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[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
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (s16b)(value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @return 日中ならばTRUE、夜ならばFALSE
126  */
127 bool is_daytime(void)
128 {
129         s32b len = TURNS_PER_TICK * TOWN_DAWN;
130         if ((turn % len) < (len / 2))
131                 return TRUE;
132         else
133                 return FALSE;
134 }
135
136 /*!
137  * @brief 現在の日数、時刻を返す /
138  * Extract day, hour, min
139  * @param day 日数を返すための参照ポインタ
140  * @param hour 時数を返すための参照ポインタ
141  * @param min 分数を返すための参照ポインタ
142  */
143 void extract_day_hour_min(int *day, int *hour, int *min)
144 {
145         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
147
148         switch (p_ptr->start_race)
149         {
150         case RACE_VAMPIRE:
151         case RACE_SKELETON:
152         case RACE_ZOMBIE:
153         case RACE_SPECTRE:
154                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
155                 break;
156         default:
157                 *day = (turn + A_DAY / 4) / A_DAY + 1;
158                 break;
159         }
160         *hour = (24 * turn_in_today / A_DAY) % 24;
161         *min = (1440 * turn_in_today / A_DAY) % 60;
162 }
163
164 /*!
165  * @brief ゲーム時刻を表示する /
166  * Print time
167  * @return なし
168  */
169 void prt_time(void)
170 {
171         int day, hour, min;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
175
176         extract_day_hour_min(&day, &hour, &min);
177
178         /* Dump the info itself */
179         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
181
182         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
183 }
184
185 /*!
186  * @brief 現在のマップ名を返す /
187  * @return マップ名の文字列参照ポインタ
188  */
189 cptr map_name(void)
190 {
191         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193                 return _("クエスト", "Quest");
194         else if (p_ptr->wild_mode)
195                 return _("地上", "Surface");
196         else if (p_ptr->inside_arena)
197                 return _("アリーナ", "Arena");
198         else if (p_ptr->inside_battle)
199                 return _("闘技場", "Monster Arena");
200         else if (!dun_level && p_ptr->town_num)
201                 return town[p_ptr->town_num].name;
202         else
203                 return d_name+d_info[dungeon_type].name;
204 }
205
206 /*!
207  * @brief 現在のマップ名を描画する / Print dungeon
208  * @return なし
209  */
210 static void prt_dungeon(void)
211 {
212         cptr dungeon_name;
213         int col;
214
215         /* Dump 13 spaces to clear */
216         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
217
218         dungeon_name = map_name();
219
220         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221         if (col < 0) col = 0;
222
223         /* Dump the info itself */
224         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
225                   ROW_DUNGEON, col);
226 }
227
228
229 /*!
230  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231  * @param stat 描画するステータスのID
232  * @return なし
233  */
234 static void prt_stat(int stat)
235 {
236         char tmp[32];
237
238         /* Display "injured" stat */
239         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
240         {
241                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242                 cnv_stat(p_ptr->stat_use[stat], tmp);
243                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244         }
245
246         /* Display "healthy" stat */
247         else
248         {
249                 put_str(stat_names[stat], ROW_STAT + stat, 0);
250                 cnv_stat(p_ptr->stat_use[stat], tmp);
251                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252         }
253
254         /* Indicate natural maximum */
255         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256         {
257 #ifdef JP
258                 /* 日本語にかぶらないように表示位置を変更 */
259                 put_str("!", ROW_STAT + stat, 5);
260 #else
261                 put_str("!", ROW_STAT + stat, 3);
262 #endif
263
264         }
265 }
266
267
268 /*
269  * 画面下部に表示する状態表示定義ID / Data structure for status bar
270  */
271 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
338
339 static struct {
340         byte attr;
341         cptr sstr;
342         cptr lstr;
343 } bar[]
344 #ifdef JP
345 = {
346         {TERM_YELLOW, "つ", "つよし"},
347         {TERM_VIOLET, "幻", "幻覚"},
348         {TERM_L_DARK, "盲", "盲目"},
