix_player();
6148         }
6149
6150         /* Display overhead view */
6151         if (p_ptr->window & (PW_MESSAGE))
6152         {
6153                 p_ptr->window &= ~(PW_MESSAGE);
6154                 fix_message();
6155         }
6156
6157         /* Display overhead view */
6158         if (p_ptr->window & (PW_OVERHEAD))
6159         {
6160                 p_ptr->window &= ~(PW_OVERHEAD);
6161                 fix_overhead();
6162         }
6163
6164         /* Display overhead view */
6165         if (p_ptr->window & (PW_DUNGEON))
6166         {
6167                 p_ptr->window &= ~(PW_DUNGEON);
6168                 fix_dungeon();
6169         }
6170
6171         /* Display monster recall */
6172         if (p_ptr->window & (PW_MONSTER))
6173         {
6174                 p_ptr->window &= ~(PW_MONSTER);
6175                 fix_monster();
6176         }
6177
6178         /* Display object recall */
6179         if (p_ptr->window & (PW_OBJECT))
6180         {
6181                 p_ptr->window &= ~(PW_OBJECT);
6182                 fix_object();
6183         }
6184 }
6185
6186
6187 /*
6188  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6189  */
6190 void handle_stuff(void)
6191 {
6192         /* Update stuff */
6193         if (p_ptr->update) update_stuff();
6194
6195         /* Redraw stuff */
6196         if (p_ptr->redraw) redraw_stuff();
6197
6198         /* Window stuff */
6199         if (p_ptr->window) window_stuff();
6200 }
6201
6202
6203 s16b empty_hands(bool riding_control)
6204 {
6205         s16b status = EMPTY_HAND_NONE;
6206
6207         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6208         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6209
6210         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6211         {
6212                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6213                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6214         }
6215
6216         return status;
6217 }
6218
6219
6220 bool heavy_armor(void)
6221 {
6222         u16b monk_arm_wgt = 0;
6223
6224         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6225
6226         /* Weight the armor */
6227         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6228         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6229         monk_arm_wgt += inventory[INVEN_BODY].weight;
6230         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6231         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6232         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6233         monk_arm_wgt += inventory[INVEN_FEET].weight;
6234
6235         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6236 }