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[Refactor] #37353 avatar.h 追加。 / Add avatar.h.
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief プレイヤーのステータス処理 / status
4  * @date 2018/09/25
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14 #include "world.h"
15 #include "quest.h"
16 #include "artifact.h"
17 #include "avatar.h"
18
19 /*!
20  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
21  * @param val 能力値
22  * @param out_val 出力先文字列ポインタ
23  * @return なし
24  */
25 void cnv_stat(int val, char *out_val)
26 {
27         /* Above 18 */
28         if (val > 18)
29         {
30                 int bonus = (val - 18);
31
32                 if (bonus >= 220)
33                 {
34                         sprintf(out_val, "18/%3s", "***");
35                 }
36                 else if (bonus >= 100)
37                 {
38                         sprintf(out_val, "18/%03d", bonus);
39                 }
40                 else
41                 {
42                         sprintf(out_val, " 18/%02d", bonus);
43                 }
44         }
45
46         /* From 3 to 18 */
47         else
48         {
49                 sprintf(out_val, "    %2d", val);
50         }
51 }
52
53 /*!
54  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
55  * Modify a stat value by a "modifier", return new value
56  * @param value 現在値
57  * @param amount 加減算値
58  * @return 加減算後の値
59  * @details
60  * <pre>
61  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
62  * Or even: 18/13, 18/23, 18/33, ..., 18/220
63  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
64  * Or even: 18/13, 18/03, 18, 17, ..., 3
65  * </pre>
66  */
67 s16b modify_stat_value(int value, int amount)
68 {
69         int    i;
70
71         /* Reward */
72         if (amount > 0)
73         {
74                 /* Apply each point */
75                 for (i = 0; i < amount; i++)
76                 {
77                         /* One point at a time */
78                         if (value < 18) value++;
79
80                         /* Ten "points" at a time */
81                         else value += 10;
82                 }
83         }
84
85         /* Penalty */
86         else if (amount < 0)
87         {
88                 /* Apply each point */
89                 for (i = 0; i < (0 - amount); i++)
90                 {
91                         /* Ten points at a time */
92                         if (value >= 18+10) value -= 10;
93
94                         /* Hack -- prevent weirdness */
95                         else if (value > 18) value = 18;
96
97                         /* One point at a time */
98                         else if (value > 3) value--;
99                 }
100         }
101
102         /* Return new value */
103         return (s16b)(value);
104 }
105
106
107
108 /*!
109  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
110  * Print character info at given row, column in a 13 char field
111  * @param info 表示文字列
112  * @param row 描画列
113  * @param col 描画行
114  * @return なし
115  */
116 static void prt_field(concptr info, TERM_LEN row, TERM_LEN col)
117 {
118         /* Dump 13 spaces to clear */
119         c_put_str(TERM_WHITE, "             ", row, col);
120
121         /* Dump the info itself */
122         c_put_str(TERM_L_BLUE, info, row, col);
123 }
124
125 /*!
126  * @brief ゲーム時刻を表示する /
127  * Print time
128  * @return なし
129  */
130 void prt_time(void)
131 {
132         int day, hour, min;
133
134         /* Dump 13 spaces to clear */
135         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
136
137         extract_day_hour_min(&day, &hour, &min);
138
139         /* Dump the info itself */
140         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
141         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
142
143         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
144 }
145
146 /*!
147  * @brief 現在のマップ名を返す /
148  * @return マップ名の文字列参照ポインタ
149  */
150 concptr map_name(void)
151 {
152         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
153             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
154                 return _("クエスト", "Quest");
155         else if (p_ptr->wild_mode)
156                 return _("地上", "Surface");
157         else if (p_ptr->inside_arena)
158                 return _("アリーナ", "Arena");
159         else if (p_ptr->inside_battle)
160                 return _("闘技場", "Monster Arena");
161         else if (!dun_level && p_ptr->town_num)
162                 return town[p_ptr->town_num].name;
163         else
164                 return d_name+d_info[dungeon_type].name;
165 }
166
167 /*!
168  * @brief 現在のマップ名を描画する / Print dungeon
169  * @return なし
170  */
171 static void prt_dungeon(void)
172 {
173         concptr dungeon_name;
174         TERM_LEN col;
175
176         /* Dump 13 spaces to clear */
177         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
178
179         dungeon_name = map_name();
180
181         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
182         if (col < 0) col = 0;
183
184         /* Dump the info itself */
185         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
186                   ROW_DUNGEON, col);
187 }
188
189
190 /*!
191  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
192  * @param stat 描画するステータスのID
193  * @return なし
194  */
195 static void prt_stat(int stat)
196 {
197         char tmp[32];
198
199         /* Display "injured" stat */
200         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
201         {
202                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
203                 cnv_stat(p_ptr->stat_use[stat], tmp);
204                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
205         }
206
207         /* Display "healthy" stat */
208         else
209         {
210                 put_str(stat_names[stat], ROW_STAT + stat, 0);
211                 cnv_stat(p_ptr->stat_use[stat], tmp);
212                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
213         }
214
215         /* Indicate natural maximum */
216         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
217         {
218 #ifdef JP
219                 /* 日本語にかぶらないように表示位置を変更 */
220                 put_str("!", ROW_STAT + stat, 5);
221 #else
222                 put_str("!", ROW_STAT + stat, 3);
223 #endif
224
225         }
226 }
227
228
229 /*
230  * 画面下部に表示する状態表示定義ID / Data structure for status bar
231  */
232 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
233 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
234 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
235 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
236 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
237 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
238 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
239 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
240 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
241 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
242 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
243 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
244 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
245 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
246 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
247 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
248 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
249 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
250 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
251 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
252 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
253 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
254 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
255 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
256 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
257 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
258 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
259 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
260 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
261 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
262 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
263 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
264 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
265 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
266 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
267 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
268 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
269 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
270 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
271 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
272 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
273 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
274 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
275 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
276 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
277 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
278 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
279 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
280 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
281 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
282 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
283 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
284 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
285 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
286 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
287 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
288 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
289 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
290 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
291 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
292 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
293 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
294 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
295 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
296 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
297 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
298 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
299
300 static struct {
301         TERM_COLOR attr;
302         concptr sstr;
303         concptr lstr;
304 } bar[]
305 #ifdef JP
306 = {
307         {TERM_YELLOW, "つ", "つよし"},
308         {TERM_VIOLET, "幻", "幻覚"},
309         {TERM_L_DARK, "盲", "盲目"},
310         {TERM_RED, "痺", "麻痺"},
311         {TERM_VIOLET, "乱", "混乱"},
312         {TERM_GREEN, "毒", "毒"},
313         {TERM_BLUE, "恐", "恐怖"},
314         {TERM_L_BLUE, "浮", "浮遊"},
315         {TERM_SLATE, "反", "反射"},
316         {TERM_SLATE, "壁", "壁抜け"},
317         {TERM_L_DARK, "幽", "幽体"},
318         {TERM_SLATE, "邪", "防邪"},
319         {TERM_VIOLET, "変", "変わり身"},
320         {TERM_YELLOW, "魔", "魔法鎧"},
321         {TERM_L_UMBER, "伸", "伸び"},
322         {TERM_WHITE, "石", "石肌"},
323         {TERM_L_BLUE, "分", "分身"},
324         {TERM_SLATE, "防", "魔法防御"},
325         {TERM_YELLOW, "究", "究極"},
326         {TERM_YELLOW, "無", "無敵"},
327         {TERM_L_GREEN, "酸", "酸免疫"},
328         {TERM_GREEN, "酸", "耐酸"},
329         {TERM_L_BLUE, "電", "電免疫"},
330         {TERM_BLUE, "電", "耐電"},
331         {TERM_L_RED, "火", "火免疫"},
332         {TERM_RED, "火", "耐火"},
333         {TERM_WHITE, "冷", "冷免疫"},
334         {TERM_SLATE, "冷", "耐冷"},
335         {TERM_GREEN, "毒", "耐毒"},
336         {TERM_L_DARK, "獄", "耐地獄"},
337         {TERM_L_BLUE, "時", "耐時間"},
338         {TERM_L_DARK, "鏡", "鏡オーラ"},
339         {TERM_L_RED, "オ", "火オーラ"},
340         {TERM_WHITE, "闘", "闘気"},
341         {TERM_WHITE, "聖", "聖オーラ"},
342         {TERM_VIOLET, "目", "目には目"},
343         {TERM_WHITE, "祝", "祝福"},
344         {TERM_WHITE, "勇", "勇"},
345         {TERM_RED, "狂", "狂乱"},
346         {TERM_L_RED, "火", "魔剣火"},
347         {TERM_WHITE, "冷", "魔剣冷"},
348         {TERM_L_BLUE, "電", "魔剣電"},
349         {TERM_SLATE, "酸", "魔剣酸"},
350         {TERM_L_GREEN, "毒", "魔剣毒"},
351         {TERM_RED, "乱", "混乱打撃"},
352         {TERM_L_BLUE, "視", "透明視"},
353         {TERM_ORANGE, "テ", "テレパシ"},
354         {TERM_L_BLUE, "回", "回復"},
355         {TERM_L_RED, "赤", "赤外"},
356         {TERM_UMBER, "隠", "隠密"},
357         {TERM_YELLOW, "隠", "超隠密"},
358         {TERM_WHITE, "帰", "帰還"},
359         {TERM_WHITE, "現", "現実変容"},
360         /* Hex */
361         {TERM_WHITE, "オ", "氷オーラ"},
362         {TERM_BLUE, "オ", "電オーラ"},
363         {TERM_L_DARK, "オ", "影オーラ"},
364         {TERM_YELLOW, "腕", "腕力強化"},
365         {TERM_RED, "肉", "肉体強化"},
366         {TERM_L_DARK, "殖", "反増殖"},
367         {TERM_ORANGE, "テ", "反テレポ"},
368         {TERM_RED, "魔", "反魔法"},
369         {TERM_SLATE, "我", "我慢"},
370         {TERM_SLATE, "宣", "宣告"},
371         {TERM_L_DARK, "剣", "魔剣化"},
372         {TERM_RED, "吸", "吸血打撃"},
373         {TERM_WHITE, "回", "回復"},
374         {TERM_L_DARK, "感", "邪悪感知"},
375         {0, NULL, NULL}
376 };
377 #else
378 = {
379         {TERM_YELLOW, "Ts", "Tsuyoshi"},
380         {TERM_VIOLET, "Ha", "Halluc"},
381         {TERM_L_DARK, "Bl", "Blind"},
382         {TERM_RED, "Pa", "Paralyzed"},
383         {TERM_VIOLET, "Cf", "Confused"},
384         {TERM_GREEN, "Po", "Poisoned"},
385         {TERM_BLUE, "Af", "Afraid"},
386         {TERM_L_BLUE, "Lv", "Levit"},
387         {TERM_SLATE, "Rf", "Reflect"},
388         {TERM_SLATE, "Pw", "PassWall"},
389         {TERM_L_DARK, "Wr", "Wraith"},
390         {TERM_SLATE, "Ev", "PrtEvl"},
391         {TERM_VIOLET, "Kw", "Kawarimi"},
392         {TERM_YELLOW, "Md", "MgcArm"},
393         {TERM_L_UMBER, "Eh", "Expand"},
394         {TERM_WHITE, "Ss", "StnSkn"},
395         {TERM_L_BLUE, "Ms", "MltShdw"},
396         {TERM_SLATE, "Rm", "ResMag"},
397         {TERM_YELLOW, "Ul", "Ultima"},
398         {TERM_YELLOW, "Iv", "Invuln"},
399         {TERM_L_GREEN, "IAc", "ImmAcid"},
400         {TERM_GREEN, "Ac", "Acid"},
401         {TERM_L_BLUE, "IEl", "ImmElec"},
402         {TERM_BLUE, "El", "Elec"},
403         {TERM_L_RED, "IFi", "ImmFire"},
404         {TERM_RED, "Fi", "Fire"},
405         {TERM_WHITE, "ICo", "ImmCold"},
406         {TERM_SLATE, "Co", "Cold"},
407         {TERM_GREEN, "Po", "Pois"},
408         {TERM_L_DARK, "Nt", "Nthr"},
409         {TERM_L_BLUE, "Ti", "Time"},
410         {TERM_L_DARK, "Mr", "Mirr"},
411         {TERM_L_RED, "SFi", "SFire"},
412         {TERM_WHITE, "Fo", "Force"},
413         {TERM_WHITE, "Ho", "Holy"},
414         {TERM_VIOLET, "Ee", "EyeEye"},
415         {TERM_WHITE, "Bs", "Bless"},
416         {TERM_WHITE, "He", "Hero"},
417         {TERM_RED, "Br", "Berserk"},
418         {TERM_L_RED, "BFi", "BFire"},
419         {TERM_WHITE, "BCo", "BCold"},
420         {TERM_L_BLUE, "BEl", "BElec"},
421         {TERM_SLATE, "BAc", "BAcid"},
422         {TERM_L_GREEN, "BPo", "BPois"},
423         {TERM_RED, "TCf", "TchCnf"},
424         {TERM_L_BLUE, "Se", "SInv"},
425         {TERM_ORANGE, "Te", "Telepa"},
426         {TERM_L_BLUE, "Rg", "Regen"},
427         {TERM_L_RED, "If", "Infr"},
428         {TERM_UMBER, "Sl", "Stealth"},
429         {TERM_YELLOW, "Stlt", "Stealth"},
430         {TERM_WHITE, "Rc", "Recall"},
431         {TERM_WHITE, "Al", "Alter"},
432         /* Hex */
433         {TERM_WHITE, "SCo", "SCold"},
434         {TERM_BLUE, "SEl", "SElec"},
435         {TERM_L_DARK, "SSh", "SShadow"},
436         {TERM_YELLOW, "EMi", "ExMight"},
437         {TERM_RED, "Bu", "BuildUp"},
438         {TERM_L_DARK, "AMl", "AntiMulti"},
439         {TERM_ORANGE, "AT", "AntiTele"},
440         {TERM_RED, "AM", "AntiMagic"},
441         {TERM_SLATE, "Pa", "Patience"},
442         {TERM_SLATE, "Rv", "Revenge"},
443         {TERM_L_DARK, "Rs", "RuneSword"},
444         {TERM_RED, "Vm", "Vampiric"},
445         {TERM_WHITE, "Cu", "Cure"},
446         {TERM_L_DARK, "ET", "EvilTele"},
447         {0, NULL, NULL}
448 };
449 #endif
450
451 /*!
452  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
453  * @param FLG フラグ位置(ビット)
454  * @return なし
455  */
456 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
457
458 /*!
459  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
460  * @param FLG フラグ位置(ビット)
461  * @return 1ならば0以外を返す
462  */
463 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
464
465
466 /*!
467  * @brief 下部に状態表示を行う / Show status bar
468  * @return なし
469  */
470 static void prt_status(void)
471 {
472         BIT_FLAGS bar_flags[3];
473         TERM_LEN wid, hgt, row_statbar, max_col_statbar;
474         int i;
475         TERM_LEN col = 0, num = 0;
476         int space = 2;
477
478         Term_get_size(&wid, &hgt);
479         row_statbar = hgt + ROW_STATBAR;
480         max_col_statbar = wid + MAX_COL_STATBAR;
481
482         Term_erase(0, row_statbar, max_col_statbar);
483
484         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
485
486         /* Tsuyoshi  */
487         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
488
489         /* Hallucinating */
490         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
491
492         /* Blindness */
493         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
494
495         /* Paralysis */
496         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
497
498         /* Confusion */
499         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
500
501         /* Posioned */
502         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
503
504         /* Times see-invisible */
505         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
506
507         /* Timed esp */
508         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
509
510         /* Timed regenerate */
511         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
512
513         /* Timed infra-vision */
514         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
515
516         /* Protection from evil */
517         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
518
519         /* Invulnerability */
520         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
521
522         /* Wraith form */
523         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
524
525         /* Kabenuke */
526         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
527
528         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
529
530         /* Heroism */
531         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
532
533         /* Super Heroism / berserk */
534         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
535
536         /* Blessed */
537         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
538
539         /* Shield */
540         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
541
542         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
543
544         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
545         
546         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
547
548         /* Oppose Acid */
549         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
550         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
551
552         /* Oppose Lightning */
553         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
554         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
555
556         /* Oppose Fire */
557         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
558         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
559
560         /* Oppose Cold */
561         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
562         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
563
564         /* Oppose Poison */
565         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
566
567         /* Word of Recall */
568         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
569
570         /* Alter realiry */
571         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
572
573         /* Afraid */
574         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
575
576         /* Resist time */
577         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
578
579         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
580
581         /* Confusing Hands */
582         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
583
584         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
585
586         /* Ultimate-resistance */
587         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
588
589         /* tim levitation */
590         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
591
592         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
593
594         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
595
596         /* Mahouken */
597         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
598         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
599         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
600         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
601         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
602         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
603
604         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
605
606         /* tim stealth */
607         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
608
609         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
610
611         /* Holy aura */
612         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
613
614         /* An Eye for an Eye */
615         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
616
617         /* Hex spells */
618         if (p_ptr->realm1 == REALM_HEX)
619         {
620                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
621                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
622                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
623                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
624                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
625                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
626                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
627                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
628                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
629                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
630                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
631                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
632                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
633                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
634                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
635                 if (hex_spelling(HEX_CURE_LIGHT) ||
636                         hex_spelling(HEX_CURE_SERIOUS) ||
637                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
638
639                 if (HEX_REVENGE_TURN(p_ptr))
640                 {
641                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
642                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
643                 }
644         }
645
646         /* Calcurate length */
647         for (i = 0; bar[i].sstr; i++)
648         {
649                 if (IS_FLG(i))
650                 {
651                         col += strlen(bar[i].lstr) + 1;
652                         num++;
653                 }
654         }
655
656         /* If there are not excess spaces for long strings, use short one */
657         if (col - 1 > max_col_statbar)
658         {
659                 space = 0;
660                 col = 0;
661
662                 for (i = 0; bar[i].sstr; i++)
663                 {
664                         if (IS_FLG(i))
665                         {
666                                 col += strlen(bar[i].sstr);
667                         }
668                 }
669
670                 /* If there are excess spaces for short string, use more */
671                 if (col - 1 <= max_col_statbar - (num-1))
672                 {
673                         space = 1;
674                         col += num - 1;
675                 }
676         }
677
678
679         /* Centering display column */
680         col = (max_col_statbar - col) / 2;
681
682         /* Display status bar */
683         for (i = 0; bar[i].sstr; i++)
684         {
685                 if (IS_FLG(i))
686                 {
687                         concptr str;
688                         if (space == 2) str = bar[i].lstr;
689                         else str = bar[i].sstr;
690
691                         c_put_str(bar[i].attr, str, row_statbar, col);
692                         col += strlen(str);
693                         if (space > 0) col++;
694                         if (col > max_col_statbar) break;
695                 }
696         }
697 }
698
699
700 /*!
701  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
702  * @return なし
703  */
704 static void prt_title(void)
705 {
706         concptr p = "";
707         GAME_TEXT str[14];
708
709         if (p_ptr->wizard)
710         {
711                 p = _("[ウィザード]", "[=-WIZARD-=]");
712         }
713         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
714         {
715                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
716                 {
717                         p = _("*真・勝利者*", "*TRUEWINNER*");
718                 }
719                 else
720                 {
721                         p = _("***勝利者***", "***WINNER***");
722                 }
723         }
724
725         /* Normal */
726         else
727         {
728                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
729                 p = str;
730         }
731
732         prt_field(p, ROW_TITLE, COL_TITLE);
733 }
734
735
736 /*!
737  * @brief プレイヤーのレベルを表示する / Prints level
738  * @return なし
739  */
740 static void prt_level(void)
741 {
742         char tmp[32];
743
744         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
745
746         if (p_ptr->lev >= p_ptr->max_plv)
747         {
748                 put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
749                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
750         }
751         else
752         {
753                 put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
754                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
755         }
756 }
757
758
759 /*!
760  * @brief プレイヤーの経験値を表示する / Display the experience
761  * @return なし
762  */
763 static void prt_exp(void)
764 {
765         char out_val[32];
766
767         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
768         {
769                 (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
770         }
771         else
772         {
773                 if (p_ptr->lev >= PY_MAX_LEVEL)
774                 {
775                         (void)sprintf(out_val, "********");
776                 }
777                 else
778                 {
779                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
780                 }
781         }
782
783         if (p_ptr->exp >= p_ptr->max_exp)
784         {
785                 if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
786                 else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
787                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
788         }
789         else
790         {
791                 put_str(_("x経験", "Exp "), ROW_EXP, 0);
792                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
793         }
794 }
795
796 /*!
797  * @brief プレイヤーの所持金を表示する / Prints current gold
798  * @return なし
799  */
800 static void prt_gold(void)
801 {
802         char tmp[32];
803         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
804         sprintf(tmp, "%9ld", (long)p_ptr->au);
805         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
806 }
807
808
809 /*!
810  * @brief プレイヤーのACを表示する / Prints current AC
811  * @return なし
812  */
813 static void prt_ac(void)
814 {
815         char tmp[32];
816
817 #ifdef JP
818 /* AC の表示方式を変更している */
819         put_str(" AC(     )", ROW_AC, COL_AC);
820         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
822 #else
823         put_str("Cur AC ", ROW_AC, COL_AC);
824         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
826 #endif
827
828 }
829
830
831 /*!
832  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
833  * @return なし
834  */
835 static void prt_hp(void)
836 {
837         /* ヒットポイントの表示方法を変更 */
838         char tmp[32];
839   
840         TERM_COLOR color;
841   
842         /* タイトル */
843         put_str("HP", ROW_CURHP, COL_CURHP);
844
845         /* 現在のヒットポイント */
846         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
847
848         if (p_ptr->chp >= p_ptr->mhp)
849         {
850                 color = TERM_L_GREEN;
851         }
852         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
853         {
854                 color = TERM_YELLOW;
855         }
856         else
857         {
858                 color = TERM_RED;
859         }
860
861         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
862
863         /* 区切り */
864         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
865
866         /* 最大ヒットポイント */
867         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
868         color = TERM_L_GREEN;
869
870         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
871 }
872
873
874 /*!
875  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
876  * @return なし
877  */
878 static void prt_sp(void)
879 {
880 /* マジックポイントの表示方法を変更している */
881         char tmp[32];
882         byte color;
883
884
885         /* Do not show mana unless it matters */
886         if (!mp_ptr->spell_book) return;
887
888         /* タイトル */
889         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
890
891         /* 現在のマジックポイント */
892         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
893
894         if (p_ptr->csp >= p_ptr->msp)
895         {
896                 color = TERM_L_GREEN;
897         }
898         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
899         {
900                 color = TERM_YELLOW;
901         }
902         else
903         {
904                 color = TERM_RED;
905         }
906
907         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
908
909         /* 区切り */
910         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
911
912         /* 最大マジックポイント */
913         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
914         color = TERM_L_GREEN;
915
916         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
917 }
918
919
920 /*!
921  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
922  * @return なし
923  */
924 static void prt_depth(void)
925 {
926         char depths[32];
927         TERM_LEN wid, hgt, row_depth, col_depth;
928         TERM_COLOR attr = TERM_WHITE;
929
930         Term_get_size(&wid, &hgt);
931         col_depth = wid + COL_DEPTH;
932         row_depth = hgt + ROW_DEPTH;
933
934         if (!dun_level)
935         {
936                 strcpy(depths, _("地上", "Surf."));
937         }
938         else if (p_ptr->inside_quest && !dungeon_type)
939         {
940                 strcpy(depths, _("地上", "Quest"));
941         }
942         else
943         {
944                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
945                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
946
947                 /* Get color of level based on feeling  -JSV- */
948                 switch (p_ptr->feeling)
949                 {
950                 case  0: attr = TERM_SLATE;   break; /* Unknown */
951                 case  1: attr = TERM_L_BLUE;  break; /* Special */
952                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
953                 case  3: attr = TERM_RED;     break; /* Very dangerous */
954                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
955                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
956                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
957                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
958                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
959                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
960                 case 10: attr = TERM_WHITE;   break; /* Boring place */
961                 }
962         }
963
964         /* Right-Adjust the "depth", and clear old values */
965         c_prt(attr, format("%7s", depths), row_depth, col_depth);
966 }
967
968
969 /*!
970  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
971  * @return なし
972  */
973 static void prt_hunger(void)
974 {
975         if(p_ptr->wizard && p_ptr->inside_arena) return;
976
977         /* Fainting / Starving */
978         if (p_ptr->food < PY_FOOD_FAINT)
979         {
980                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
981         }
982
983         /* Weak */
984         else if (p_ptr->food < PY_FOOD_WEAK)
985         {
986                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
987         }
988
989         /* Hungry */
990         else if (p_ptr->food < PY_FOOD_ALERT)
991         {
992                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
993         }
994
995         /* Normal */
996         else if (p_ptr->food < PY_FOOD_FULL)
997         {
998                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
999         }
1000
1001         /* Full */
1002         else if (p_ptr->food < PY_FOOD_MAX)
1003         {
1004                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1005         }
1006
1007         /* Gorged */
1008         else
1009         {
1010                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1011         }
1012 }
1013
1014
1015 /*!
1016  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1017  * @return なし
1018  * @details
1019  * Display is always exactly 10 characters wide (see below)
1020  * This function was a major bottleneck when resting, so a lot of
1021  * the text formatting code was optimized in place below.
1022  */
1023 static void prt_state(void)
1024 {
1025         TERM_COLOR attr = TERM_WHITE;
1026         GAME_TEXT text[16];
1027
1028         /* Repeating */
1029         if (command_rep)
1030         {
1031                 if (command_rep > 999)
1032                 {
1033                         (void)sprintf(text, "%2d00", command_rep / 100);
1034                 }
1035                 else
1036                 {
1037                         (void)sprintf(text, "  %2d", command_rep);
1038                 }
1039         }
1040
1041         /* Action */
1042         else
1043         {
1044                 switch(p_ptr->action)
1045                 {
1046                         case ACTION_SEARCH:
1047                         {
1048                                 strcpy(text, _("探索", "Sear"));
1049                                 break;
1050                         }
1051                         case ACTION_REST:
1052                         {
1053                                 int i;
1054
1055                                 /* Start with "Rest" */
1056                                 strcpy(text, _("    ", "    "));
1057
1058                                 /* Extensive (timed) rest */
1059                                 if (resting >= 1000)
1060                                 {
1061                                         i = resting / 100;
1062                                         text[3] = '0';
1063                                         text[2] = '0';
1064                                         text[1] = '0' + (i % 10);
1065                                         text[0] = '0' + (i / 10);
1066                                 }
1067
1068                                 /* Long (timed) rest */
1069                                 else if (resting >= 100)
1070                                 {
1071                                         i = resting;
1072                                         text[3] = '0' + (i % 10);
1073                                         i = i / 10;
1074                                         text[2] = '0' + (i % 10);
1075                                         text[1] = '0' + (i / 10);
1076                                 }
1077
1078                                 /* Medium (timed) rest */
1079                                 else if (resting >= 10)
1080                                 {
1081                                         i = resting;
1082                                         text[3] = '0' + (i % 10);
1083                                         text[2] = '0' + (i / 10);
1084                                 }
1085
1086                                 /* Short (timed) rest */
1087                                 else if (resting > 0)
1088                                 {
1089                                         i = resting;
1090                                         text[3] = '0' + (i);
1091                                 }
1092
1093                                 /* Rest until healed */
1094                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1095                                 {
1096                                         text[0] = text[1] = text[2] = text[3] = '*';
1097                                 }
1098
1099                                 /* Rest until done */
1100                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1101                                 {
1102                                         text[0] = text[1] = text[2] = text[3] = '&';
1103                                 }
1104                                 break;
1105                         }
1106                         case ACTION_LEARN:
1107                         {
1108                                 strcpy(text, _("学習", "lear"));
1109                                 if (new_mane) attr = TERM_L_RED;
1110                                 break;
1111                         }
1112                         case ACTION_FISH:
1113                         {
1114                                 strcpy(text, _("釣り", "fish"));
1115                                 break;
1116                         }
1117                         case ACTION_KAMAE:
1118                         {
1119                                 int i;
1120                                 for (i = 0; i < MAX_KAMAE; i++)
1121                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1122                                 switch (i)
1123                                 {
1124                                         case 0: attr = TERM_GREEN;break;
1125                                         case 1: attr = TERM_WHITE;break;
1126                                         case 2: attr = TERM_L_BLUE;break;
1127                                         case 3: attr = TERM_L_RED;break;
1128                                 }
1129                                 strcpy(text, kamae_shurui[i].desc);
1130                                 break;
1131                         }
1132                         case ACTION_KATA:
1133                         {
1134                                 int i;
1135                                 for (i = 0; i < MAX_KATA; i++)
1136                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1137                                 strcpy(text, kata_shurui[i].desc);
1138                                 break;
1139                         }
1140                         case ACTION_SING:
1141                         {
1142                                 strcpy(text, _("歌  ", "Sing"));
1143                                 break;
1144                         }
1145                         case ACTION_HAYAGAKE:
1146                         {
1147                                 strcpy(text, _("速駆", "Fast"));
1148                                 break;
1149                         }
1150                         case ACTION_SPELL:
1151                         {
1152                                 strcpy(text, _("詠唱", "Spel"));
1153                                 break;
1154                         }
1155                         default:
1156                         {
1157                                 strcpy(text, "    ");
1158                                 break;
1159                         }
1160                 }
1161         }
1162
1163         /* Display the info (or blanks) */
1164         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1165 }
1166
1167
1168 /*!
1169  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1170  * @return なし
1171  */
1172 static void prt_speed(void)
1173 {
1174         int i = p_ptr->pspeed;
1175         bool is_fast = IS_FAST();
1176
1177         TERM_COLOR attr = TERM_WHITE;
1178         char buf[32] = "";
1179         TERM_LEN wid, hgt, row_speed, col_speed;
1180
1181         Term_get_size(&wid, &hgt);
1182         col_speed = wid + COL_SPEED;
1183         row_speed = hgt + ROW_SPEED;
1184
1185         /* Hack -- Visually "undo" the Search Mode Slowdown */
1186         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1187
1188         /* Fast */
1189         if (i > 110)
1190         {
1191                 if (p_ptr->riding)
1192                 {
1193                         monster_type *m_ptr = &m_list[p_ptr->riding];
1194                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1195                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1196                         else attr = TERM_GREEN;
1197                 }
1198                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1199                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1200                 else attr = TERM_L_GREEN;
1201 #ifdef JP
1202                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1203 #else
1204                 sprintf(buf, "Fast(+%d)", (i - 110));
1205 #endif
1206
1207         }
1208
1209         /* Slow */
1210         else if (i < 110)
1211         {
1212                 if (p_ptr->riding)
1213                 {
1214                         monster_type *m_ptr = &m_list[p_ptr->riding];
1215                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1216                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1217                         else attr = TERM_RED;
1218                 }
1219                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1220                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1221                 else attr = TERM_L_UMBER;
1222 #ifdef JP
1223                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1224 #else
1225                 sprintf(buf, "Slow(-%d)", (110 - i));
1226 #endif
1227         }
1228         else if (p_ptr->riding)
1229         {
1230                 attr = TERM_GREEN;
1231                 strcpy(buf, _("乗馬中", "Riding"));
1232         }
1233
1234         /* Display the speed */
1235         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1236 }
1237
1238
1239 /*!
1240  * @brief プレイヤーの呪文学習可能状態を表示する
1241  * @return なし
1242  */
1243 static void prt_study(void)
1244 {
1245         TERM_LEN wid, hgt, row_study, col_study;
1246
1247         Term_get_size(&wid, &hgt);
1248         col_study = wid + COL_STUDY;
1249         row_study = hgt + ROW_STUDY;
1250
1251         if (p_ptr->new_spells)
1252         {
1253                 put_str(_("学習", "Stud"), row_study, col_study);
1254         }
1255         else
1256         {
1257                 put_str("    ", row_study, col_study);
1258         }
1259 }
1260
1261
1262 /*!
1263  * @brief プレイヤーのものまね可能状態を表示する
1264  * @return なし
1265  */
1266 static void prt_imitation(void)
1267 {
1268         TERM_LEN wid, hgt, row_study, col_study;
1269
1270         Term_get_size(&wid, &hgt);
1271         col_study = wid + COL_STUDY;
1272         row_study = hgt + ROW_STUDY;
1273
1274         if (p_ptr->pclass == CLASS_IMITATOR)
1275         {
1276                 if (p_ptr->mane_num)
1277                 {
1278                         TERM_COLOR attr;
1279                         if (new_mane) attr = TERM_L_RED;
1280                         else attr = TERM_WHITE;
1281                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1282                 }
1283                 else
1284                 {
1285                         put_str("    ", row_study, col_study);
1286                 }
1287         }
1288 }
1289
1290 /*!
1291  * @brief プレイヤーの負傷状態を表示する
1292  * @return なし
1293  */
1294 static void prt_cut(void)
1295 {
1296         int c = p_ptr->cut;
1297
1298         if (c > 1000)
1299         {
1300                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1301         }
1302         else if (c > 200)
1303         {
1304                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1305         }
1306         else if (c > 100)
1307         {
1308                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1309         }
1310         else if (c > 50)
1311         {
1312                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1313         }
1314         else if (c > 25)
1315         {
1316                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1317         }
1318         else if (c > 10)
1319         {
1320                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1321         }
1322         else if (c)
1323         {
1324                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1325         }
1326         else
1327         {
1328                 put_str("            ", ROW_CUT, COL_CUT);
1329         }
1330 }
1331
1332
1333 /*!
1334  * @brief プレイヤーの朦朧状態を表示する
1335  * @return なし
1336  */
1337 static void prt_stun(void)
1338 {
1339         int s = p_ptr->stun;
1340
1341         if (s > 100)
1342         {
1343                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1344         }
1345         else if (s > 50)
1346         {
1347                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1348         }
1349         else if (s)
1350         {
1351                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1352         }
1353         else
1354         {
1355                 put_str("            ", ROW_STUN, COL_STUN);
1356         }
1357 }
1358
1359
1360
1361 /*!
1362  * @brief モンスターの体力ゲージを表示する
1363  * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1364  * @return なし
1365  * @details
1366  * <pre>
1367  * Redraw the "monster health bar"      -DRS-
1368  * Rather extensive modifications by    -BEN-
1369  *
1370  * The "monster health bar" provides visual feedback on the "health"
1371  * of the monster currently being "tracked".  There are several ways
1372  * to "track" a monster, including targetting it, attacking it, and
1373  * affecting it (and nobody else) with a ranged attack.
1374  *
1375  * Display the monster health bar (affectionately known as the
1376  * "health-o-meter").  Clear health bar if nothing is being tracked.
1377  * Auto-track current target monster when bored.  Note that the
1378  * health-bar stops tracking any monster that "disappears".
1379  * </pre>
1380  */
1381 static void health_redraw(bool riding)
1382 {
1383         s16b health_who;
1384         int row, col;
1385         monster_type *m_ptr;
1386
1387         if (riding)
1388         {
1389                 health_who = p_ptr->riding;
1390                 row = ROW_RIDING_INFO;
1391                 col = COL_RIDING_INFO;
1392         }
1393         else
1394         {
1395                 health_who = p_ptr->health_who;
1396                 row = ROW_INFO;
1397                 col = COL_INFO;
1398         }
1399
1400         m_ptr = &m_list[health_who];
1401
1402         if (p_ptr->wizard && p_ptr->inside_battle)
1403         {
1404                 row = ROW_INFO - 2;
1405                 col = COL_INFO + 2;
1406
1407                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1408                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1409                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1410                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1411
1412                 if(m_list[1].r_idx)
1413                 {
1414                         Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1415                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1416                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1417                 }
1418
1419                 if(m_list[2].r_idx)
1420                 {
1421                         Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1422                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1423                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1424                 }
1425
1426                 if(m_list[3].r_idx)
1427                 {
1428                         Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1429                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1430                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1431                 }
1432
1433                 if(m_list[4].r_idx)
1434                 {
1435                         Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1436                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1437                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1438                 }
1439         }
1440         else
1441         {
1442
1443                 /* Not tracking */
1444                 if (!health_who)
1445                 {
1446                         /* Erase the health bar */
1447                         Term_erase(col, row, 12);
1448                 }
1449
1450                 /* Tracking an unseen monster */
1451                 else if (!m_ptr->ml)
1452                 {
1453                         /* Indicate that the monster health is "unknown" */
1454                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1455                 }
1456
1457                 /* Tracking a hallucinatory monster */
1458                 else if (p_ptr->image)
1459                 {
1460                         /* Indicate that the monster health is "unknown" */
1461                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1462                 }
1463
1464                 /* Tracking a dead monster (???) */
1465                 else if (m_ptr->hp < 0)
1466                 {
1467                         /* Indicate that the monster health is "unknown" */
1468                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1469                 }
1470
1471                 /* Tracking a visible monster */
1472                 else
1473                 {
1474                         /* Extract the "percent" of health */
1475                         int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1476                         int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1477
1478                         /* Convert percent into "health" */
1479                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1480
1481                         /* Default to almost dead */
1482                         TERM_COLOR attr = TERM_RED;
1483
1484                         /* Invulnerable */
1485                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1486
1487                         /* Asleep */
1488                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1489
1490                         /* Afraid */
1491                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1492
1493                         /* Healthy */
1494                         else if (pct >= 100) attr = TERM_L_GREEN;
1495
1496                         /* Somewhat Wounded */
1497                         else if (pct >= 60) attr = TERM_YELLOW;
1498
1499                         /* Wounded */
1500                         else if (pct >= 25) attr = TERM_ORANGE;
1501
1502                         /* Badly wounded */
1503                         else if (pct >= 10) attr = TERM_L_RED;
1504
1505                         /* Default to "unknown" */
1506                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1507
1508                         /* Dump the current "health" (use '*' symbols) */
1509                         Term_putstr(col + 1, row, len, attr, "**********");
1510                 }
1511         }
1512 }
1513
1514
1515
1516 /*!
1517  * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1518  * @return なし
1519  */
1520 static void prt_frame_basic(void)
1521 {
1522         int i;
1523
1524         /* Race and Class */
1525         if (p_ptr->mimic_form)
1526                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1527         else
1528         {
1529                 char str[14];
1530                 my_strcpy(str, rp_ptr->title, sizeof(str));
1531                 prt_field(str, ROW_RACE, COL_RACE);
1532         }
1533 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1534 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1535
1536
1537         /* Title */
1538         prt_title();
1539
1540         /* Level/Experience */
1541         prt_level();
1542         prt_exp();
1543
1544         /* All Stats */
1545         for (i = 0; i < A_MAX; i++) prt_stat(i);
1546
1547         /* Armor */
1548         prt_ac();
1549
1550         /* Hitpoints */
1551         prt_hp();
1552
1553         /* Spellpoints */
1554         prt_sp();
1555
1556         /* Gold */
1557         prt_gold();
1558
1559         /* Current depth */
1560         prt_depth();
1561
1562         /* Special */
1563         health_redraw(FALSE);
1564         health_redraw(TRUE);
1565 }
1566
1567
1568 /*!
1569  * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1570  * @return なし
1571  */
1572 static void prt_frame_extra(void)
1573 {
1574         /* Cut/Stun */
1575         prt_cut();
1576         prt_stun();
1577
1578         /* Food */
1579         prt_hunger();
1580
1581         /* State */
1582         prt_state();
1583
1584         /* Speed */
1585         prt_speed();
1586
1587         /* Study spells */
1588         prt_study();
1589
1590         prt_imitation();
1591
1592         prt_status();
1593 }
1594
1595
1596 /*!
1597  * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1598  * @return なし
1599  */
1600 static void fix_inven(void)
1601 {
1602         int j;
1603
1604         /* Scan windows */
1605         for (j = 0; j < 8; j++)
1606         {
1607                 term *old = Term;
1608
1609                 /* No window */
1610                 if (!angband_term[j]) continue;
1611
1612                 /* No relevant flags */
1613                 if (!(window_flag[j] & (PW_INVEN))) continue;
1614
1615                 /* Activate */
1616                 Term_activate(angband_term[j]);
1617
1618                 /* Display inventory */
1619                 display_inven();
1620                 Term_fresh();
1621
1622                 /* Restore */
1623                 Term_activate(old);
1624         }
1625 }
1626
1627
1628 /*!
1629  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1630  * @param x 表示列
1631  * @param y 表示行
1632  * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1633  * @param n_same モンスターの数の現在数
1634  * @details
1635  * <pre>
1636  * nnn X LV name
1637  *  nnn : number or unique(U) or wanted unique(W)
1638  *  X   : symbol of monster
1639  *  LV  : monster lv if known
1640  *  name: name of monster
1641  * @return なし
1642  * </pre>
1643  */
1644 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1645         char buf[256];
1646         int i;
1647         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1648         monster_race* r_ptr = &r_info[r_idx];
1649  
1650         Term_gotoxy(x, y);
1651         if(!r_ptr)return;
1652         //Number of 'U'nique
1653         if(r_ptr->flags1&RF1_UNIQUE){//unique
1654                 bool is_kubi = FALSE;
1655                 for(i=0;i<MAX_KUBI;i++){
1656                         if(kubi_r_idx[i] == r_idx){
1657                                 is_kubi = TRUE;
1658                                 break;
1659                         }
1660                 }
1661                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1662         }else{
1663                 sprintf(buf, "%3d", n_same);
1664                 Term_addstr(-1, TERM_WHITE, buf);
1665         }
1666         //symbol
1667         Term_addstr(-1, TERM_WHITE, " ");
1668         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1669         //Term_addstr(-1, TERM_WHITE, "/");
1670         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1671         //LV
1672         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1673                 sprintf(buf, " %2d", (int)r_ptr->level);
1674         }else{
1675                 strcpy(buf, " ??");
1676         }
1677         Term_addstr(-1, TERM_WHITE, buf);
1678         //name
1679         sprintf(buf, " %s ", r_name+r_ptr->name);
1680         Term_addstr(-1, TERM_WHITE, buf);
1681  
1682         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1683 }
1684
1685 /*!
1686  * @brief モンスターの出現リストを表示する / Print monster info in line
1687  * @param x 表示列
1688  * @param y 表示行
1689  * @param max_lines 最大何行描画するか
1690  */
1691 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1692         TERM_LEN line = y;
1693         monster_type* last_mons = NULL;
1694         monster_type* m_ptr = NULL;
1695         int n_same = 0;
1696         int i;
1697
1698         for(i=0;i<temp_n;i++){
1699                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1700                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1701                 m_ptr = &m_list[c_ptr->m_idx];
1702                 if(is_pet(m_ptr))continue;//pet
1703                 if(!m_ptr->r_idx)continue;//dead?
1704                 {
1705                         /*
1706                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1707                         monster_race* r_ptr = &r_info[r_idx];
1708                         concptr name = (r_name + r_ptr->name);
1709                         concptr ename = (r_name + r_ptr->name);
1710                         //ミミック類や「それ」等は、一覧に出てはいけない
1711                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1712                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1713                         //『ヌル』は、一覧に出てはいけない
1714                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1715                            (strcmp(ename, "Null the Living Void")==0))continue;
1716                         //"金無垢の指輪"は、一覧に出てはいけない
1717                         if((strcmp(name, "金無垢の指輪")==0)||
1718                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1719                         */
1720                 }
1721
1722                 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1723                 if(!last_mons){//先頭モンスター
1724                         last_mons = m_ptr;
1725                         n_same = 1;
1726                         continue;
1727                 }
1728                 //same race?
1729                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1730                         n_same++;
1731                         continue;//表示処理を次に回す
1732                 }
1733                 //print last mons info
1734                 print_monster_line(x, line++, last_mons, n_same);
1735                 n_same = 1;
1736                 last_mons = m_ptr;
1737                 if(line-y-1==max_lines){//残り1行
1738                         break;
1739                 }
1740         }
1741         if(line-y-1==max_lines && i!=temp_n){
1742                 Term_gotoxy(x, line);
1743                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1744         }else{
1745                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1746         }
1747 }
1748
1749 /*!
1750  * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1751  * @return なし
1752  */
1753 static void fix_monster_list(void)
1754 {
1755         int j;
1756         int w, h;
1757
1758         /* Scan windows */
1759         for (j = 0; j < 8; j++)
1760         {
1761                 term *old = Term;
1762
1763                 /* No window */
1764                 if (!angband_term[j]) continue;
1765
1766                 /* No relevant flags */
1767                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1768
1769                 /* Activate */
1770                 Term_activate(angband_term[j]);
1771                 Term_get_size(&w, &h);
1772
1773                 Term_clear();
1774
1775                 target_set_prepare_look();//モンスター一覧を生成,ソート
1776                 print_monster_list(0, 0, h);
1777                 Term_fresh();
1778
1779                 /* Restore */
1780                 Term_activate(old);
1781         }
1782 }
1783
1784
1785
1786 /*!
1787  * @brief 現在の装備品をサブウィンドウに表示する / 
1788  * Hack -- display equipment in sub-windows
1789  * @return なし
1790  */
1791 static void fix_equip(void)
1792 {
1793         int j;
1794
1795         /* Scan windows */
1796         for (j = 0; j < 8; j++)
1797         {
1798                 term *old = Term;
1799
1800                 /* No window */
1801                 if (!angband_term[j]) continue;
1802
1803                 /* No relevant flags */
1804                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1805
1806                 /* Activate */
1807                 Term_activate(angband_term[j]);
1808
1809                 /* Display equipment */
1810                 display_equip();
1811                 Term_fresh();
1812
1813                 /* Restore */
1814                 Term_activate(old);
1815         }
1816 }
1817
1818
1819 /*!
1820  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1821  * Hack -- display spells in sub-windows
1822  * @return なし
1823  */
1824 static void fix_spell(void)
1825 {
1826         int j;
1827
1828         /* Scan windows */
1829         for (j = 0; j < 8; j++)
1830         {
1831                 term *old = Term;
1832
1833                 /* No window */
1834                 if (!angband_term[j]) continue;
1835
1836                 /* No relevant flags */
1837                 if (!(window_flag[j] & (PW_SPELL))) continue;
1838
1839                 /* Activate */
1840                 Term_activate(angband_term[j]);
1841
1842                 /* Display spell list */
1843                 display_spell_list();
1844                 Term_fresh();
1845
1846                 /* Restore */
1847                 Term_activate(old);
1848         }
1849 }
1850
1851
1852 /*!
1853  * @brief 現在のプレイヤーステータスをサブウィンドウに表示する / 
1854  * Hack -- display character in sub-windows
1855  * @return なし
1856  */
1857 static void fix_player(void)
1858 {
1859         int j;
1860
1861         /* Scan windows */
1862         for (j = 0; j < 8; j++)
1863         {
1864                 term *old = Term;
1865
1866                 /* No window */
1867                 if (!angband_term[j]) continue;
1868
1869                 /* No relevant flags */
1870                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1871
1872                 /* Activate */
1873                 Term_activate(angband_term[j]);
1874
1875                 update_playtime();
1876                 display_player(0);
1877                 Term_fresh();
1878
1879                 /* Restore */
1880                 Term_activate(old);
1881         }
1882 }
1883
1884 /*!
1885  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1886  * Hack -- display recent messages in sub-windows
1887  * Adjust for width and split messages
1888  * @return なし
1889  */
1890 static void fix_message(void)
1891 {
1892         int j, i;
1893         TERM_LEN w, h;
1894         TERM_LEN x, y;
1895
1896         /* Scan windows */
1897         for (j = 0; j < 8; j++)
1898         {
1899                 term *old = Term;
1900
1901                 /* No window */
1902                 if (!angband_term[j]) continue;
1903
1904                 /* No relevant flags */
1905                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1906
1907                 /* Activate */
1908                 Term_activate(angband_term[j]);
1909
1910                 Term_get_size(&w, &h);
1911
1912                 /* Dump messages */
1913                 for (i = 0; i < h; i++)
1914                 {
1915                         /* Dump the message on the appropriate line */
1916                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1917
1918                         /* Cursor */
1919                         Term_locate(&x, &y);
1920
1921                         /* Clear to end of line */
1922                         Term_erase(x, y, 255);
1923                 }
1924                 Term_fresh();
1925
1926                 /* Restore */
1927                 Term_activate(old);
1928         }
1929 }
1930
1931
1932 /*!
1933  * @brief 簡易マップをサブウィンドウに表示する / 
1934  * Hack -- display overhead view in sub-windows
1935  * Adjust for width and split messages
1936  * @return なし
1937  * @details
1938  * Note that the "player" symbol does NOT appear on the map.
1939  */
1940 static void fix_overhead(void)
1941 {
1942         int j;
1943         int cy, cx;
1944
1945         /* Scan windows */
1946         for (j = 0; j < 8; j++)
1947         {
1948                 term *old = Term;
1949                 TERM_LEN wid, hgt;
1950
1951                 /* No window */
1952                 if (!angband_term[j]) continue;
1953
1954                 /* No relevant flags */
1955                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1956
1957                 /* Activate */
1958                 Term_activate(angband_term[j]);
1959
1960                 /* Full map in too small window is useless  */
1961                 Term_get_size(&wid, &hgt);
1962                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1963                 {
1964
1965                         display_map(&cy, &cx);
1966                         Term_fresh();
1967                 }
1968
1969                 /* Restore */
1970                 Term_activate(old);
1971         }
1972 }
1973
1974
1975 /*!
1976  * @brief ダンジョンの地形をサブウィンドウに表示する / 
1977  * Hack -- display dungeon view in sub-windows
1978  * @return なし
1979  */
1980 static void fix_dungeon(void)
1981 {
1982         int j;
1983
1984         /* Scan windows */
1985         for (j = 0; j < 8; j++)
1986         {
1987                 term *old = Term;
1988
1989                 /* No window */
1990                 if (!angband_term[j]) continue;
1991
1992                 /* No relevant flags */
1993                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1994
1995                 /* Activate */
1996                 Term_activate(angband_term[j]);
1997
1998                 /* Redraw dungeon view */
1999                 display_dungeon();
2000                 Term_fresh();
2001
2002                 /* Restore */
2003                 Term_activate(old);
2004         }
2005 }
2006
2007
2008 /*!
2009  * @brief モンスターの思い出をサブウィンドウに表示する / 
2010  * Hack -- display dungeon view in sub-windows
2011  * @return なし
2012  */
2013 static void fix_monster(void)
2014 {
2015         int j;
2016
2017         /* Scan windows */
2018         for (j = 0; j < 8; j++)
2019         {
2020                 term *old = Term;
2021
2022                 /* No window */
2023                 if (!angband_term[j]) continue;
2024
2025                 /* No relevant flags */
2026                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2027
2028                 /* Activate */
2029                 Term_activate(angband_term[j]);
2030
2031                 /* Display monster race info */
2032                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2033                 Term_fresh();
2034
2035                 /* Restore */
2036                 Term_activate(old);
2037         }
2038 }
2039
2040
2041 /*!
2042  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2043  * Hack -- display object recall in sub-windows
2044  * @return なし
2045  */
2046 static void fix_object(void)
2047 {
2048         int j;
2049
2050         /* Scan windows */
2051         for (j = 0; j < 8; j++)
2052         {
2053                 term *old = Term;
2054
2055                 /* No window */
2056                 if (!angband_term[j]) continue;
2057
2058                 /* No relevant flags */
2059                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2060
2061                 /* Activate */
2062                 Term_activate(angband_term[j]);
2063
2064                 /* Display monster race info */
2065                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2066                 Term_fresh();
2067
2068                 /* Restore */
2069                 Term_activate(old);
2070         }
2071 }
2072
2073
2074
2075 /*!
2076  * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2077  * Calculate number of spells player should have, and forget,
2078  * or remember, spells until that number is properly reflected.
2079  * @return なし
2080  * @details
2081  * Note that this function induces various "status" messages,
2082  * which must be bypasses until the character is created.
2083  */
2084 static void calc_spells(void)
2085 {
2086         int i, j, k, levels;
2087         int num_allowed;
2088         int num_boukyaku = 0;
2089
2090         const magic_type        *s_ptr;
2091         REALM_IDX which;
2092         int bonus = 0;
2093
2094
2095         concptr p;
2096
2097         /* Hack -- must be literate */
2098         if (!mp_ptr->spell_book) return;
2099
2100         /* Hack -- wait for creation */
2101         if (!character_generated) return;
2102
2103         /* Hack -- handle "xtra" mode */
2104         if (character_xtra) return;
2105
2106         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2107         {
2108                 p_ptr->new_spells = 0;
2109                 return;
2110         }
2111
2112         p = spell_category_name(mp_ptr->spell_book);
2113
2114         /* Determine the number of spells allowed */
2115         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2116
2117         /* Hack -- no negative spells */
2118         if (levels < 0) levels = 0;
2119
2120         /* Extract total allowed spells */
2121         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2122
2123         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2124         {
2125                 bonus = 4;
2126         }
2127         if (p_ptr->pclass == CLASS_SAMURAI)
2128         {
2129                 num_allowed = 32;
2130         }
2131         else if (p_ptr->realm2 == REALM_NONE)
2132         {
2133                 num_allowed = (num_allowed+1)/2;
2134                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2135         }
2136         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2137         {
2138                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2139         }
2140         else
2141         {
2142                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2143         }
2144
2145         /* Count the number of spells we know */
2146         for (j = 0; j < 64; j++)
2147         {
2148                 /* Count known spells */
2149                 if ((j < 32) ?
2150                     (p_ptr->spell_forgotten1 & (1L << j)) :
2151                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2152                 {
2153                         num_boukyaku++;
2154                 }
2155         }
2156
2157         /* See how many spells we must forget or may learn */
2158         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2159
2160         /* Forget spells which are too hard */
2161         for (i = 63; i >= 0; i--)
2162         {
2163                 /* Efficiency -- all done */
2164                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2165
2166                 /* Access the spell */
2167                 j = p_ptr->spell_order[i];
2168
2169                 /* Skip non-spells */
2170                 if (j >= 99) continue;
2171
2172
2173                 /* Get the spell */
2174                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2175                 {
2176                         if (j < 32)
2177                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2178                         else
2179                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2180                 }
2181                 else if (j < 32)
2182                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2183                 else
2184                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2185
2186                 /* Skip spells we are allowed to know */
2187                 if (s_ptr->slevel <= p_ptr->lev) continue;
2188
2189                 /* Is it known? */
2190                 if ((j < 32) ?
2191                     (p_ptr->spell_learned1 & (1L << j)) :
2192                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2193                 {
2194                         /* Mark as forgotten */
2195                         if (j < 32)
2196                         {
2197                                 p_ptr->spell_forgotten1 |= (1L << j);
2198                                 which = p_ptr->realm1;
2199                         }
2200                         else
2201                         {
2202                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2203                                 which = p_ptr->realm2;
2204                         }
2205
2206                         /* No longer known */
2207                         if (j < 32)
2208                         {
2209                                 p_ptr->spell_learned1 &= ~(1L << j);
2210                                 which = p_ptr->realm1;
2211                         }
2212                         else
2213                         {
2214                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2215                                 which = p_ptr->realm2;
2216                         }
2217
2218 #ifdef JP
2219                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2220 #else
2221                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2222 #endif
2223
2224
2225                         /* One more can be learned */
2226                         p_ptr->new_spells++;
2227                 }
2228         }
2229
2230
2231         /* Forget spells if we know too many spells */
2232         for (i = 63; i >= 0; i--)
2233         {
2234                 /* Stop when possible */
2235                 if (p_ptr->new_spells >= 0) break;
2236
2237                 /* Efficiency -- all done */
2238                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2239
2240                 /* Get the (i+1)th spell learned */
2241                 j = p_ptr->spell_order[i];
2242
2243                 /* Skip unknown spells */
2244                 if (j >= 99) continue;
2245
2246                 /* Forget it (if learned) */
2247                 if ((j < 32) ?
2248                     (p_ptr->spell_learned1 & (1L << j)) :
2249                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2250                 {
2251                         /* Mark as forgotten */
2252                         if (j < 32)
2253                         {
2254                                 p_ptr->spell_forgotten1 |= (1L << j);
2255                                 which = p_ptr->realm1;
2256                         }
2257                         else
2258                         {
2259                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2260                                 which = p_ptr->realm2;
2261                         }
2262
2263                         /* No longer known */
2264                         if (j < 32)
2265                         {
2266                                 p_ptr->spell_learned1 &= ~(1L << j);
2267                                 which = p_ptr->realm1;
2268                         }
2269                         else
2270                         {
2271                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2272                                 which = p_ptr->realm2;
2273                         }
2274
2275 #ifdef JP
2276                         msg_format("%sの%sを忘れてしまった。",
2277                                    do_spell(which, j%32, SPELL_NAME), p );
2278 #else
2279                         msg_format("You have forgotten the %s of %s.", p,
2280                                    do_spell(which, j%32, SPELL_NAME));
2281 #endif
2282
2283
2284                         /* One more can be learned */
2285                         p_ptr->new_spells++;
2286                 }
2287         }
2288
2289
2290         /* Check for spells to remember */
2291         for (i = 0; i < 64; i++)
2292         {
2293                 /* None left to remember */
2294                 if (p_ptr->new_spells <= 0) break;
2295
2296                 /* Efficiency -- all done */
2297                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2298
2299                 /* Get the next spell we learned */
2300                 j = p_ptr->spell_order[i];
2301
2302                 /* Skip unknown spells */
2303                 if (j >= 99) break;
2304
2305                 /* Access the spell */
2306                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2307                 {
2308                         if (j < 32)
2309                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2310                         else
2311                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2312                 }
2313                 else if (j<32)
2314                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2315                 else
2316                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2317
2318                 /* Skip spells we cannot remember */
2319                 if (s_ptr->slevel > p_ptr->lev) continue;
2320
2321                 /* First set of spells */
2322                 if ((j < 32) ?
2323                     (p_ptr->spell_forgotten1 & (1L << j)) :
2324                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2325                 {
2326                         /* No longer forgotten */
2327                         if (j < 32)
2328                         {
2329                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2330                                 which = p_ptr->realm1;
2331                         }
2332                         else
2333                         {
2334                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2335                                 which = p_ptr->realm2;
2336                         }
2337
2338                         /* Known once more */
2339                         if (j < 32)
2340                         {
2341                                 p_ptr->spell_learned1 |= (1L << j);
2342                                 which = p_ptr->realm1;
2343                         }
2344                         else
2345                         {
2346                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2347                                 which = p_ptr->realm2;
2348                         }
2349
2350 #ifdef JP
2351                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2352 #else
2353                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2354 #endif
2355
2356
2357                         /* One less can be learned */
2358                         p_ptr->new_spells--;
2359                 }
2360         }
2361
2362         k = 0;
2363
2364         if (p_ptr->realm2 == REALM_NONE)
2365         {
2366                 /* Count spells that can be learned */
2367                 for (j = 0; j < 32; j++)
2368                 {
2369                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2370                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2371
2372                         /* Skip spells we cannot remember */
2373                         if (s_ptr->slevel > p_ptr->lev) continue;
2374
2375                         /* Skip spells we already know */
2376                         if (p_ptr->spell_learned1 & (1L << j))
2377                         {
2378                                 continue;
2379                         }
2380
2381                         /* Count it */
2382                         k++;
2383                 }
2384                 if (k > 32) k = 32;
2385                 if ((p_ptr->new_spells > k) &&
2386                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2387                 {
2388                         p_ptr->new_spells = (s16b)k;
2389                 }
2390         }
2391
2392         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2393
2394         /* Spell count changed */
2395         if (p_ptr->old_spells != p_ptr->new_spells)
2396         {
2397                 /* Message if needed */
2398                 if (p_ptr->new_spells)
2399                 {
2400 #ifdef JP
2401                         if( p_ptr->new_spells < 10 ){
2402                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2403                         }else{
2404                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2405                         }
2406 #else
2407                         msg_format("You can learn %d more %s%s.",
2408                                    p_ptr->new_spells, p,
2409                                    (p_ptr->new_spells != 1) ? "s" : "");
2410 #endif
2411
2412                 }
2413
2414                 /* Save the new_spells value */
2415                 p_ptr->old_spells = p_ptr->new_spells;
2416
2417                 /* Redraw Study Status */
2418                 p_ptr->redraw |= (PR_STUDY);
2419
2420                 /* Redraw object recall */
2421                 p_ptr->window |= (PW_OBJECT);
2422         }
2423 }
2424
2425 /*!
2426  * @brief プレイヤーの最大MPを計算する /
2427  * Calculate maximum mana.  You do not need to know any spells.
2428  * Note that mana is lowered by heavy (or inappropriate) armor.
2429  * @return なし
2430  * @details
2431  * This function induces status messages.
2432  */
2433 static void calc_mana(void)
2434 {
2435         int msp, levels, cur_wgt, max_wgt;
2436
2437         object_type     *o_ptr;
2438
2439
2440         /* Hack -- Must be literate */
2441         if (!mp_ptr->spell_book) return;
2442
2443         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2444             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2445             (p_ptr->pclass == CLASS_BLUE_MAGE))
2446         {
2447                 levels = p_ptr->lev;
2448         }
2449         else
2450         {
2451                 if(mp_ptr->spell_first > p_ptr->lev)
2452                 {
2453                         /* Save new mana */
2454                         p_ptr->msp = 0;
2455
2456                         /* Display mana later */
2457                         p_ptr->redraw |= (PR_MANA);
2458                         return;
2459                 }
2460
2461                 /* Extract "effective" player level */
2462                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2463         }
2464
2465         if (p_ptr->pclass == CLASS_SAMURAI)
2466         {
2467                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2468                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2469         }
2470         else
2471         {
2472                 /* Extract total mana */
2473                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2474
2475                 /* Hack -- usually add one mana */
2476                 if (msp) msp++;
2477
2478                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2479
2480                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2481
2482                 /* Hack: High mages have a 25% mana bonus */
2483                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2484
2485                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2486         }
2487
2488         /* Only mages are affected */
2489         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2490         {
2491                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2492
2493                 /* Assume player is not encumbered by gloves */
2494                 p_ptr->cumber_glove = FALSE;
2495
2496                 /* Get the gloves */
2497                 o_ptr = &inventory[INVEN_HANDS];
2498
2499                 /* Examine the gloves */
2500                 object_flags(o_ptr, flgs);
2501
2502                 /* Normal gloves hurt mage-type spells */
2503                 if (o_ptr->k_idx &&
2504                     !(have_flag(flgs, TR_FREE_ACT)) &&
2505                         !(have_flag(flgs, TR_DEC_MANA)) &&
2506                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2507                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2508                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2509                 {
2510                         /* Encumbered */
2511                         p_ptr->cumber_glove = TRUE;
2512
2513                         /* Reduce mana */
2514                         msp = (3 * msp) / 4;
2515                 }
2516         }
2517
2518
2519         /* Assume player not encumbered by armor */
2520         p_ptr->cumber_armor = FALSE;
2521
2522         /* Weigh the armor */
2523         cur_wgt = 0;
2524         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2525         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2526         cur_wgt += inventory[INVEN_BODY].weight;
2527         cur_wgt += inventory[INVEN_HEAD].weight;
2528         cur_wgt += inventory[INVEN_OUTER].weight;
2529         cur_wgt += inventory[INVEN_HANDS].weight;
2530         cur_wgt += inventory[INVEN_FEET].weight;
2531
2532         /* Subtract a percentage of maximum mana. */
2533         switch (p_ptr->pclass)
2534         {
2535                 /* For these classes, mana is halved if armour 
2536                  * is 30 pounds over their weight limit. */
2537                 case CLASS_MAGE:
2538                 case CLASS_HIGH_MAGE:
2539                 case CLASS_BLUE_MAGE:
2540                 case CLASS_MONK:
2541                 case CLASS_FORCETRAINER:
2542                 case CLASS_SORCERER:
2543                 {
2544                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2545                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2546                         break;
2547                 }
2548
2549                 /* Mana halved if armour is 40 pounds over weight limit. */
2550                 case CLASS_PRIEST:
2551                 case CLASS_BARD:
2552                 case CLASS_TOURIST:
2553                 {
2554                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2555                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2556                         break;
2557                 }
2558
2559                 case CLASS_MINDCRAFTER:
2560                 case CLASS_BEASTMASTER:
2561                 case CLASS_MIRROR_MASTER:
2562                 {
2563                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2564                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2565                         break;
2566                 }
2567
2568                 /* Mana halved if armour is 50 pounds over weight limit. */
2569                 case CLASS_ROGUE:
2570                 case CLASS_RANGER:
2571                 case CLASS_RED_MAGE:
2572                 case CLASS_WARRIOR_MAGE:
2573                 {
2574                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2575                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2576                         break;
2577                 }
2578
2579                 /* Mana halved if armour is 60 pounds over weight limit. */
2580                 case CLASS_PALADIN:
2581                 case CLASS_CHAOS_WARRIOR:
2582                 {
2583                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2584                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2585                         break;
2586                 }
2587
2588                 /* For new classes created, but not yet added to this formula. */
2589                 default:
2590                 {
2591                         break;
2592                 }
2593         }
2594
2595         /* Determine the weight allowance */
2596         max_wgt = mp_ptr->spell_weight;
2597
2598         /* Heavy armor penalizes mana by a percentage.  -LM- */
2599         if ((cur_wgt - max_wgt) > 0)
2600         {
2601                 /* Encumbered */
2602                 p_ptr->cumber_armor = TRUE;
2603
2604                 /* Subtract a percentage of maximum mana. */
2605                 switch (p_ptr->pclass)
2606                 {
2607                         /* For these classes, mana is halved if armour 
2608                          * is 30 pounds over their weight limit. */
2609                         case CLASS_MAGE:
2610                         case CLASS_HIGH_MAGE:
2611                         case CLASS_BLUE_MAGE:
2612                         {
2613                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2614                                 break;
2615                         }
2616
2617                         /* Mana halved if armour is 40 pounds over weight limit. */
2618                         case CLASS_PRIEST:
2619                         case CLASS_MINDCRAFTER:
2620                         case CLASS_BEASTMASTER:
2621                         case CLASS_BARD:
2622                         case CLASS_FORCETRAINER:
2623                         case CLASS_TOURIST:
2624                         case CLASS_MIRROR_MASTER:
2625                         {
2626                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2627                                 break;
2628                         }
2629
2630                         case CLASS_SORCERER:
2631                         {
2632                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2633                                 break;
2634                         }
2635
2636                         /* Mana halved if armour is 50 pounds over weight limit. */
2637                         case CLASS_ROGUE:
2638                         case CLASS_RANGER:
2639                         case CLASS_MONK:
2640                         case CLASS_RED_MAGE:
2641                         {
2642                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2643                                 break;
2644                         }
2645
2646                         /* Mana halved if armour is 60 pounds over weight limit. */
2647                         case CLASS_PALADIN:
2648                         case CLASS_CHAOS_WARRIOR:
2649                         case CLASS_WARRIOR_MAGE:
2650                         {
2651                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2652                                 break;
2653                         }
2654
2655                         case CLASS_SAMURAI:
2656                         {
2657                                 p_ptr->cumber_armor = FALSE;
2658                                 break;
2659                         }
2660
2661                         /* For new classes created, but not yet added to this formula. */
2662                         default:
2663                         {
2664                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2665                                 break;
2666                         }
2667                 }
2668         }
2669
2670         /* Mana can never be negative */
2671         if (msp < 0) msp = 0;
2672
2673
2674         /* Maximum mana has changed */
2675         if (p_ptr->msp != msp)
2676         {
2677                 /* Enforce maximum */
2678                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2679                 {
2680                         p_ptr->csp = msp;
2681                         p_ptr->csp_frac = 0;
2682                 }
2683
2684 #ifdef JP
2685                 /* レベルアップの時は上昇量を表示する */
2686                 if ((level_up == 1) && (msp > p_ptr->msp))
2687                 {
2688                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2689                 }
2690 #endif
2691                 /* Save new mana */
2692                 p_ptr->msp = msp;
2693
2694                 /* Display mana later */
2695                 p_ptr->redraw |= (PR_MANA);
2696
2697                 p_ptr->window |= (PW_PLAYER);
2698                 p_ptr->window |= (PW_SPELL);
2699         }
2700
2701
2702         /* Hack -- handle "xtra" mode */
2703         if (character_xtra) return;
2704
2705         /* Take note when "glove state" changes */
2706         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2707         {
2708                 if (p_ptr->cumber_glove)
2709                 {
2710                         msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2711                 }
2712                 else
2713                 {
2714                         msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2715                 }
2716
2717                 /* Save it */
2718                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2719         }
2720
2721
2722         /* Take note when "armor state" changes */
2723         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2724         {
2725                 if (p_ptr->cumber_armor)
2726                 {
2727                         msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2728                 }
2729                 else
2730                 {
2731                         msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2732                 }
2733
2734                 /* Save it */
2735                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2736         }
2737 }
2738
2739
2740
2741 /*!
2742  * @brief プレイヤーの最大HPを計算する /
2743  * Calculate the players (maximal) hit points
2744  * Adjust current hitpoints if necessary
2745  * @return なし
2746  * @details
2747  */
2748 static void calc_hitpoints(void)
2749 {
2750         int bonus, mhp;
2751         byte tmp_hitdie;
2752
2753         /* Un-inflate "half-hitpoint bonus per level" value */
2754         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2755
2756         /* Calculate hitpoints */
2757         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2758
2759         if (p_ptr->mimic_form)
2760         {
2761                 if (p_ptr->pclass == CLASS_SORCERER)
2762                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2763                 else
2764                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2765                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2766         }
2767
2768         if (p_ptr->pclass == CLASS_SORCERER)
2769         {
2770                 if (p_ptr->lev < 30)
2771                         mhp = (mhp * (45+p_ptr->lev) / 100);
2772                 else
2773                         mhp = (mhp * 75 / 100);
2774                 bonus = (bonus * 65 / 100);
2775         }
2776
2777         mhp += bonus;
2778
2779         if (p_ptr->pclass == CLASS_BERSERKER)
2780         {
2781                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2782         }
2783
2784         /* Always have at least one hitpoint per level */
2785         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2786
2787         /* Factor in the hero / superhero settings */
2788         if (IS_HERO()) mhp += 10;
2789         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2790         if (p_ptr->tsuyoshi) mhp += 50;
2791
2792         /* Factor in the hex spell settings */
2793         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2794         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2795
2796         /* New maximum hitpoints */
2797         if (p_ptr->mhp != mhp)
2798         {
2799                 /* Enforce maximum */
2800                 if (p_ptr->chp >= mhp)
2801                 {
2802                         p_ptr->chp = mhp;
2803                         p_ptr->chp_frac = 0;
2804                 }
2805
2806 #ifdef JP
2807                 /* レベルアップの時は上昇量を表示する */
2808                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2809                 {
2810                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2811                 }
2812 #endif
2813                 /* Save the new max-hitpoints */
2814                 p_ptr->mhp = mhp;
2815
2816                 /* Display hitpoints (later) */
2817                 p_ptr->redraw |= (PR_HP);
2818
2819                 p_ptr->window |= (PW_PLAYER);
2820         }
2821 }
2822
2823 /*!
2824  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2825  * @return なし
2826  * @details
2827  * SWD: Experimental modification: multiple light sources have additive effect.
2828  */
2829 static void calc_torch(void)
2830 {
2831         int i, rad;
2832         object_type *o_ptr;
2833         BIT_FLAGS flgs[TR_FLAG_SIZE];
2834
2835         /* Assume no light */
2836         p_ptr->cur_lite = 0;
2837
2838         /* Loop through all wielded items */
2839         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2840         {
2841                 o_ptr = &inventory[i];
2842                 /* Skip empty slots */
2843                 if (!o_ptr->k_idx) continue;
2844                 
2845                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2846                 
2847                 /* Need Fuels */
2848                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2849                 {
2850                         if (o_ptr->tval == TV_LITE)
2851                         {
2852                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2853                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2854                         }
2855                 }
2856                 object_flags(o_ptr, flgs);
2857
2858                 /* calc the lite_radius */
2859                 
2860                 rad = 0;
2861                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2862                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2863                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2864                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2865                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2866                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2867                 p_ptr->cur_lite += (s16b)rad;
2868         }
2869
2870         /* max radius is 14 (was 5) without rewriting other code -- */
2871         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2872         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2873                 p_ptr->cur_lite = 1;
2874
2875         /*
2876          * check if the player doesn't have light radius, 
2877          * but does weakly glow as an intrinsic.
2878          */
2879         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2880
2881         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2882         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2883
2884         /* end experimental mods */
2885
2886         /* Notice changes in the "lite radius" */
2887         if (p_ptr->old_lite != p_ptr->cur_lite)
2888         {
2889                 /* Hack -- PU_MON_LITE for monsters' darkness */
2890                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2891
2892                 /* Remember the old lite */
2893                 p_ptr->old_lite = p_ptr->cur_lite;
2894
2895                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2896                         set_superstealth(FALSE);
2897         }
2898 }
2899
2900
2901 /*!
2902  * @brief プレイヤーの所持重量制限を計算する /
2903  * Computes current weight limit.
2904  * @return 制限重量(ポンド)
2905  */
2906 WEIGHT weight_limit(void)
2907 {
2908         WEIGHT i;
2909
2910         /* Weight limit based only on strength */
2911         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2912         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2913
2914         /* Return the result */
2915         return i;
2916 }
2917
2918 /*!
2919  * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
2920  * @param i 判定する手のID(右手:0 左手:1)
2921  * @return 持っているならばTRUE
2922  */
2923 bool buki_motteruka(int i)
2924 {
2925         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2926 }
2927
2928 /*!
2929  * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
2930  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2931  * @return 重すぎるならばTRUE
2932  */
2933 bool is_heavy_shoot(object_type *o_ptr)
2934 {
2935         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2936         /* It is hard to carholdry a heavy bow */
2937         return (hold < o_ptr->weight / 10);
2938 }
2939
2940 /*!
2941  * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
2942  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
2943  * @return 対応する矢/弾薬のベースアイテムID
2944  */
2945 int bow_tval_ammo(object_type *o_ptr)
2946 {
2947         /* Analyze the launcher */
2948         switch (o_ptr->sval)
2949         {
2950                 case SV_SLING:
2951                 {
2952                         return TV_SHOT;
2953                 }
2954
2955                 case SV_SHORT_BOW:
2956                 case SV_LONG_BOW:
2957                 case SV_NAMAKE_BOW:
2958                 {
2959                         return TV_ARROW;
2960                 }
2961
2962                 case SV_LIGHT_XBOW:
2963                 case SV_HEAVY_XBOW:
2964                 {
2965                         return TV_BOLT;
2966                 }
2967                 case SV_CRIMSON:
2968                 case SV_HARP:
2969                 {
2970                         return TV_NO_AMMO;
2971                 }
2972         }
2973         
2974         return 0;
2975 }
2976
2977 /*!
2978  * @brief 装備中の射撃武器の威力倍率を返す /
2979  * calcurate the fire rate of target object
2980  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
2981  * @return 射撃倍率の値(100で1.00倍)
2982  */
2983 s16b calc_num_fire(object_type *o_ptr)
2984 {
2985         int extra_shots = 0;
2986         int i;
2987         int num = 0;
2988         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
2989         object_type *q_ptr;
2990         BIT_FLAGS flgs[TR_FLAG_SIZE];
2991         
2992         /* Scan the usable inventory */
2993         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2994         {
2995                 q_ptr = &inventory[i];
2996
2997                 /* Skip non-objects */
2998                 if (!q_ptr->k_idx) continue;
2999                 
3000                 /* Do not apply current equip */
3001                 if (i == INVEN_BOW) continue;
3002
3003                 /* Extract the item flags */
3004                 object_flags(q_ptr, flgs);
3005
3006                 /* Boost shots */
3007                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3008         }
3009         
3010         object_flags(o_ptr, flgs);
3011         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3012         
3013         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3014         {
3015                 num = 100;
3016                 /* Extra shots */
3017                 num += (extra_shots * 100);
3018
3019                 /* Hack -- Rangers love Bows */
3020                 if ((p_ptr->pclass == CLASS_RANGER) && 
3021                                         (tval_ammo == TV_ARROW))
3022                 {
3023                         num += (p_ptr->lev * 4);
3024                 }
3025
3026                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3027                     (tval_ammo == TV_ARROW))
3028                 {
3029                         num += (p_ptr->lev * 3);
3030                 }
3031
3032                 if (p_ptr->pclass == CLASS_ARCHER)
3033                 {
3034                         if (tval_ammo == TV_ARROW)
3035                                 num += ((p_ptr->lev * 5)+50);
3036                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3037                                 num += (p_ptr->lev * 4);
3038                 }
3039
3040                 /*
3041                  * Addendum -- also "Reward" high level warriors,
3042                  * with _any_ missile weapon -- TY
3043                  */
3044                 if (p_ptr->pclass == CLASS_WARRIOR &&
3045                    (tval_ammo <= TV_BOLT) &&
3046                    (tval_ammo >= TV_SHOT))
3047                 {
3048                         num += (p_ptr->lev * 2);
3049                 }
3050                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3051                     (tval_ammo == TV_SHOT))
3052                 {
3053                         num += (p_ptr->lev * 4);
3054                 }
3055         }
3056         return (s16b)num;
3057 }
3058
3059 /*!
3060  * @brief プレイヤーの全ステータスを更新する / 
3061  * Calculate the players current "state", taking into account
3062  * not only race/class intrinsics, but also objects being worn
3063  * and temporary spell effects.
3064  * @return なし
3065  * @details
3066  * <pre>
3067  * See also calc_mana() and calc_hitpoints().
3068  *
3069  * Take note of the new "speed code", in particular, a very strong
3070  * player will start slowing down as soon as he reaches 150 pounds,
3071  * but not until he reaches 450 pounds will he be half as fast as
3072  * a normal kobold.  This both hurts and helps the player, hurts
3073  * because in the old days a player could just avoid 300 pounds,
3074  * and helps because now carrying 300 pounds is not very painful.
3075  *
3076  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3077  * damage, since that would affect non-combat things.  These values
3078  * are actually added in later, at the appropriate place.
3079  *
3080  * This function induces various "status" messages.
3081  * </pre>
3082  */
3083 void calc_bonuses(void)
3084 {
3085         int i, j, hold, neutral[2];
3086         int new_speed;
3087         int default_hand = 0;
3088         int empty_hands_status = empty_hands(TRUE);
3089         int extra_blows[2];
3090         object_type *o_ptr;
3091         BIT_FLAGS flgs[TR_FLAG_SIZE];
3092         bool omoi = FALSE;
3093         bool yoiyami = FALSE;
3094         bool down_saving = FALSE;
3095 #if 0
3096         bool have_dd_s = FALSE, have_dd_t = FALSE;
3097 #endif
3098         bool have_sw = FALSE, have_kabe = FALSE;
3099         bool easy_2weapon = FALSE;
3100         bool riding_levitation = FALSE;
3101         OBJECT_IDX this_o_idx, next_o_idx = 0;
3102         const player_race *tmp_rp_ptr;
3103
3104         /* Save the old vision stuff */
3105         bool old_telepathy = p_ptr->telepathy;
3106         bool old_esp_animal = p_ptr->esp_animal;
3107         bool old_esp_undead = p_ptr->esp_undead;
3108         bool old_esp_demon = p_ptr->esp_demon;
3109         bool old_esp_orc = p_ptr->esp_orc;
3110         bool old_esp_troll = p_ptr->esp_troll;
3111         bool old_esp_giant = p_ptr->esp_giant;
3112         bool old_esp_dragon = p_ptr->esp_dragon;
3113         bool old_esp_human = p_ptr->esp_human;
3114         bool old_esp_evil = p_ptr->esp_evil;
3115         bool old_esp_good = p_ptr->esp_good;
3116         bool old_esp_nonliving = p_ptr->esp_nonliving;
3117         bool old_esp_unique = p_ptr->esp_unique;
3118         bool old_see_inv = p_ptr->see_inv;
3119         bool old_mighty_throw = p_ptr->mighty_throw;
3120
3121         /* Current feature under player. */
3122         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
3123
3124         /* Save the old armor class */
3125         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
3126         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
3127
3128
3129         /* Clear extra blows/shots */
3130         extra_blows[0] = extra_blows[1] = 0;
3131
3132         /* Clear the stat modifiers */
3133         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
3134
3135
3136         /* Clear the Displayed/Real armor class */
3137         p_ptr->dis_ac = p_ptr->ac = 0;
3138
3139         /* Clear the Displayed/Real Bonuses */
3140         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3141         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3142         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3143         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3144         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3145         p_ptr->dis_to_a = p_ptr->to_a = 0;
3146         p_ptr->to_h_m = 0;
3147         p_ptr->to_d_m = 0;
3148
3149         p_ptr->to_m_chance = 0;
3150
3151         /* Clear the Extra Dice Bonuses */
3152         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3153         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3154
3155         /* Start with "normal" speed */
3156         new_speed = 110;
3157
3158         /* Start with a single blow per turn */
3159         p_ptr->num_blow[0] = 1;
3160         p_ptr->num_blow[1] = 1;
3161
3162         /* Start with a single shot per turn */
3163         p_ptr->num_fire = 100;
3164
3165         /* Reset the "xtra" tval */
3166         p_ptr->tval_xtra = 0;
3167
3168         /* Reset the "ammo" tval */
3169         p_ptr->tval_ammo = 0;
3170
3171         /* Clear all the flags */
3172         p_ptr->cursed = 0L;
3173         p_ptr->bless_blade = FALSE;
3174         p_ptr->xtra_might = FALSE;
3175         p_ptr->impact[0] = FALSE;
3176         p_ptr->impact[1] = FALSE;
3177         p_ptr->pass_wall = FALSE;
3178         p_ptr->kill_wall = FALSE;
3179         p_ptr->dec_mana = FALSE;
3180         p_ptr->easy_spell = FALSE;
3181         p_ptr->heavy_spell = FALSE;
3182         p_ptr->see_inv = FALSE;
3183         p_ptr->free_act = FALSE;
3184         p_ptr->slow_digest = FALSE;
3185         p_ptr->regenerate = FALSE;
3186         p_ptr->can_swim = FALSE;
3187         p_ptr->levitation = FALSE;
3188         p_ptr->hold_exp = FALSE;
3189         p_ptr->telepathy = FALSE;
3190         p_ptr->esp_animal = FALSE;
3191         p_ptr->esp_undead = FALSE;
3192         p_ptr->esp_demon = FALSE;
3193         p_ptr->esp_orc = FALSE;
3194         p_ptr->esp_troll = FALSE;
3195         p_ptr->esp_giant = FALSE;
3196         p_ptr->esp_dragon = FALSE;
3197         p_ptr->esp_human = FALSE;
3198         p_ptr->esp_evil = FALSE;
3199         p_ptr->esp_good = FALSE;
3200         p_ptr->esp_nonliving = FALSE;
3201         p_ptr->esp_unique = FALSE;
3202         p_ptr->lite = FALSE;
3203         p_ptr->sustain_str = FALSE;
3204         p_ptr->sustain_int = FALSE;
3205         p_ptr->sustain_wis = FALSE;
3206         p_ptr->sustain_con = FALSE;
3207         p_ptr->sustain_dex = FALSE;
3208         p_ptr->sustain_chr = FALSE;
3209         p_ptr->resist_acid = FALSE;
3210         p_ptr->resist_elec = FALSE;
3211         p_ptr->resist_fire = FALSE;
3212         p_ptr->resist_cold = FALSE;
3213         p_ptr->resist_pois = FALSE;
3214         p_ptr->resist_conf = FALSE;
3215         p_ptr->resist_sound = FALSE;
3216         p_ptr->resist_lite = FALSE;
3217         p_ptr->resist_dark = FALSE;
3218         p_ptr->resist_chaos = FALSE;
3219         p_ptr->resist_disen = FALSE;
3220         p_ptr->resist_shard = FALSE;
3221         p_ptr->resist_nexus = FALSE;
3222         p_ptr->resist_blind = FALSE;
3223         p_ptr->resist_neth = FALSE;
3224         p_ptr->resist_time = FALSE;
3225         p_ptr->resist_water = FALSE;
3226         p_ptr->resist_fear = FALSE;
3227         p_ptr->reflect = FALSE;
3228         p_ptr->sh_fire = FALSE;
3229         p_ptr->sh_elec = FALSE;
3230         p_ptr->sh_cold = FALSE;
3231         p_ptr->anti_magic = FALSE;
3232         p_ptr->anti_tele = FALSE;
3233         p_ptr->warning = FALSE;
3234         p_ptr->mighty_throw = FALSE;
3235         p_ptr->see_nocto = FALSE;
3236
3237         p_ptr->immune_acid = FALSE;
3238         p_ptr->immune_elec = FALSE;
3239         p_ptr->immune_fire = FALSE;
3240         p_ptr->immune_cold = FALSE;
3241
3242         p_ptr->ryoute = FALSE;
3243         p_ptr->migite = FALSE;
3244         p_ptr->hidarite = FALSE;
3245         p_ptr->no_flowed = FALSE;
3246
3247         p_ptr->align = friend_align;
3248
3249         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3250         else tmp_rp_ptr = &race_info[p_ptr->prace];
3251
3252         /* Base infravision (purely racial) */
3253         p_ptr->see_infra = tmp_rp_ptr->infra;
3254
3255         /* Base skill -- disarming */
3256         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3257
3258         /* Base skill -- magic devices */
3259         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3260
3261         /* Base skill -- saving throw */
3262         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3263
3264         /* Base skill -- stealth */
3265         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3266
3267         /* Base skill -- searching ability */
3268         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3269
3270         /* Base skill -- searching frequency */
3271         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3272
3273         /* Base skill -- combat (normal) */
3274         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3275
3276         /* Base skill -- combat (shooting) */
3277         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3278
3279         /* Base skill -- combat (throwing) */
3280         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3281
3282         /* Base skill -- digging */
3283         p_ptr->skill_dig = 0;
3284
3285         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3286         if (buki_motteruka(INVEN_LARM))
3287         {
3288                 p_ptr->hidarite = TRUE;
3289                 if (!p_ptr->migite) default_hand = 1;
3290         }
3291
3292         if (CAN_TWO_HANDS_WIELDING())
3293         {
3294                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3295                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3296                 {
3297                         p_ptr->ryoute = TRUE;
3298                 }
3299                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3300                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3301                 {
3302                         p_ptr->ryoute = TRUE;
3303                 }
3304                 else
3305                 {
3306                         switch (p_ptr->pclass)
3307                         {
3308                         case CLASS_MONK:
3309                         case CLASS_FORCETRAINER:
3310                         case CLASS_BERSERKER:
3311                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3312                                 {
3313                                         p_ptr->migite = TRUE;
3314                                         p_ptr->ryoute = TRUE;
3315                                 }
3316                                 break;
3317                         }
3318                 }
3319         }
3320
3321         if (!p_ptr->migite && !p_ptr->hidarite)
3322         {
3323                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3324                 else if (empty_hands_status == EMPTY_HAND_LARM)
3325                 {
3326                         p_ptr->hidarite = TRUE;
3327                         default_hand = 1;
3328                 }
3329         }
3330
3331         if (p_ptr->special_defense & KAMAE_MASK)
3332         {
3333                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3334                 {
3335                         set_action(ACTION_NONE);
3336                 }
3337         }
3338
3339         switch (p_ptr->pclass)
3340         {
3341                 case CLASS_WARRIOR:
3342                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3343                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3344                         break;
3345                 case CLASS_PALADIN:
3346                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3347                         break;
3348                 case CLASS_CHAOS_WARRIOR:
3349                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3350                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3351                         break;
3352                 case CLASS_MINDCRAFTER:
3353                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3354                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3355                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3356                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3357                         break;
3358                 case CLASS_MONK:
3359                 case CLASS_FORCETRAINER:
3360                         /* Unencumbered Monks become faster every 10 levels */
3361                         if (!(heavy_armor()))
3362                         {
3363                                 if (!(prace_is_(RACE_KLACKON) ||
3364                                       prace_is_(RACE_SPRITE) ||
3365                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3366                                         new_speed += (p_ptr->lev) / 10;
3367
3368                                 /* Free action if unencumbered at level 25 */
3369                                 if  (p_ptr->lev > 24)
3370                                         p_ptr->free_act = TRUE;
3371                         }
3372                         break;
3373                 case CLASS_SORCERER:
3374                         p_ptr->to_a -= 50;
3375                         p_ptr->dis_to_a -= 50;
3376                         break;
3377                 case CLASS_BARD:
3378                         p_ptr->resist_sound = TRUE;
3379                         break;
3380                 case CLASS_SAMURAI:
3381                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3382                         break;
3383                 case CLASS_BERSERKER:
3384                         p_ptr->shero = 1;
3385                         p_ptr->sustain_str = TRUE;
3386                         p_ptr->sustain_dex = TRUE;
3387                         p_ptr->sustain_con = TRUE;
3388                         p_ptr->regenerate = TRUE;
3389                         p_ptr->free_act = TRUE;
3390                         new_speed += 2;
3391                         if (p_ptr->lev > 29) new_speed++;
3392                         if (p_ptr->lev > 39) new_speed++;
3393                         if (p_ptr->lev > 44) new_speed++;
3394                         if (p_ptr->lev > 49) new_speed++;
3395                         p_ptr->to_a += 10+p_ptr->lev/2;
3396                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3397                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3398                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3399                         p_ptr->redraw |= PR_STATUS;
3400                         break;
3401                 case CLASS_MIRROR_MASTER:
3402                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3403                         break;
3404                 case CLASS_NINJA:
3405                         /* Unencumbered Ninjas become faster every 10 levels */
3406                         if (heavy_armor())
3407                         {
3408                                 new_speed -= (p_ptr->lev) / 10;
3409                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3410                         }
3411                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3412                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3413                         {
3414                                 new_speed += 3;
3415                                 if (!(prace_is_(RACE_KLACKON) ||
3416                                       prace_is_(RACE_SPRITE) ||
3417                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3418                                         new_speed += (p_ptr->lev) / 10;
3419                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3420
3421                                 /* Free action if unencumbered at level 25 */
3422                                 if  (p_ptr->lev > 24)
3423                                         p_ptr->free_act = TRUE;
3424                         }
3425                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3426                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3427                         {
3428                                 p_ptr->to_a += p_ptr->lev/2+5;
3429                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3430                         }
3431                         p_ptr->slow_digest = TRUE;
3432                         p_ptr->resist_fear = TRUE;
3433                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3434                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3435                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3436                         if (p_ptr->lev > 44)
3437                         {
3438                                 p_ptr->oppose_pois = 1;
3439                                 p_ptr->redraw |= PR_STATUS;
3440                         }
3441                         p_ptr->see_nocto = TRUE;
3442                         break;
3443         }
3444
3445         /***** Races ****/
3446         if (p_ptr->mimic_form)
3447         {
3448                 switch (p_ptr->mimic_form)
3449                 {
3450                 case MIMIC_DEMON:
3451                         p_ptr->hold_exp = TRUE;
3452                         p_ptr->resist_chaos = TRUE;
3453                         p_ptr->resist_neth = TRUE;
3454                         p_ptr->resist_fire = TRUE;
3455                         p_ptr->oppose_fire = 1;
3456                         p_ptr->see_inv=TRUE;
3457                         new_speed += 3;
3458                         p_ptr->redraw |= PR_STATUS;
3459                         p_ptr->to_a += 10;
3460                         p_ptr->dis_to_a += 10;
3461                         p_ptr->align -= 200;
3462                         break;
3463                 case MIMIC_DEMON_LORD:
3464                         p_ptr->hold_exp = TRUE;
3465                         p_ptr->resist_chaos = TRUE;
3466                         p_ptr->resist_neth = TRUE;
3467                         p_ptr->immune_fire = TRUE;
3468                         p_ptr->resist_acid = TRUE;
3469                         p_ptr->resist_fire = TRUE;
3470                         p_ptr->resist_cold = TRUE;
3471                         p_ptr->resist_elec = TRUE;
3472                         p_ptr->resist_pois = TRUE;
3473                         p_ptr->resist_conf = TRUE;
3474                         p_ptr->resist_disen = TRUE;
3475                         p_ptr->resist_nexus = TRUE;
3476                         p_ptr->resist_fear = TRUE;
3477                         p_ptr->sh_fire = TRUE;
3478                         p_ptr->see_inv = TRUE;
3479                         p_ptr->telepathy = TRUE;
3480                         p_ptr->levitation = TRUE;
3481                         p_ptr->kill_wall = TRUE;
3482                         new_speed += 5;
3483                         p_ptr->to_a += 20;
3484                         p_ptr->dis_to_a += 20;
3485                         p_ptr->align -= 200;
3486                         break;
3487                 case MIMIC_VAMPIRE:
3488                         p_ptr->resist_dark = TRUE;
3489                         p_ptr->hold_exp = TRUE;
3490                         p_ptr->resist_neth = TRUE;
3491                         p_ptr->resist_cold = TRUE;
3492                         p_ptr->resist_pois = TRUE;
3493                         p_ptr->see_inv = TRUE;
3494                         new_speed += 3;
3495                         p_ptr->to_a += 10;
3496                         p_ptr->dis_to_a += 10;
3497                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3498                         break;
3499                 }
3500         }
3501         else
3502         {
3503                 switch (p_ptr->prace)
3504                 {
3505                 case RACE_ELF:
3506                         p_ptr->resist_lite = TRUE;
3507                         break;
3508                 case RACE_HOBBIT:
3509                         p_ptr->hold_exp = TRUE;
3510                         break;
3511                 case RACE_GNOME:
3512                         p_ptr->free_act = TRUE;
3513                         break;
3514                 case RACE_DWARF:
3515                         p_ptr->resist_blind = TRUE;
3516                         break;
3517                 case RACE_HALF_ORC:
3518                         p_ptr->resist_dark = TRUE;
3519                         break;
3520                 case RACE_HALF_TROLL:
3521                         p_ptr->sustain_str = TRUE;
3522
3523                         if (p_ptr->lev > 14)
3524                         {
3525                                 /* High level trolls heal fast... */
3526                                 p_ptr->regenerate = TRUE;
3527
3528                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3529                                 {
3530                                         p_ptr->slow_digest = TRUE;
3531                                         /* Let's not make Regeneration
3532                                          * a disadvantage for the poor warriors who can
3533                                          * never learn a spell that satisfies hunger (actually
3534                                          * neither can rogues, but half-trolls are not
3535                                          * supposed to play rogues) */
3536                                 }
3537                         }
3538                         break;
3539                 case RACE_AMBERITE:
3540                         p_ptr->sustain_con = TRUE;
3541                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3542                         break;
3543                 case RACE_HIGH_ELF:
3544                         p_ptr->resist_lite = TRUE;
3545                         p_ptr->see_inv = TRUE;
3546                         break;
3547                 case RACE_BARBARIAN:
3548                         p_ptr->resist_fear = TRUE;
3549                         break;
3550                 case RACE_HALF_OGRE:
3551                         p_ptr->resist_dark = TRUE;
3552                         p_ptr->sustain_str = TRUE;
3553                         break;
3554                 case RACE_HALF_GIANT:
3555                         p_ptr->sustain_str = TRUE;
3556                         p_ptr->resist_shard = TRUE;
3557                         break;
3558                 case RACE_HALF_TITAN:
3559                         p_ptr->resist_chaos = TRUE;
3560                         break;
3561                 case RACE_CYCLOPS:
3562                         p_ptr->resist_sound = TRUE;
3563                         break;
3564                 case RACE_YEEK:
3565                         p_ptr->resist_acid = TRUE;
3566                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3567                         break;
3568                 case RACE_KLACKON:
3569                         p_ptr->resist_conf = TRUE;
3570                         p_ptr->resist_acid = TRUE;
3571
3572                         /* Klackons become faster */
3573                         new_speed += (p_ptr->lev) / 10;
3574                         break;
3575                 case RACE_KOBOLD:
3576                         p_ptr->resist_pois = TRUE;
3577                         break;
3578                 case RACE_NIBELUNG:
3579                         p_ptr->resist_disen = TRUE;
3580                         p_ptr->resist_dark = TRUE;
3581                         break;
3582                 case RACE_DARK_ELF:
3583                         p_ptr->resist_dark = TRUE;
3584                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3585                         break;
3586                 case RACE_DRACONIAN:
3587                         p_ptr->levitation = TRUE;
3588                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3589                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3590                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3591                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3592                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3593                         break;
3594                 case RACE_MIND_FLAYER:
3595                         p_ptr->sustain_int = TRUE;
3596                         p_ptr->sustain_wis = TRUE;
3597                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3598                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3599                         break;
3600                 case RACE_IMP:
3601                         p_ptr->resist_fire = TRUE;
3602                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3603                         break;
3604                 case RACE_GOLEM:
3605                         p_ptr->slow_digest = TRUE;
3606                         p_ptr->free_act = TRUE;
3607                         p_ptr->see_inv = TRUE;
3608                         p_ptr->resist_pois = TRUE;
3609                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3610                         break;
3611                 case RACE_SKELETON:
3612                         p_ptr->resist_shard = TRUE;
3613                         p_ptr->hold_exp = TRUE;
3614                         p_ptr->see_inv = TRUE;
3615                         p_ptr->resist_pois = TRUE;
3616                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3617                         break;
3618                 case RACE_ZOMBIE:
3619                         p_ptr->resist_neth = TRUE;
3620                         p_ptr->hold_exp = TRUE;
3621                         p_ptr->see_inv = TRUE;
3622                         p_ptr->resist_pois = TRUE;
3623                         p_ptr->slow_digest = TRUE;
3624                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3625                         break;
3626                 case RACE_VAMPIRE:
3627                         p_ptr->resist_dark = TRUE;
3628                         p_ptr->hold_exp = TRUE;
3629                         p_ptr->resist_neth = TRUE;
3630                         p_ptr->resist_cold = TRUE;
3631                         p_ptr->resist_pois = TRUE;
3632                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3633                         break;
3634                 case RACE_SPECTRE:
3635                         p_ptr->levitation = TRUE;
3636                         p_ptr->free_act = TRUE;
3637                         p_ptr->resist_neth = TRUE;
3638                         p_ptr->hold_exp = TRUE;
3639                         p_ptr->see_inv = TRUE;
3640                         p_ptr->resist_pois = TRUE;
3641                         p_ptr->slow_digest = TRUE;
3642                         p_ptr->resist_cold = TRUE;
3643                         p_ptr->pass_wall = TRUE;
3644                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3645                         break;
3646                 case RACE_SPRITE:
3647                         p_ptr->levitation = TRUE;
3648                         p_ptr->resist_lite = TRUE;
3649
3650                         /* Sprites become faster */
3651                         new_speed += (p_ptr->lev) / 10;
3652                         break;
3653                 case RACE_BEASTMAN:
3654                         p_ptr->resist_conf  = TRUE;
3655                         p_ptr->resist_sound = TRUE;
3656                         break;
3657                 case RACE_ENT:
3658                         /* Ents dig like maniacs, but only with their hands. */
3659                         if (!inventory[INVEN_RARM].k_idx) 
3660                                 p_ptr->skill_dig += p_ptr->lev * 10;
3661                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3662                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3663                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3664                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3665
3666                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3667                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3668                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3669
3670                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3671                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3672                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3673                         break;
3674                 case RACE_ANGEL:
3675                         p_ptr->levitation = TRUE;
3676                         p_ptr->see_inv = TRUE;
3677                         p_ptr->align += 200;
3678                         break;
3679                 case RACE_DEMON:
3680                         p_ptr->resist_fire  = TRUE;
3681                         p_ptr->resist_neth  = TRUE;
3682                         p_ptr->hold_exp = TRUE;
3683                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3684                         if (p_ptr->lev > 44)
3685                         {
3686                                 p_ptr->oppose_fire = 1;
3687                                 p_ptr->redraw |= PR_STATUS;
3688                         }
3689                         p_ptr->align -= 200;
3690                         break;
3691                 case RACE_DUNADAN:
3692                         p_ptr->sustain_con = TRUE;
3693                         break;
3694                 case RACE_S_FAIRY:
3695                         p_ptr->levitation = TRUE;
3696                         break;
3697                 case RACE_KUTAR:
3698                         p_ptr->resist_conf = TRUE;
3699                         break;
3700                 case RACE_ANDROID:
3701                         p_ptr->slow_digest = TRUE;
3702                         p_ptr->free_act = TRUE;
3703                         p_ptr->resist_pois = TRUE;
3704                         p_ptr->hold_exp = TRUE;
3705                         break;
3706                 case RACE_MERFOLK:
3707                         p_ptr->resist_water = TRUE;
3708                         break;
3709                 default:
3710                         /* Do nothing */
3711                         ;
3712                 }
3713         }
3714
3715         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3716         {
3717                 p_ptr->see_inv = TRUE;
3718                 p_ptr->free_act = TRUE;
3719                 p_ptr->slow_digest = TRUE;
3720                 p_ptr->regenerate = TRUE;
3721                 p_ptr->levitation = TRUE;
3722                 p_ptr->hold_exp = TRUE;
3723                 p_ptr->telepathy = TRUE;
3724                 p_ptr->lite = TRUE;
3725                 p_ptr->sustain_str = TRUE;
3726                 p_ptr->sustain_int = TRUE;
3727                 p_ptr->sustain_wis = TRUE;
3728                 p_ptr->sustain_con = TRUE;
3729                 p_ptr->sustain_dex = TRUE;
3730                 p_ptr->sustain_chr = TRUE;
3731                 p_ptr->resist_acid = TRUE;
3732                 p_ptr->resist_elec = TRUE;
3733                 p_ptr->resist_fire = TRUE;
3734                 p_ptr->resist_cold = TRUE;
3735                 p_ptr->resist_pois = TRUE;
3736                 p_ptr->resist_conf = TRUE;
3737                 p_ptr->resist_sound = TRUE;
3738                 p_ptr->resist_lite = TRUE;
3739                 p_ptr->resist_dark = TRUE;
3740                 p_ptr->resist_chaos = TRUE;
3741                 p_ptr->resist_disen = TRUE;
3742                 p_ptr->resist_shard = TRUE;
3743                 p_ptr->resist_nexus = TRUE;
3744                 p_ptr->resist_blind = TRUE;
3745                 p_ptr->resist_neth = TRUE;
3746                 p_ptr->resist_fear = TRUE;
3747                 p_ptr->reflect = TRUE;
3748                 p_ptr->sh_fire = TRUE;
3749                 p_ptr->sh_elec = TRUE;
3750                 p_ptr->sh_cold = TRUE;
3751                 p_ptr->to_a += 100;
3752                 p_ptr->dis_to_a += 100;
3753         }
3754         /* Temporary shield */
3755         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3756         {
3757                 p_ptr->to_a += 50;
3758                 p_ptr->dis_to_a += 50;
3759         }
3760
3761         if (p_ptr->tim_res_nether)
3762         {
3763                 p_ptr->resist_neth = TRUE;
3764         }
3765         if (p_ptr->tim_sh_fire)
3766         {
3767                 p_ptr->sh_fire = TRUE;
3768         }
3769         if (p_ptr->tim_res_time)
3770         {
3771                 p_ptr->resist_time = TRUE;
3772         }
3773
3774         /* Sexy Gal */
3775         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3776
3777         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3778         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3779         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3780
3781         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
3782         {
3783                 p_ptr->to_m_chance += 5;
3784                 p_ptr->resist_conf = TRUE;
3785         }
3786
3787         /* Lucky man */
3788         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3789
3790         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3791         {
3792                 p_ptr->resist_blind = TRUE;
3793                 p_ptr->resist_conf  = TRUE;
3794                 p_ptr->hold_exp = TRUE;
3795                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3796
3797                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3798                         /* Munchkin become faster */
3799                         new_speed += (p_ptr->lev) / 10 + 5;
3800         }
3801
3802         if (music_singing(MUSIC_WALL))
3803         {
3804                 p_ptr->kill_wall = TRUE;
3805         }
3806
3807         /* Hack -- apply racial/class stat maxes */
3808         /* Apply the racial modifiers */
3809         for (i = 0; i < A_MAX; i++)
3810         {
3811                 /* Modify the stats for "race" */
3812                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3813         }
3814
3815
3816         /* I'm adding the mutations here for the lack of a better place... */
3817         if (p_ptr->muta3)
3818         {
3819                 /* Hyper Strength */
3820                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3821                 {
3822                         p_ptr->stat_add[A_STR] += 4;
3823                 }
3824
3825                 /* Puny */
3826                 if (p_ptr->muta3 & MUT3_PUNY)
3827                 {
3828                         p_ptr->stat_add[A_STR] -= 4;
3829                 }
3830
3831                 /* Living computer */
3832                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3833                 {
3834                         p_ptr->stat_add[A_INT] += 4;
3835                         p_ptr->stat_add[A_WIS] += 4;
3836                 }
3837
3838                 /* Moronic */
3839                 if (p_ptr->muta3 & MUT3_MORONIC)
3840                 {
3841                         p_ptr->stat_add[A_INT] -= 4;
3842                         p_ptr->stat_add[A_WIS] -= 4;
3843                 }
3844
3845                 if (p_ptr->muta3 & MUT3_RESILIENT)
3846                 {
3847                         p_ptr->stat_add[A_CON] += 4;
3848                 }
3849
3850                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3851                 {
3852                         p_ptr->stat_add[A_CON] += 2;
3853                         new_speed -= 2;
3854                 }
3855
3856                 if (p_ptr->muta3 & MUT3_ALBINO)
3857                 {
3858                         p_ptr->stat_add[A_CON] -= 4;
3859                 }
3860
3861                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3862                 {
3863                         p_ptr->stat_add[A_CON] -= 2;
3864                         p_ptr->stat_add[A_CHR] -= 1;
3865                         p_ptr->regenerate = FALSE;
3866                         /* Cancel innate regeneration */
3867                 }
3868
3869                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3870                 {
3871                         p_ptr->stat_add[A_CHR] -= 4;
3872                 }
3873
3874                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3875                 {
3876                         p_ptr->stat_add[A_CHR] -= 1;
3877                 }
3878
3879                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3880                 {
3881                         p_ptr->skill_fos += 15;
3882                         p_ptr->skill_srh += 15;
3883                 }
3884
3885                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3886                 {
3887                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3888                 }
3889
3890                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3891                 {
3892                         p_ptr->skill_stl -= 3;
3893                 }
3894
3895                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3896                 {
3897                         p_ptr->see_infra += 3;
3898                 }
3899
3900                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3901                 {
3902                         new_speed += 3;
3903                 }
3904
3905                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3906                 {
3907                         new_speed -= 3;
3908                 }
3909
3910                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3911                 {
3912                         p_ptr->sh_elec = TRUE;
3913                 }
3914
3915                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3916                 {
3917                         p_ptr->sh_fire = TRUE;
3918                         p_ptr->lite = TRUE;
3919                 }
3920
3921                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3922                 {
3923                         p_ptr->stat_add[A_CHR] -= 2;
3924                         p_ptr->to_a += 5;
3925                         p_ptr->dis_to_a += 5;
3926                 }
3927
3928                 if (p_ptr->muta3 & MUT3_SCALES)
3929                 {
3930                         p_ptr->stat_add[A_CHR] -= 1;
3931                         p_ptr->to_a += 10;
3932                         p_ptr->dis_to_a += 10;
3933                 }
3934
3935                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3936                 {
3937                         p_ptr->stat_add[A_DEX] -= 1;
3938                         p_ptr->to_a += 25;
3939                         p_ptr->dis_to_a += 25;
3940                 }
3941
3942                 if (p_ptr->muta3 & MUT3_WINGS)
3943                 {
3944                         p_ptr->levitation = TRUE;
3945                 }
3946
3947                 if (p_ptr->muta3 & MUT3_FEARLESS)
3948                 {
3949                         p_ptr->resist_fear = TRUE;
3950                 }
3951
3952                 if (p_ptr->muta3 & MUT3_REGEN)
3953                 {
3954                         p_ptr->regenerate = TRUE;
3955                 }
3956
3957                 if (p_ptr->muta3 & MUT3_ESP)
3958                 {
3959                         p_ptr->telepathy = TRUE;
3960                 }
3961
3962                 if (p_ptr->muta3 & MUT3_LIMBER)
3963                 {
3964                         p_ptr->stat_add[A_DEX] += 3;
3965                 }
3966
3967                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3968                 {
3969                         p_ptr->stat_add[A_DEX] -= 3;
3970                 }
3971
3972                 if (p_ptr->muta3 & MUT3_MOTION)
3973                 {
3974                         p_ptr->free_act = TRUE;
3975                         p_ptr->skill_stl += 1;
3976                 }
3977
3978                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3979                 {
3980                         p_ptr->stat_add[A_CHR] = 0;
3981                 }
3982         }
3983
3984         if (p_ptr->tsuyoshi)
3985         {
3986                 p_ptr->stat_add[A_STR] += 4;
3987                 p_ptr->stat_add[A_CON] += 4;
3988         }
3989
3990         /* Scan the usable inventory */
3991         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3992         {
3993                 int bonus_to_h, bonus_to_d;
3994                 o_ptr = &inventory[i];
3995
3996                 /* Skip non-objects */
3997                 if (!o_ptr->k_idx) continue;
3998
3999                 /* Extract the item flags */
4000                 object_flags(o_ptr, flgs);
4001
4002                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4003                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4004
4005                 /* Affect stats */
4006                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4007                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4008                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4009                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4010                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4011                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4012
4013                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4014
4015                 /* Affect stealth */
4016                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4017
4018                 /* Affect searching ability (factor of five) */
4019                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4020
4021                 /* Affect searching frequency (factor of five) */
4022                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4023
4024                 /* Affect infravision */
4025                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4026
4027                 /* Affect digging (factor of 20) */
4028                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4029
4030                 /* Affect speed */
4031                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4032
4033                 /* Affect blows */
4034                 if (have_flag(flgs, TR_BLOWS))
4035                 {
4036                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4037                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4038                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4039                 }
4040
4041                 /* Hack -- cause earthquakes */
4042                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4043
4044                 /* Various flags */
4045                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4046                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4047                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4048                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4049                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4050                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4051                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4052                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4053                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4054                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4055                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4056                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4057                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4058                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4059                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4060                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4061                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4062                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4063                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4064                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4065                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4066                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4067                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4068                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4069                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4070                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4071                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4072                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4073                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4074                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4075                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4076                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4077                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4078                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4079                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4080
4081                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4082                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4083                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4084                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4085                 if (have_flag(flgs, TR_WARNING)){
4086                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4087                           p_ptr->warning = TRUE;
4088                 }
4089
4090                 if (have_flag(flgs, TR_TELEPORT))
4091                 {
4092                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4093                         else
4094                         {
4095                                 concptr insc = quark_str(o_ptr->inscription);
4096
4097                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4098                                 {
4099                                         /*
4100                                          * {.} will stop random teleportation.
4101                                          */
4102                                 }
4103                                 else
4104                                 {
4105                                         /* Controlled random teleportation */
4106                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4107                                 }
4108                         }
4109                 }
4110
4111                 /* Immunity flags */
4112                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4113                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4114                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4115                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4116
4117                 /* Resistance flags */
4118                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4119                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4120                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4121                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4122                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4123                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4124                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4125                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4126                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4127                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4128                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4129                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4130                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4131                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4132                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4133                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4134
4135                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4136                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4137                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4138                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4139                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4140                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4141
4142                 /* Sustain flags */
4143                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4144                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4145                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4146                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4147                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4148                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4149
4150                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4151                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4152                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4153                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4154                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4155                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4156                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4157
4158                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4159                 {
4160                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4161                         {
4162                                 p_ptr->to_m_chance += 10;
4163                         }
4164                         else
4165                         {
4166                                 p_ptr->to_m_chance += 3;
4167                         }
4168                 }
4169
4170                 if (o_ptr->tval == TV_CAPTURE) continue;
4171
4172                 /* Modify the base armor class */
4173                 p_ptr->ac += o_ptr->ac;
4174
4175                 /* The base armor class is always known */
4176                 p_ptr->dis_ac += o_ptr->ac;
4177
4178                 /* Apply the bonuses to armor class */
4179                 p_ptr->to_a += o_ptr->to_a;
4180
4181                 /* Apply the mental bonuses to armor class, if known */
4182                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4183
4184                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4185                 {
4186                         int slot = i - INVEN_RARM;
4187                         if (slot < 2)
4188                         {
4189                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4190                                 {
4191                                         p_ptr->to_h[slot] -= 15;
4192                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4193                                 }
4194                                 else
4195                                 {
4196                                         p_ptr->to_h[slot] -= 5;
4197                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4198                                 }
4199                         }
4200                         else
4201                         {
4202                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4203                                 {
4204                                         p_ptr->to_h_b -= 15;
4205                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4206                                 }
4207                                 else
4208                                 {
4209                                         p_ptr->to_h_b -= 5;
4210                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4211                                 }
4212                         }
4213                 }
4214
4215                 if (o_ptr->curse_flags & TRC_LOW_AC)
4216                 {
4217                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4218                         {
4219                                 p_ptr->to_a -= 30;
4220                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4221                         }
4222                         else
4223                         {
4224                                 p_ptr->to_a -= 10;
4225                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4226                         }
4227                 }
4228
4229                 /* Hack -- do not apply "weapon" bonuses */
4230                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4231                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4232
4233                 /* Hack -- do not apply "bow" bonuses */
4234                 if (i == INVEN_BOW) continue;
4235
4236                 bonus_to_h = o_ptr->to_h;
4237                 bonus_to_d = o_ptr->to_d;
4238
4239                 if (p_ptr->pclass == CLASS_NINJA)
4240                 {
4241                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4242                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4243                 }
4244
4245                 /* To Bow and Natural attack */
4246
4247                 /* Apply the bonuses to hit/damage */
4248                 p_ptr->to_h_b += (s16b)bonus_to_h;
4249                 p_ptr->to_h_m += (s16b)bonus_to_h;
4250                 p_ptr->to_d_m += (s16b)bonus_to_d;
4251
4252                 /* Apply the mental bonuses tp hit/damage, if known */
4253                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4254
4255                 /* To Melee */
4256                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4257                 {
4258                         /* Apply the bonuses to hit/damage */
4259                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4260                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4261
4262                         /* Apply the mental bonuses tp hit/damage, if known */
4263                         if (object_is_known(o_ptr))
4264                         {
4265                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4266                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4267                         }
4268                 }
4269                 else if (p_ptr->migite && p_ptr->hidarite)
4270                 {
4271                         /* Apply the bonuses to hit/damage */
4272                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4273                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4274                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4275                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4276
4277                         /* Apply the mental bonuses tp hit/damage, if known */
4278                         if (object_is_known(o_ptr))
4279                         {
4280                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4281                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4282                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4283                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4284                         }
4285                 }
4286                 else
4287                 {
4288                         /* Apply the bonuses to hit/damage */
4289                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4290                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4291
4292                         /* Apply the mental bonuses to hit/damage, if known */
4293                         if (object_is_known(o_ptr))
4294                         {
4295                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4296                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4297                         }
4298                 }
4299         }
4300
4301         /* Shield skill bonus */
4302         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
4303         {
4304                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
4305                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
4306         }
4307
4308         if (old_mighty_throw != p_ptr->mighty_throw)
4309         {
4310                 /* Redraw average damege display of Shuriken */
4311                 p_ptr->window |= PW_INVEN;
4312         }
4313
4314         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4315
4316         /* Monks get extra ac for armour _not worn_ */
4317         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4318         {
4319                 if (!(inventory[INVEN_BODY].k_idx))
4320                 {
4321                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4322                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4323                 }
4324                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4325                 {
4326                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4327                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4328                 }
4329                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4330                 {
4331                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4332                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4333                 }
4334                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4335                 {
4336                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4337                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4338                 }
4339                 if (!(inventory[INVEN_HANDS].k_idx))
4340                 {
4341                         p_ptr->to_a += (p_ptr->lev / 2);
4342                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4343                 }
4344                 if (!(inventory[INVEN_FEET].k_idx))
4345                 {
4346                         p_ptr->to_a += (p_ptr->lev / 3);
4347                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4348                 }
4349                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4350                 {
4351                         p_ptr->stat_add[A_STR] += 2;
4352                         p_ptr->stat_add[A_DEX] += 2;
4353                         p_ptr->stat_add[A_CON] -= 3;
4354                 }
4355                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4356                 {
4357                 }
4358                 else if (p_ptr->special_defense & KAMAE_GENBU)
4359                 {
4360                         p_ptr->stat_add[A_INT] -= 1;
4361                         p_ptr->stat_add[A_WIS] -= 1;
4362                         p_ptr->stat_add[A_DEX] -= 2;
4363                         p_ptr->stat_add[A_CON] += 3;
4364                 }
4365                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4366                 {
4367                         p_ptr->stat_add[A_STR] -= 2;
4368                         p_ptr->stat_add[A_INT] += 1;
4369                         p_ptr->stat_add[A_WIS] += 1;
4370                         p_ptr->stat_add[A_DEX] += 2;
4371                         p_ptr->stat_add[A_CON] -= 2;
4372                 }
4373         }
4374
4375         if (p_ptr->special_defense & KATA_KOUKIJIN)
4376         {
4377                 for (i = 0; i < A_MAX; i++)
4378                         p_ptr->stat_add[i] += 5;
4379                 p_ptr->to_a -= 50;
4380                 p_ptr->dis_to_a -= 50;
4381         }
4382
4383         /* Hack -- aura of fire also provides light */
4384         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4385
4386         /* Golems also get an intrinsic AC bonus */
4387         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4388         {
4389                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4390                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4391         }
4392
4393         /* Hex bonuses */
4394         if (p_ptr->realm1 == REALM_HEX)
4395         {
4396                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4397                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4398                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4399                 if (hex_spelling(HEX_BUILDING))
4400                 {
4401                         p_ptr->stat_add[A_STR] += 4;
4402                         p_ptr->stat_add[A_DEX] += 4;
4403                         p_ptr->stat_add[A_CON] += 4;
4404                 }
4405                 if (hex_spelling(HEX_DEMON_AURA))
4406                 {
4407                         p_ptr->sh_fire = TRUE;
4408                         p_ptr->regenerate = TRUE;
4409                 }
4410                 if (hex_spelling(HEX_ICE_ARMOR))
4411                 {
4412                         p_ptr->sh_cold = TRUE; 
4413                         p_ptr->to_a += 30;
4414                         p_ptr->dis_to_a += 30;
4415                 }
4416                 if (hex_spelling(HEX_SHOCK_CLOAK))
4417                 {
4418                         p_ptr->sh_elec = TRUE;
4419                         new_speed += 3;
4420                 }
4421                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4422                 {
4423                         ARMOUR_CLASS ac = 0;
4424                         o_ptr = &inventory[i];
4425                         if (!o_ptr->k_idx) continue;
4426                         if (!object_is_armour(o_ptr)) continue;
4427                         if (!object_is_cursed(o_ptr)) continue;
4428                         ac += 5;
4429                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4430                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4431                         p_ptr->to_a += (s16b)ac;
4432                         p_ptr->dis_to_a += (s16b)ac;
4433                 }
4434         }
4435
4436         /* Calculate stats */
4437         for (i = 0; i < A_MAX; i++)
4438         {
4439                 int top, use, ind;
4440
4441                 /* Extract the new "stat_use" value for the stat */
4442                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4443
4444                 /* Notice changes */
4445                 if (p_ptr->stat_top[i] != top)
4446                 {
4447                         /* Save the new value */
4448                         p_ptr->stat_top[i] = (s16b)top;
4449
4450                         /* Redisplay the stats later */
4451                         p_ptr->redraw |= (PR_STATS);
4452
4453                         p_ptr->window |= (PW_PLAYER);
4454                 }
4455
4456
4457                 /* Extract the new "stat_use" value for the stat */
4458                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4459
4460                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4461                 {
4462                         /* 10 to 18/90 charisma, guaranteed, based on level */
4463                         if (use < 8 + 2 * p_ptr->lev)
4464                         {
4465                                 use = 8 + 2 * p_ptr->lev;
4466                         }
4467                 }
4468
4469                 /* Notice changes */
4470                 if (p_ptr->stat_use[i] != use)
4471                 {
4472                         /* Save the new value */
4473                         p_ptr->stat_use[i] = (s16b)use;
4474
4475                         /* Redisplay the stats later */
4476                         p_ptr->redraw |= (PR_STATS);
4477
4478                         p_ptr->window |= (PW_PLAYER);
4479                 }
4480
4481
4482                 /* Values: 3, 4, ..., 17 */
4483                 if (use <= 18) ind = (use - 3);
4484
4485                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4486                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4487
4488                 /* Range: 18/220+ */
4489                 else ind = (37);
4490
4491                 /* Notice changes */
4492                 if (p_ptr->stat_ind[i] != ind)
4493                 {
4494                         /* Save the new index */
4495                         p_ptr->stat_ind[i] = (s16b)ind;
4496
4497                         /* Change in CON affects Hitpoints */
4498                         if (i == A_CON)
4499                         {
4500                                 p_ptr->update |= (PU_HP);
4501                         }
4502
4503                         /* Change in INT may affect Mana/Spells */
4504                         else if (i == A_INT)
4505                         {
4506                                 if (mp_ptr->spell_stat == A_INT)
4507                                 {
4508                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4509                                 }
4510                         }
4511
4512                         /* Change in WIS may affect Mana/Spells */
4513                         else if (i == A_WIS)
4514                         {
4515                                 if (mp_ptr->spell_stat == A_WIS)
4516                                 {
4517                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4518                                 }
4519                         }
4520
4521                         /* Change in WIS may affect Mana/Spells */
4522                         else if (i == A_CHR)
4523                         {
4524                                 if (mp_ptr->spell_stat == A_CHR)
4525                                 {
4526                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4527                                 }
4528                         }
4529
4530                         p_ptr->window |= (PW_PLAYER);
4531                 }
4532         }
4533
4534
4535         /* Apply temporary "stun" */
4536         if (p_ptr->stun > 50)
4537         {
4538                 p_ptr->to_h[0] -= 20;
4539                 p_ptr->to_h[1] -= 20;
4540                 p_ptr->to_h_b  -= 20;
4541                 p_ptr->to_h_m  -= 20;
4542                 p_ptr->dis_to_h[0] -= 20;
4543                 p_ptr->dis_to_h[1] -= 20;
4544                 p_ptr->dis_to_h_b  -= 20;
4545                 p_ptr->to_d[0] -= 20;
4546                 p_ptr->to_d[1] -= 20;
4547                 p_ptr->to_d_m -= 20;
4548                 p_ptr->dis_to_d[0] -= 20;
4549                 p_ptr->dis_to_d[1] -= 20;
4550         }
4551         else if (p_ptr->stun)
4552         {
4553                 p_ptr->to_h[0] -= 5;
4554                 p_ptr->to_h[1] -= 5;
4555                 p_ptr->to_h_b -= 5;
4556                 p_ptr->to_h_m -= 5;
4557                 p_ptr->dis_to_h[0] -= 5;
4558                 p_ptr->dis_to_h[1] -= 5;
4559                 p_ptr->dis_to_h_b -= 5;
4560                 p_ptr->to_d[0] -= 5;
4561                 p_ptr->to_d[1] -= 5;
4562                 p_ptr->to_d_m -= 5;
4563                 p_ptr->dis_to_d[0] -= 5;
4564                 p_ptr->dis_to_d[1] -= 5;
4565         }
4566
4567         /* Wraith form */
4568         if (p_ptr->wraith_form)
4569         {
4570                 p_ptr->reflect = TRUE;
4571                 p_ptr->pass_wall = TRUE;
4572         }
4573
4574         if (p_ptr->kabenuke)
4575         {
4576                 p_ptr->pass_wall = TRUE;
4577         }
4578
4579         /* Temporary blessing */
4580         if (IS_BLESSED())
4581         {
4582                 p_ptr->to_a += 5;
4583                 p_ptr->dis_to_a += 5;
4584                 p_ptr->to_h[0] += 10;
4585                 p_ptr->to_h[1] += 10;
4586                 p_ptr->to_h_b  += 10;
4587                 p_ptr->to_h_m  += 10;
4588                 p_ptr->dis_to_h[0] += 10;
4589                 p_ptr->dis_to_h[1] += 10;
4590                 p_ptr->dis_to_h_b += 10;
4591         }
4592
4593         if (p_ptr->magicdef)
4594         {
4595                 p_ptr->resist_blind = TRUE;
4596                 p_ptr->resist_conf = TRUE;
4597                 p_ptr->reflect = TRUE;
4598                 p_ptr->free_act = TRUE;
4599                 p_ptr->levitation = TRUE;
4600         }
4601
4602         /* Temporary "Hero" */
4603         if (IS_HERO())
4604         {
4605                 p_ptr->to_h[0] += 12;
4606                 p_ptr->to_h[1] += 12;
4607                 p_ptr->to_h_b  += 12;
4608                 p_ptr->to_h_m  += 12;
4609                 p_ptr->dis_to_h[0] += 12;
4610                 p_ptr->dis_to_h[1] += 12;
4611                 p_ptr->dis_to_h_b  += 12;
4612         }
4613
4614         /* Temporary "Beserk" */
4615         if (p_ptr->shero)
4616         {
4617                 p_ptr->to_h[0] += 12;
4618                 p_ptr->to_h[1] += 12;
4619                 p_ptr->to_h_b  -= 12;
4620                 p_ptr->to_h_m  += 12;
4621                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4622                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4623                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4624                 p_ptr->dis_to_h[0] += 12;
4625                 p_ptr->dis_to_h[1] += 12;
4626                 p_ptr->dis_to_h_b  -= 12;
4627                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4628                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4629                 p_ptr->to_a -= 10;
4630                 p_ptr->dis_to_a -= 10;
4631                 p_ptr->skill_stl -= 7;
4632                 p_ptr->skill_dev -= 20;
4633                 p_ptr->skill_sav -= 30;
4634                 p_ptr->skill_srh -= 15;
4635                 p_ptr->skill_fos -= 15;
4636                 p_ptr->skill_tht -= 20;
4637                 p_ptr->skill_dig += 30;
4638         }
4639
4640         /* Temporary "fast" */
4641         if (IS_FAST())
4642         {
4643                 new_speed += 10;
4644         }
4645
4646         /* Temporary "slow" */
4647         if (p_ptr->slow)
4648         {
4649                 new_speed -= 10;
4650         }
4651
4652         /* Temporary "telepathy" */
4653         if (IS_TIM_ESP())
4654         {
4655                 p_ptr->telepathy = TRUE;
4656         }
4657
4658         if (p_ptr->ele_immune)
4659         {
4660                 if (p_ptr->special_defense & DEFENSE_ACID)
4661                         p_ptr->immune_acid = TRUE;
4662                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4663                         p_ptr->immune_elec = TRUE;
4664                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4665                         p_ptr->immune_fire = TRUE;
4666                 else if (p_ptr->special_defense & DEFENSE_COLD)
4667                         p_ptr->immune_cold = TRUE;
4668         }
4669
4670         /* Temporary see invisible */
4671         if (p_ptr->tim_invis)
4672         {
4673                 p_ptr->see_inv = TRUE;
4674         }
4675
4676         /* Temporary infravision boost */
4677         if (p_ptr->tim_infra)
4678         {
4679                 p_ptr->see_infra+=3;
4680         }
4681
4682         /* Temporary regeneration boost */
4683         if (p_ptr->tim_regen)
4684         {
4685                 p_ptr->regenerate = TRUE;
4686         }
4687
4688         /* Temporary levitation */
4689         if (p_ptr->tim_levitation)
4690         {
4691                 p_ptr->levitation = TRUE;
4692         }
4693
4694         /* Temporary reflection */
4695         if (p_ptr->tim_reflect)
4696         {
4697                 p_ptr->reflect = TRUE;
4698         }
4699
4700         /* Hack -- Hero/Shero -> Res fear */
4701         if (IS_HERO() || p_ptr->shero)
4702         {
4703                 p_ptr->resist_fear = TRUE;
4704         }
4705
4706
4707         /* Hack -- Telepathy Change */
4708         if (p_ptr->telepathy != old_telepathy)
4709         {
4710                 p_ptr->update |= (PU_MONSTERS);
4711         }
4712
4713         if ((p_ptr->esp_animal != old_esp_animal) ||
4714             (p_ptr->esp_undead != old_esp_undead) ||
4715             (p_ptr->esp_demon != old_esp_demon) ||
4716             (p_ptr->esp_orc != old_esp_orc) ||
4717             (p_ptr->esp_troll != old_esp_troll) ||
4718             (p_ptr->esp_giant != old_esp_giant) ||
4719             (p_ptr->esp_dragon != old_esp_dragon) ||
4720             (p_ptr->esp_human != old_esp_human) ||
4721             (p_ptr->esp_evil != old_esp_evil) ||
4722             (p_ptr->esp_good != old_esp_good) ||
4723             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4724             (p_ptr->esp_unique != old_esp_unique))
4725         {
4726                 p_ptr->update |= (PU_MONSTERS);
4727         }
4728
4729         /* Hack -- See Invis Change */
4730         if (p_ptr->see_inv != old_see_inv)
4731         {
4732                 p_ptr->update |= (PU_MONSTERS);
4733         }
4734
4735         /* Bloating slows the player down (a little) */
4736         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4737
4738         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4739
4740         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4741             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4742         {
4743                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4744                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4745         }
4746
4747         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4748         {
4749                 int penalty1, penalty2;
4750                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4751                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4752                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4753                 {
4754                         penalty1 = penalty1 / 2 - 5;
4755                         penalty2 = penalty2 / 2 - 5;
4756                         new_speed += 7;
4757                         p_ptr->to_a += 10;
4758                         p_ptr->dis_to_a += 10;
4759                 }
4760                 if (easy_2weapon)
4761                 {
4762                         if (penalty1 > 0) penalty1 /= 2;
4763                         if (penalty2 > 0) penalty2 /= 2;
4764                 }
4765                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4766                 {
4767                         penalty1 = MAX(0, penalty1 - 10);
4768                         penalty2 = MAX(0, penalty2 - 10);
4769                 }
4770                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4771                 {
4772                         penalty1 = MIN(0, penalty1);
4773                         penalty2 = MIN(0, penalty2);
4774                         p_ptr->to_a += 10;
4775                         p_ptr->dis_to_a += 10;
4776                 }
4777                 else
4778                 {
4779                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4780                                 penalty1 /= 2;
4781                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4782                                 penalty2 /= 2;
4783                 }
4784                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4785                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4786                 p_ptr->to_h[0] -= (s16b)penalty1;
4787                 p_ptr->to_h[1] -= (s16b)penalty2;
4788                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4789                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4790         }
4791
4792         /* Extract the current weight (in tenth pounds) */
4793         j = p_ptr->total_weight;
4794
4795         if (!p_ptr->riding)
4796         {
4797                 /* Extract the "weight limit" (in tenth pounds) */
4798                 i = (int)weight_limit();
4799         }
4800         else
4801         {
4802                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4803                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4804                 SPEED speed = riding_m_ptr->mspeed;
4805
4806                 if (riding_m_ptr->mspeed > 110)
4807                 {
4808                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4809                         if (new_speed < 110) new_speed = 110;
4810                 }
4811                 else
4812                 {
4813                         new_speed = speed;
4814                 }
4815                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4816                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4817                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4818                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4819                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4820
4821                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4822                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4823
4824                 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;
4825
4826                 /* Extract the "weight limit" */
4827                 i = 1500 + riding_r_ptr->level * 25;
4828         }
4829
4830         /* Apply "encumbrance" from weight */
4831         if (j > i) new_speed -= ((j - i) / (i / 5));
4832
4833         /* Searching slows the player down */
4834         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4835
4836         /* Feature bonus */
4837         if(p_ptr->prace == RACE_MERFOLK)
4838         {
4839                 if (have_flag(f_ptr->flags, FF_WATER))
4840                 {
4841                         new_speed += (2 + p_ptr->lev / 10);
4842                 }
4843                 else if (!p_ptr->levitation)
4844                 {
4845                         new_speed -= 2;
4846                 }
4847         }
4848
4849
4850         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4851         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4852         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4853         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4854         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4855         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4856         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4857         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4858         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4859         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4860         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4861         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4862         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4863
4864         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4865         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4866         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4867         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4868         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4869         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4870         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4871         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4872         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4873         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4874
4875
4876         /* Obtain the "hold" value */
4877         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4878
4879
4880         /* Examine the "current bow" */
4881         o_ptr = &inventory[INVEN_BOW];
4882
4883         /* It is hard to carholdry a heavy bow */
4884         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4885         if (p_ptr->heavy_shoot)
4886         {
4887                 /* Hard to wield a heavy bow */
4888                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4889                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4890         }
4891
4892         /* Compute "extra shots" if needed */
4893         if (o_ptr->k_idx)
4894         {
4895                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4896
4897                 /* Apply special flags */
4898                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4899                 {
4900                         /* Extra shots */
4901                         p_ptr->num_fire = calc_num_fire(o_ptr);
4902
4903                         /* Snipers love Cross bows */
4904                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4905                                 (p_ptr->tval_ammo == TV_BOLT))
4906                         {
4907                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4908                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4909                         }
4910                 }
4911         }
4912
4913         if (p_ptr->ryoute) hold *= 2;
4914
4915         for(i = 0 ; i < 2 ; i++)
4916         {
4917                 /* Examine the "main weapon" */
4918                 o_ptr = &inventory[INVEN_RARM+i];
4919
4920                 object_flags(o_ptr, flgs);
4921
4922                 /* Assume not heavy */
4923                 p_ptr->heavy_wield[i] = FALSE;
4924                 p_ptr->icky_wield[i] = FALSE;
4925                 p_ptr->riding_wield[i] = FALSE;
4926
4927                 if (!buki_motteruka(INVEN_RARM+i))
4928                 {
4929                         p_ptr->num_blow[i] = 1;
4930                         continue;
4931                 }
4932                 /* It is hard to hold a heavy weapon */
4933                 if (hold < o_ptr->weight / 10)
4934                 {
4935                         /* Hard to wield a heavy weapon */
4936                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4937                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4938
4939                         /* Heavy weapon */
4940                         p_ptr->heavy_wield[i] = TRUE;
4941                 }
4942                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4943
4944                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4945                 {
4946                         p_ptr->to_a += 5;
4947                         p_ptr->dis_to_a += 5;
4948                 }
4949
4950                 /* Normal weapons */
4951                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4952                 {
4953                         int str_index, dex_index;
4954
4955                         int num = 0, wgt = 0, mul = 0, div = 0;
4956
4957                         /* Analyze the class */
4958                         switch (p_ptr->pclass)
4959                         {
4960                                 /* Warrior */
4961                                 case CLASS_WARRIOR:
4962                                         num = 6; wgt = 70; mul = 5; break;
4963
4964                                 /* Berserker */
4965                                 case CLASS_BERSERKER:
4966                                         num = 6; wgt = 70; mul = 7; break;
4967
4968                                 /* Mage */
4969                                 case CLASS_MAGE:
4970                                 case CLASS_HIGH_MAGE:
4971                                 case CLASS_BLUE_MAGE:
4972                                         num = 3; wgt = 100; mul = 2; break;
4973
4974                                 /* Priest, Mindcrafter, Magic-Eater */
4975                                 case CLASS_PRIEST:
4976                                 case CLASS_MAGIC_EATER:
4977                                 case CLASS_MINDCRAFTER:
4978                                         num = 5; wgt = 100; mul = 3; break;
4979
4980                                 /* Rogue */
4981                                 case CLASS_ROGUE:
4982                                         num = 5; wgt = 40; mul = 3; break;
4983
4984                                 /* Ranger */
4985                                 case CLASS_RANGER:
4986                                         num = 5; wgt = 70; mul = 4; break;
4987
4988                                 /* Paladin */
4989                                 case CLASS_PALADIN:
4990                                 case CLASS_SAMURAI:
4991                                         num = 5; wgt = 70; mul = 4; break;
4992
4993                                 /* Weaponsmith */
4994                                 case CLASS_SMITH:
4995                                         num = 5; wgt = 150; mul = 5; break;
4996
4997                                 /* Warrior-Mage */
4998                                 case CLASS_WARRIOR_MAGE:
4999                                 case CLASS_RED_MAGE:
5000                                         num = 5; wgt = 70; mul = 3; break;
5001
5002                                 /* Chaos Warrior */
5003                                 case CLASS_CHAOS_WARRIOR:
5004                                         num = 5; wgt = 70; mul = 4; break;
5005
5006                                 /* Monk */
5007                                 case CLASS_MONK:
5008                                         num = 5; wgt = 60; mul = 3; break;
5009
5010                                 /* Tourist */
5011                                 case CLASS_TOURIST:
5012                                         num = 4; wgt = 100; mul = 3; break;
5013
5014                                 /* Imitator */
5015                                 case CLASS_IMITATOR:
5016                                         num = 5; wgt = 70; mul = 4; break;
5017
5018                                 /* Beastmaster */
5019                                 case CLASS_BEASTMASTER:
5020                                         num = 5; wgt = 70; mul = 3; break;
5021
5022                                 /* Cavalry */
5023                                 case CLASS_CAVALRY:
5024                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5025                                         else {num = 5; wgt = 100; mul = 3;}
5026                                         break;
5027
5028                                 /* Sorcerer */
5029                                 case CLASS_SORCERER:
5030                                         num = 1; wgt = 1; mul = 1; break;
5031
5032                                 /* Archer, Bard, Sniper */
5033                                 case CLASS_ARCHER:
5034                                 case CLASS_BARD:
5035                                 case CLASS_SNIPER:
5036                                         num = 4; wgt = 70; mul = 2; break;
5037
5038                                 /* ForceTrainer */
5039                                 case CLASS_FORCETRAINER:
5040                                         num = 4; wgt = 60; mul = 2; break;
5041
5042                                 /* Mirror Master */
5043                                 case CLASS_MIRROR_MASTER:
5044                                         num = 3; wgt = 100; mul = 3; break;
5045
5046                                 /* Ninja */
5047                                 case CLASS_NINJA:
5048                                         num = 4; wgt = 20; mul = 1; break;
5049                         }
5050
5051                         /* Hex - extra mights gives +1 bonus to max blows */
5052                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5053
5054                         /* Enforce a minimum "weight" (tenth pounds) */
5055                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5056
5057                         /* Access the strength vs weight */
5058                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5059
5060                         if (p_ptr->ryoute && !omoi) str_index++;
5061                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5062
5063                         /* Maximal value */
5064                         if (str_index > 11) str_index = 11;
5065
5066                         /* Index by dexterity */
5067                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5068
5069                         /* Maximal value */
5070                         if (dex_index > 11) dex_index = 11;
5071
5072                         /* Use the blows table */
5073                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5074
5075                         /* Maximal value */
5076                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5077
5078                         /* Add in the "bonus blows" */
5079                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5080
5081
5082                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5083                         else if (p_ptr->pclass == CLASS_BERSERKER)
5084                         {
5085                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5086                         }
5087                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5088
5089                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5090
5091                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5092
5093
5094                         /* Require at least one blow */
5095                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5096
5097                         /* Boost digging skill by weapon weight */
5098                         p_ptr->skill_dig += (o_ptr->weight / 10);
5099                 }
5100
5101                 /* Assume okay */
5102                 /* Priest weapon penalty for non-blessed edged weapons */
5103                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5104                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5105                 {
5106                         /* Reduce the real bonuses */
5107                         p_ptr->to_h[i] -= 2;
5108                         p_ptr->to_d[i] -= 2;
5109
5110                         /* Reduce the mental bonuses */
5111                         p_ptr->dis_to_h[i] -= 2;
5112                         p_ptr->dis_to_d[i] -= 2;
5113
5114                         /* Icky weapon */
5115                         p_ptr->icky_wield[i] = TRUE;
5116                 }
5117                 else if (p_ptr->pclass == CLASS_BERSERKER)
5118                 {
5119                         p_ptr->to_h[i] += p_ptr->lev/5;
5120                         p_ptr->to_d[i] += p_ptr->lev/6;
5121                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5122                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5123                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5124                         {
5125                                 p_ptr->to_h[i] += p_ptr->lev/5;
5126                                 p_ptr->to_d[i] += p_ptr->lev/6;
5127                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5128                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5129                         }
5130                 }
5131                 else if (p_ptr->pclass == CLASS_SORCERER)
5132                 {
5133                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5134                         {
5135                                 /* Reduce the real bonuses */
5136                                 p_ptr->to_h[i] -= 200;
5137                                 p_ptr->to_d[i] -= 200;
5138
5139                                 /* Reduce the mental bonuses */
5140                                 p_ptr->dis_to_h[i] -= 200;
5141                                 p_ptr->dis_to_d[i] -= 200;
5142
5143                                 /* Icky weapon */
5144                                 p_ptr->icky_wield[i] = TRUE;
5145                         }
5146                         else
5147                         {
5148                                 /* Reduce the real bonuses */
5149                                 p_ptr->to_h[i] -= 30;
5150                                 p_ptr->to_d[i] -= 10;
5151
5152                                 /* Reduce the mental bonuses */
5153                                 p_ptr->dis_to_h[i] -= 30;
5154                                 p_ptr->dis_to_d[i] -= 10;
5155                         }
5156                 }
5157                 /* Hex bonuses */
5158                 if (p_ptr->realm1 == REALM_HEX)
5159                 {
5160                         if (object_is_cursed(o_ptr))
5161                         {
5162                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5163                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5164                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5165                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5166                                 if (hex_spelling(HEX_RUNESWORD))
5167                                 {
5168                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5169                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5170                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5171                                 }
5172                         }
5173                 }
5174                 if (p_ptr->riding)
5175                 {
5176                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5177                         {
5178                                 p_ptr->to_h[i] +=15;
5179                                 p_ptr->dis_to_h[i] +=15;
5180                                 p_ptr->to_dd[i] += 2;
5181                         }
5182                         else if (!(have_flag(flgs, TR_RIDING)))
5183                         {
5184                                 int penalty;
5185                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5186                                 {
5187                                         penalty = 5;
5188                                 }
5189                                 else
5190                                 {
5191                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5192                                         penalty += 30;
5193                                         if (penalty < 30) penalty = 30;
5194                                 }
5195                                 p_ptr->to_h[i] -= (s16b)penalty;
5196                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5197
5198                                 /* Riding weapon */
5199                                 p_ptr->riding_wield[i] = TRUE;
5200                         }
5201                 }
5202         }
5203
5204         if (p_ptr->riding)
5205         {
5206                 int penalty = 0;
5207
5208                 p_ptr->riding_ryoute = FALSE;
5209
5210                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5211                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5212                 {
5213                         switch (p_ptr->pclass)
5214                         {
5215                         case CLASS_MONK:
5216                         case CLASS_FORCETRAINER:
5217                         case CLASS_BERSERKER:
5218                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5219                                         p_ptr->riding_ryoute = TRUE;
5220                                 break;
5221                         }
5222                 }
5223
5224                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5225                 {
5226                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5227                 }
5228                 else
5229                 {
5230                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5231                         penalty += 30;
5232                         if (penalty < 30) penalty = 30;
5233                 }
5234                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5235                 p_ptr->to_h_b -= (s16b)penalty;
5236                 p_ptr->dis_to_h_b -= (s16b)penalty;
5237         }
5238
5239         /* Different calculation for monks with empty hands */
5240         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5241                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5242         {
5243                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5244                 p_ptr->num_blow[0] = 0;
5245
5246                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5247                 {
5248                         if (blow_base > 18) p_ptr->num_blow[0]++;
5249                         if (blow_base > 31) p_ptr->num_blow[0]++;
5250                         if (blow_base > 44) p_ptr->num_blow[0]++;
5251                         if (blow_base > 58) p_ptr->num_blow[0]++;
5252                         if (P_PTR_KI)
5253                         {
5254                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5255                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5256                         }
5257                 }
5258                 else
5259                 {
5260                         if (blow_base > 12) p_ptr->num_blow[0]++;
5261                         if (blow_base > 22) p_ptr->num_blow[0]++;
5262                         if (blow_base > 31) p_ptr->num_blow[0]++;
5263                         if (blow_base > 39) p_ptr->num_blow[0]++;
5264                         if (blow_base > 46) p_ptr->num_blow[0]++;
5265                         if (blow_base > 53) p_ptr->num_blow[0]++;
5266                         if (blow_base > 59) p_ptr->num_blow[0]++;
5267                 }
5268
5269                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5270                         p_ptr->num_blow[0] /= 2;
5271                 else
5272                 {
5273                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5274                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5275
5276                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5277                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5278                 }
5279
5280                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5281                 {
5282                         p_ptr->to_a -= 40;
5283                         p_ptr->dis_to_a -= 40;
5284                         
5285                 }
5286                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5287                 {
5288                         p_ptr->to_a -= 50;
5289                         p_ptr->dis_to_a -= 50;
5290                         p_ptr->resist_acid = TRUE;
5291                         p_ptr->resist_fire = TRUE;
5292                         p_ptr->resist_elec = TRUE;
5293                         p_ptr->resist_cold = TRUE;
5294                         p_ptr->resist_pois = TRUE;
5295                         p_ptr->sh_fire = TRUE;
5296                         p_ptr->sh_elec = TRUE;
5297                         p_ptr->sh_cold = TRUE;
5298                         p_ptr->levitation = TRUE;
5299                 }
5300                 else if (p_ptr->special_defense & KAMAE_GENBU)
5301                 {
5302                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5303                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5304                         p_ptr->reflect = TRUE;
5305                         p_ptr->num_blow[0] -= 2;
5306                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5307                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5308                 }
5309                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5310                 {
5311                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5312                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5313
5314                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5315                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5316                         p_ptr->num_blow[0] /= 2;
5317                         p_ptr->levitation = TRUE;
5318                 }
5319
5320                 p_ptr->num_blow[0] += 1+extra_blows[0];
5321         }
5322
5323         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5324
5325         monk_armour_aux = FALSE;
5326
5327         if (heavy_armor())
5328         {
5329                 monk_armour_aux = TRUE;
5330         }
5331
5332         for (i = 0; i < 2; i++)
5333         {
5334                 if (buki_motteruka(INVEN_RARM+i))
5335                 {
5336                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5337                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5338
5339                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5340                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5341                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5342                         {
5343                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5344                                 {
5345                                         p_ptr->to_h[i] -= 40;
5346                                         p_ptr->dis_to_h[i] -= 40;
5347                                         p_ptr->icky_wield[i] = TRUE;
5348                                 }
5349                         }
5350                         else if (p_ptr->pclass == CLASS_NINJA)
5351                         {
5352                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5353                                 {
5354                                         p_ptr->to_h[i] -= 40;
5355                                         p_ptr->dis_to_h[i] -= 40;
5356                                         p_ptr->icky_wield[i] = TRUE;
5357                                         p_ptr->num_blow[i] /= 2;
5358                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5359                                 }
5360                         }
5361
5362                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5363                 }
5364         }
5365
5366         /* Maximum speed is (+99). (internally it's 110 + 99) */
5367         /* Temporary lightspeed forces to be maximum speed */
5368         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5369         {
5370                 new_speed = 209;
5371         }
5372
5373         /* Minimum speed is (-99). (internally it's 110 - 99) */
5374         if (new_speed < 11) new_speed = 11;
5375
5376         /* Display the speed (if needed) */
5377         if (p_ptr->pspeed != (byte)new_speed)
5378         {
5379                 p_ptr->pspeed = (byte)new_speed;
5380                 p_ptr->redraw |= (PR_SPEED);
5381         }
5382
5383         if (yoiyami)
5384         {
5385                 if (p_ptr->to_a > (0 - p_ptr->ac))
5386                         p_ptr->to_a = 0 - p_ptr->ac;
5387                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5388                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5389         }
5390
5391         /* Redraw armor (if needed) */
5392         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5393         {
5394                 p_ptr->redraw |= (PR_ARMOR);
5395                 p_ptr->window |= (PW_PLAYER);
5396         }
5397
5398         if (p_ptr->ryoute && !omoi)
5399         {
5400                 int bonus_to_h=0, bonus_to_d=0;
5401                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5402                 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);
5403
5404                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5405                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5406                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5407                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5408         }
5409
5410         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;
5411
5412         /* Affect Skill -- stealth (bonus one) */
5413         p_ptr->skill_stl += 1;
5414
5415         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5416
5417         /* Affect Skill -- disarming (DEX and INT) */
5418         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5419         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5420
5421         /* Affect Skill -- magic devices (INT) */
5422         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5423
5424         /* Affect Skill -- saving throw (WIS) */
5425         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5426
5427         /* Affect Skill -- digging (STR) */
5428         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5429
5430         /* Affect Skill -- disarming (Level, by Class) */
5431         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5432
5433         /* Affect Skill -- magic devices (Level, by Class) */
5434         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5435
5436         /* Affect Skill -- saving throw (Level, by Class) */
5437         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5438
5439         /* Affect Skill -- stealth (Level, by Class) */
5440         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5441
5442         /* Affect Skill -- search ability (Level, by Class) */
5443         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5444
5445         /* Affect Skill -- search frequency (Level, by Class) */
5446         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5447
5448         /* Affect Skill -- combat (normal) (Level, by Class) */
5449         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5450
5451         /* Affect Skill -- combat (shooting) (Level, by Class) */
5452         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5453
5454         /* Affect Skill -- combat (throwing) (Level, by Class) */
5455         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5456
5457
5458         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5459         {
5460                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5461                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5462         }
5463
5464         /* Limit Skill -- stealth from 0 to 30 */
5465         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5466         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5467
5468         /* Limit Skill -- digging from 1 up */
5469         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5470
5471         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5472
5473         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5474
5475         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;
5476
5477         if (down_saving) p_ptr->skill_sav /= 2;
5478
5479         /* Hack -- Each elemental immunity includes resistance */
5480         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5481         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5482         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5483         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5484
5485         /* Determine player alignment */
5486         for (i = 0, j = 0; i < 8; i++)
5487         {
5488                 switch (p_ptr->vir_types[i])
5489                 {
5490                 case V_JUSTICE:
5491                         p_ptr->align += p_ptr->virtues[i] * 2;
5492                         break;
5493                 case V_CHANCE:
5494                         /* Do nothing */
5495                         break;
5496                 case V_NATURE:
5497                 case V_HARMONY:
5498                         neutral[j++] = i;
5499                         break;
5500                 case V_UNLIFE:
5501                         p_ptr->align -= p_ptr->virtues[i];
5502                         break;
5503                 default:
5504                         p_ptr->align += p_ptr->virtues[i];
5505                         break;
5506                 }
5507         }
5508
5509         for (i = 0; i < j; i++)
5510         {
5511                 if (p_ptr->align > 0)
5512                 {
5513                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5514                         if (p_ptr->align < 0) p_ptr->align = 0;
5515                 }
5516                 else if (p_ptr->align < 0)
5517                 {
5518                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5519                         if (p_ptr->align > 0) p_ptr->align = 0;
5520                 }
5521         }
5522
5523         /* Hack -- handle "xtra" mode */
5524         if (character_xtra) return;
5525
5526         /* Take note when "heavy bow" changes */
5527         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5528         {
5529                 if (p_ptr->heavy_shoot)
5530                 {
5531                         msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5532                 }
5533                 else if (inventory[INVEN_BOW].k_idx)
5534                 {
5535                         msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5536                 }
5537                 else
5538                 {
5539                         msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5540                 }
5541
5542                 /* Save it */
5543                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5544         }
5545
5546         for (i = 0 ; i < 2 ; i++)
5547         {
5548                 /* Take note when "heavy weapon" changes */
5549                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5550                 {
5551                         if (p_ptr->heavy_wield[i])
5552                         {
5553                                 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5554                         }
5555                         else if (buki_motteruka(INVEN_RARM+i))
5556                         {
5557                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5558                         }
5559                         else if (p_ptr->heavy_wield[1-i])
5560                         {
5561                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5562                         }
5563                         else
5564                         {
5565                                 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5566                         }
5567
5568                         /* Save it */
5569                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5570                 }
5571
5572                 /* Take note when "heavy weapon" changes */
5573                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5574                 {
5575                         if (p_ptr->riding_wield[i])
5576                         {
5577                                 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5578                         }
5579                         else if (!p_ptr->riding)
5580                         {
5581                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5582                         }
5583                         else if (buki_motteruka(INVEN_RARM+i))
5584                         {
5585                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5586                         }
5587                         /* Save it */
5588                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5589                 }
5590
5591                 /* Take note when "illegal weapon" changes */
5592                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5593                 {
5594                         if (p_ptr->icky_wield[i])
5595                         {
5596                                 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5597                                 if (is_loading_now)
5598                                 {
5599                                         chg_virtue(V_FAITH, -1);
5600                                 }
5601                         }
5602                         else if (buki_motteruka(INVEN_RARM+i))
5603                         {
5604                                 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5605                         }
5606                         else
5607                         {
5608                                 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5609                         }
5610
5611                         /* Save it */
5612                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5613                 }
5614         }
5615
5616         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5617         {
5618                 if (p_ptr->riding_ryoute)
5619                 {
5620 #ifdef JP
5621                         msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5622 #else
5623                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5624 #endif
5625                 }
5626                 else
5627                 {
5628 #ifdef JP
5629                         msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5630 #else
5631                         msg_print("You began to control riding pet with one hand.");
5632 #endif
5633                 }
5634
5635                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5636         }
5637
5638         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5639         {
5640                 if (heavy_armor())
5641                 {
5642                         msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5643                         if (is_loading_now)
5644                         {
5645                                 chg_virtue(V_HARMONY, -1);
5646                         }
5647                 }
5648                 else
5649                 {
5650                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5651                 }
5652                 
5653                 monk_notify_aux = monk_armour_aux;
5654         }
5655
5656         for (i = 0; i < INVEN_PACK; i++)
5657         {
5658 #if 0
5659                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5660                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5661 #endif
5662                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5663                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5664         }
5665
5666         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5667         {
5668                 o_ptr = &o_list[this_o_idx];
5669
5670                 /* Acquire next object */
5671                 next_o_idx = o_ptr->next_o_idx;
5672
5673 #if 0
5674                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5675                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5676 #endif
5677                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5678                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5679         }
5680
5681         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5682 #if 0
5683         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5684         {
5685                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5686                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5687         }
5688
5689         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)))
5690         {
5691                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5692                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5693         }
5694 #endif
5695         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5696         {
5697                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5698                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5699         }
5700
5701         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5702         {
5703                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5704                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5705         }
5706 }
5707
5708
5709 /*! 
5710  * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5711  * @return なし
5712  * @details 更新処理の対象はゲーム中の全描画処理
5713  */
5714 static void redraw_stuff(void)
5715 {
5716         if (!p_ptr->redraw) return;
5717
5718         /* Character is not ready yet, no screen updates */
5719         if (!character_generated) return;
5720
5721         /* Character is in "icky" mode, no screen updates */
5722         if (character_icky) return;
5723
5724         /* Hack -- clear the screen */
5725         if (p_ptr->redraw & (PR_WIPE))
5726         {
5727                 p_ptr->redraw &= ~(PR_WIPE);
5728                 msg_print(NULL);
5729                 Term_clear();
5730         }
5731
5732         if (p_ptr->redraw & (PR_MAP))
5733         {
5734                 p_ptr->redraw &= ~(PR_MAP);
5735                 prt_map();
5736         }
5737
5738         if (p_ptr->redraw & (PR_BASIC))
5739         {
5740                 p_ptr->redraw &= ~(PR_BASIC);
5741                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5742                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5743                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5744                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5745                 prt_frame_basic();
5746                 prt_time();
5747                 prt_dungeon();
5748         }
5749
5750         if (p_ptr->redraw & (PR_EQUIPPY))
5751         {
5752                 p_ptr->redraw &= ~(PR_EQUIPPY);
5753                 print_equippy(); /* To draw / delete equippy chars */
5754         }
5755
5756         if (p_ptr->redraw & (PR_MISC))
5757         {
5758                 p_ptr->redraw &= ~(PR_MISC);
5759                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5760 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5761         }
5762
5763         if (p_ptr->redraw & (PR_TITLE))
5764         {
5765                 p_ptr->redraw &= ~(PR_TITLE);
5766                 prt_title();
5767         }
5768
5769         if (p_ptr->redraw & (PR_LEV))
5770         {
5771                 p_ptr->redraw &= ~(PR_LEV);
5772                 prt_level();
5773         }
5774
5775         if (p_ptr->redraw & (PR_EXP))
5776         {
5777                 p_ptr->redraw &= ~(PR_EXP);
5778                 prt_exp();
5779         }
5780
5781         if (p_ptr->redraw & (PR_STATS))
5782         {
5783                 p_ptr->redraw &= ~(PR_STATS);
5784                 prt_stat(A_STR);
5785                 prt_stat(A_INT);
5786                 prt_stat(A_WIS);
5787                 prt_stat(A_DEX);
5788                 prt_stat(A_CON);
5789                 prt_stat(A_CHR);
5790         }
5791
5792         if (p_ptr->redraw & (PR_STATUS))
5793         {
5794                 p_ptr->redraw &= ~(PR_STATUS);
5795                 prt_status();
5796         }
5797
5798         if (p_ptr->redraw & (PR_ARMOR))
5799         {
5800                 p_ptr->redraw &= ~(PR_ARMOR);
5801                 prt_ac();
5802         }
5803
5804         if (p_ptr->redraw & (PR_HP))
5805         {
5806                 p_ptr->redraw &= ~(PR_HP);
5807                 prt_hp();
5808         }
5809
5810         if (p_ptr->redraw & (PR_MANA))
5811         {
5812                 p_ptr->redraw &= ~(PR_MANA);
5813                 prt_sp();
5814         }
5815
5816         if (p_ptr->redraw & (PR_GOLD))
5817         {
5818                 p_ptr->redraw &= ~(PR_GOLD);
5819                 prt_gold();
5820         }
5821
5822         if (p_ptr->redraw & (PR_DEPTH))
5823         {
5824                 p_ptr->redraw &= ~(PR_DEPTH);
5825                 prt_depth();
5826         }
5827
5828         if (p_ptr->redraw & (PR_HEALTH))
5829         {
5830                 p_ptr->redraw &= ~(PR_HEALTH);
5831                 health_redraw(FALSE);
5832         }
5833
5834         if (p_ptr->redraw & (PR_UHEALTH))
5835         {
5836                 p_ptr->redraw &= ~(PR_UHEALTH);
5837                 health_redraw(TRUE);
5838         }
5839
5840         if (p_ptr->redraw & (PR_EXTRA))
5841         {
5842                 p_ptr->redraw &= ~(PR_EXTRA);
5843                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5844                 p_ptr->redraw &= ~(PR_HUNGER);
5845                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
5846                 prt_frame_extra();
5847         }
5848
5849         if (p_ptr->redraw & (PR_CUT))
5850         {
5851                 p_ptr->redraw &= ~(PR_CUT);
5852                 prt_cut();
5853         }
5854
5855         if (p_ptr->redraw & (PR_STUN))
5856         {
5857                 p_ptr->redraw &= ~(PR_STUN);
5858                 prt_stun();
5859         }
5860
5861         if (p_ptr->redraw & (PR_HUNGER))
5862         {
5863                 p_ptr->redraw &= ~(PR_HUNGER);
5864                 prt_hunger();
5865         }
5866
5867         if (p_ptr->redraw & (PR_STATE))
5868         {
5869                 p_ptr->redraw &= ~(PR_STATE);
5870                 prt_state();
5871         }
5872
5873         if (p_ptr->redraw & (PR_SPEED))
5874         {
5875                 p_ptr->redraw &= ~(PR_SPEED);
5876                 prt_speed();
5877         }
5878
5879         if (p_ptr->pclass == CLASS_IMITATOR)
5880         {
5881                 if (p_ptr->redraw & (PR_IMITATION))
5882                 {
5883                         p_ptr->redraw &= ~(PR_IMITATION);
5884                         prt_imitation();
5885                 }
5886         }
5887         else if (p_ptr->redraw & (PR_STUDY))
5888         {
5889                 p_ptr->redraw &= ~(PR_STUDY);
5890                 prt_study();
5891         }
5892 }
5893
5894 /*! 
5895  * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
5896  * @return なし
5897  * @details 更新処理の対象はサブウィンドウ全般
5898  */
5899 static void window_stuff(void)
5900 {
5901         int j;
5902         BIT_FLAGS mask = 0L;
5903
5904         /* Nothing to do */
5905         if (!p_ptr->window) return;
5906
5907         /* Scan windows */
5908         for (j = 0; j < 8; j++)
5909         {
5910                 /* Save usable flags */
5911                 if (angband_term[j]) mask |= window_flag[j];
5912         }
5913
5914         /* Apply usable flags */
5915         p_ptr->window &= mask;
5916
5917         /* Nothing to do */
5918         if (!p_ptr->window) return;
5919
5920         /* Display inventory */
5921         if (p_ptr->window & (PW_INVEN))
5922         {
5923                 p_ptr->window &= ~(PW_INVEN);
5924                 fix_inven();
5925         }
5926
5927         /* Display equipment */
5928         if (p_ptr->window & (PW_EQUIP))
5929         {
5930                 p_ptr->window &= ~(PW_EQUIP);
5931                 fix_equip();
5932         }
5933
5934         /* Display spell list */
5935         if (p_ptr->window & (PW_SPELL))
5936         {
5937                 p_ptr->window &= ~(PW_SPELL);
5938                 fix_spell();
5939         }
5940
5941         /* Display player */
5942         if (p_ptr->window & (PW_PLAYER))
5943         {
5944                 p_ptr->window &= ~(PW_PLAYER);
5945                 fix_player();
5946         }
5947         
5948         /* Display monster list */
5949         if (p_ptr->window & (PW_MONSTER_LIST))
5950         {
5951                 p_ptr->window &= ~(PW_MONSTER_LIST);
5952                 fix_monster_list();
5953         }
5954         
5955         /* Display overhead view */
5956         if (p_ptr->window & (PW_MESSAGE))
5957         {
5958                 p_ptr->window &= ~(PW_MESSAGE);
5959                 fix_message();
5960         }
5961
5962         /* Display overhead view */
5963         if (p_ptr->window & (PW_OVERHEAD))
5964         {
5965                 p_ptr->window &= ~(PW_OVERHEAD);
5966                 fix_overhead();
5967         }
5968
5969         /* Display overhead view */
5970         if (p_ptr->window & (PW_DUNGEON))
5971         {
5972                 p_ptr->window &= ~(PW_DUNGEON);
5973                 fix_dungeon();
5974         }
5975
5976         /* Display monster recall */
5977         if (p_ptr->window & (PW_MONSTER))
5978         {
5979                 p_ptr->window &= ~(PW_MONSTER);
5980                 fix_monster();
5981         }
5982
5983         /* Display object recall */
5984         if (p_ptr->window & (PW_OBJECT))
5985         {
5986                 p_ptr->window &= ~(PW_OBJECT);
5987                 fix_object();
5988         }
5989 }
5990
5991
5992 /*!
5993  * @brief 全更新処理をチェックして処理していく
5994  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5995  * @return なし
5996  */
5997 void handle_stuff(void)
5998 {
5999         if (p_ptr->update) update_creature(p_ptr);
6000         if (p_ptr->redraw) redraw_stuff();
6001         if (p_ptr->window) window_stuff();
6002 }
6003
6004 void update_output(void)
6005 {
6006         if (p_ptr->redraw) redraw_stuff();
6007         if (p_ptr->window) window_stuff();
6008 }
6009
6010 /*!
6011  * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
6012  * @return なし
6013  * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
6014  */
6015 void update_creature(player_type *creature_ptr)
6016 {
6017         if (!creature_ptr->update) return;
6018
6019         /* Actually do auto-destroy */
6020         if (creature_ptr->update & (PU_AUTODESTROY))
6021         {
6022                 creature_ptr->update &= ~(PU_AUTODESTROY);
6023                 autopick_delayed_alter();
6024         }
6025
6026         /* Combine the pack */
6027         if (creature_ptr->update & (PU_COMBINE))
6028         {
6029                 creature_ptr->update &= ~(PU_COMBINE);
6030                 combine_pack();
6031         }
6032
6033         /* Reorder the pack */
6034         if (creature_ptr->update & (PU_REORDER))
6035         {
6036                 creature_ptr->update &= ~(PU_REORDER);
6037                 reorder_pack();
6038         }
6039
6040         if (creature_ptr->update & (PU_BONUS))
6041         {
6042                 creature_ptr->update &= ~(PU_BONUS);
6043                 calc_bonuses();
6044         }
6045
6046         if (creature_ptr->update & (PU_TORCH))
6047         {
6048                 creature_ptr->update &= ~(PU_TORCH);
6049                 calc_torch();
6050         }
6051
6052         if (creature_ptr->update & (PU_HP))
6053         {
6054                 creature_ptr->update &= ~(PU_HP);
6055                 calc_hitpoints();
6056         }
6057
6058         if (creature_ptr->update & (PU_MANA))
6059         {
6060                 creature_ptr->update &= ~(PU_MANA);
6061                 calc_mana();
6062         }
6063
6064         if (creature_ptr->update & (PU_SPELLS))
6065         {
6066                 creature_ptr->update &= ~(PU_SPELLS);
6067                 calc_spells();
6068         }
6069
6070         /* Character is not ready yet, no screen updates */
6071         if (!character_generated) return;
6072
6073         /* Character is in "icky" mode, no screen updates */
6074         if (character_icky) return;
6075
6076         if (creature_ptr->update & (PU_UN_LITE))
6077         {
6078                 creature_ptr->update &= ~(PU_UN_LITE);
6079                 forget_lite();
6080         }
6081
6082         if (creature_ptr->update & (PU_UN_VIEW))
6083         {
6084                 creature_ptr->update &= ~(PU_UN_VIEW);
6085                 forget_view();
6086         }
6087
6088         if (creature_ptr->update & (PU_VIEW))
6089         {
6090                 creature_ptr->update &= ~(PU_VIEW);
6091                 update_view();
6092         }
6093
6094         if (creature_ptr->update & (PU_LITE))
6095         {
6096                 creature_ptr->update &= ~(PU_LITE);
6097                 update_lite();
6098         }
6099
6100
6101         if (creature_ptr->update & (PU_FLOW))
6102         {
6103                 creature_ptr->update &= ~(PU_FLOW);
6104                 update_flow();
6105         }
6106
6107         if (creature_ptr->update & (PU_DISTANCE))
6108         {
6109                 creature_ptr->update &= ~(PU_DISTANCE);
6110
6111                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
6112                 /* creature_ptr->update &= ~(PU_MONSTERS); */
6113
6114                 update_monsters(TRUE);
6115         }
6116
6117         if (creature_ptr->update & (PU_MON_LITE))
6118         {
6119                 creature_ptr->update &= ~(PU_MON_LITE);
6120                 update_mon_lite();
6121         }
6122
6123         /*
6124          * Mega-Hack -- Delayed visual update
6125          * Only used if update_view(), update_lite() or update_mon_lite() was called
6126          */
6127         if (creature_ptr->update & (PU_DELAY_VIS))
6128         {
6129                 creature_ptr->update &= ~(PU_DELAY_VIS);
6130                 delayed_visual_update();
6131         }
6132
6133         if (creature_ptr->update & (PU_MONSTERS))
6134         {
6135                 creature_ptr->update &= ~(PU_MONSTERS);
6136                 update_monsters(FALSE);
6137         }
6138 }
6139
6140 /*!
6141  * @brief プレイヤーの現在開いている手の状態を返す
6142  * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6143  * @return 開いている手のビットフラグ
6144  */
6145 BIT_FLAGS16 empty_hands(bool riding_control)
6146 {
6147         BIT_FLAGS16 status = EMPTY_HAND_NONE;
6148
6149         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6150         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6151
6152         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6153         {
6154                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6155                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6156         }
6157
6158         return status;
6159 }
6160
6161
6162 /*!
6163  * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6164  * @return ペナルティが適用されるならばTRUE。
6165  */
6166 bool heavy_armor(void)
6167 {
6168         WEIGHT monk_arm_wgt = 0;
6169
6170         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6171
6172         /* Weight the armor */
6173         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6174         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6175         monk_arm_wgt += inventory[INVEN_BODY].weight;
6176         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6177         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6178         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6179         monk_arm_wgt += inventory[INVEN_FEET].weight;
6180
6181         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6182 }
6183
6184 /*!
6185  * @brief 実ゲームプレイ時間を更新する
6186  */
6187 void update_playtime(void)
6188 {
6189         /* Check if the game has started */
6190         if (start_time != 0)
6191         {
6192                 u32b tmp = (u32b)time(NULL);
6193                 playtime += (tmp - start_time);
6194                 start_time = tmp;
6195         }
6196 }