349         {TERM_RED, "痺", "麻痺"},
350         {TERM_VIOLET, "乱", "混乱"},
351         {TERM_GREEN, "毒", "毒"},
352         {TERM_BLUE, "恐", "恐怖"},
353         {TERM_L_BLUE, "浮", "浮遊"},
354         {TERM_SLATE, "反", "反射"},
355         {TERM_SLATE, "壁", "壁抜け"},
356         {TERM_L_DARK, "幽", "幽体"},
357         {TERM_SLATE, "邪", "防邪"},
358         {TERM_VIOLET, "変", "変わり身"},
359         {TERM_YELLOW, "魔", "魔法鎧"},
360         {TERM_L_UMBER, "伸", "伸び"},
361         {TERM_WHITE, "石", "石肌"},
362         {TERM_L_BLUE, "分", "分身"},
363         {TERM_SLATE, "防", "魔法防御"},
364         {TERM_YELLOW, "究", "究極"},
365         {TERM_YELLOW, "無", "無敵"},
366         {TERM_L_GREEN, "酸", "酸免疫"},
367         {TERM_GREEN, "酸", "耐酸"},
368         {TERM_L_BLUE, "電", "電免疫"},
369         {TERM_BLUE, "電", "耐電"},
370         {TERM_L_RED, "火", "火免疫"},
371         {TERM_RED, "火", "耐火"},
372         {TERM_WHITE, "冷", "冷免疫"},
373         {TERM_SLATE, "冷", "耐冷"},
374         {TERM_GREEN, "毒", "耐毒"},
375         {TERM_L_DARK, "獄", "耐地獄"},
376         {TERM_L_BLUE, "時", "耐時間"},
377         {TERM_L_DARK, "鏡", "鏡オーラ"},
378         {TERM_L_RED, "オ", "火オーラ"},
379         {TERM_WHITE, "闘", "闘気"},
380         {TERM_WHITE, "聖", "聖オーラ"},
381         {TERM_VIOLET, "目", "目には目"},
382         {TERM_WHITE, "祝", "祝福"},
383         {TERM_WHITE, "勇", "勇"},
384         {TERM_RED, "狂", "狂乱"},
385         {TERM_L_RED, "火", "魔剣火"},
386         {TERM_WHITE, "冷", "魔剣冷"},
387         {TERM_L_BLUE, "電", "魔剣電"},
388         {TERM_SLATE, "酸", "魔剣酸"},
389         {TERM_L_GREEN, "毒", "魔剣毒"},
390         {TERM_RED, "乱", "混乱打撃"},
391         {TERM_L_BLUE, "視", "透明視"},
392         {TERM_ORANGE, "テ", "テレパシ"},
393         {TERM_L_BLUE, "回", "回復"},
394         {TERM_L_RED, "赤", "赤外"},
395         {TERM_UMBER, "隠", "隠密"},
396         {TERM_YELLOW, "隠", "超隠密"},
397         {TERM_WHITE, "帰", "帰還"},
398         {TERM_WHITE, "現", "現実変容"},
399         /* Hex */
400         {TERM_WHITE, "オ", "氷オーラ"},
401         {TERM_BLUE, "オ", "電オーラ"},
402         {TERM_L_DARK, "オ", "影オーラ"},
403         {TERM_YELLOW, "腕", "腕力強化"},
404         {TERM_RED, "肉", "肉体強化"},
405         {TERM_L_DARK, "殖", "反増殖"},
406         {TERM_ORANGE, "テ", "反テレポ"},
407         {TERM_RED, "魔", "反魔法"},
408         {TERM_SLATE, "我", "我慢"},
409         {TERM_SLATE, "宣", "宣告"},
410         {TERM_L_DARK, "剣", "魔剣化"},
411         {TERM_RED, "吸", "吸血打撃"},
412         {TERM_WHITE, "回", "回復"},
413         {TERM_L_DARK, "感", "邪悪感知"},
414         {0, NULL, NULL}
415 };
416 #else
417 = {
418         {TERM_YELLOW, "Ts", "Tsuyoshi"},
419         {TERM_VIOLET, "Ha", "Halluc"},
420         {TERM_L_DARK, "Bl", "Blind"},
421         {TERM_RED, "Pa", "Paralyzed"},
422         {TERM_VIOLET, "Cf", "Confused"},
423         {TERM_GREEN, "Po", "Poisoned"},
424         {TERM_BLUE, "Af", "Afraid"},
425         {TERM_L_BLUE, "Lv", "Levit"},
426         {TERM_SLATE, "Rf", "Reflect"},
427         {TERM_SLATE, "Pw", "PassWall"},
428         {TERM_L_DARK, "Wr", "Wraith"},
429         {TERM_SLATE, "Ev", "PrtEvl"},
430         {TERM_VIOLET, "Kw", "Kawarimi"},
431         {TERM_YELLOW, "Md", "MgcArm"},
432         {TERM_L_UMBER, "Eh", "Expand"},
433         {TERM_WHITE, "Ss", "StnSkn"},
434         {TERM_L_BLUE, "Ms", "MltShdw"},
435         {TERM_SLATE, "Rm", "ResMag"},
436         {TERM_YELLOW, "Ul", "Ultima"},
437         {TERM_YELLOW, "Iv", "Invuln"},
438         {TERM_L_GREEN, "IAc", "ImmAcid"},
439         {TERM_GREEN, "Ac", "Acid"},
440         {TERM_L_BLUE, "IEl", "ImmElec"},
441         {TERM_BLUE, "El", "Elec"},
442         {TERM_L_RED, "IFi", "ImmFire"},
443         {TERM_RED, "Fi", "Fire"},
444         {TERM_WHITE, "ICo", "ImmCold"},
445         {TERM_SLATE, "Co", "Cold"},
446         {TERM_GREEN, "Po", "Pois"},
447         {TERM_L_DARK, "Nt", "Nthr"},
448         {TERM_L_BLUE, "Ti", "Time"},
449         {TERM_L_DARK, "Mr", "Mirr"},
450         {TERM_L_RED, "SFi", "SFire"},
451         {TERM_WHITE, "Fo", "Force"},
452         {TERM_WHITE, "Ho", "Holy"},
453         {TERM_VIOLET, "Ee", "EyeEye"},
454         {TERM_WHITE, "Bs", "Bless"},
455         {TERM_WHITE, "He", "Hero"},
456         {TERM_RED, "Br", "Berserk"},
457         {TERM_L_RED, "BFi", "BFire"},
458         {TERM_WHITE, "BCo", "BCold"},
459         {TERM_L_BLUE, "BEl", "BElec"},
460         {TERM_SLATE, "BAc", "BAcid"},
461         {TERM_L_GREEN, "BPo", "BPois"},
462         {TERM_RED, "TCf", "TchCnf"},
463         {TERM_L_BLUE, "Se", "SInv"},
464         {TERM_ORANGE, "Te", "Telepa"},
465         {TERM_L_BLUE, "Rg", "Regen"},
466         {TERM_L_RED, "If", "Infr"},
467         {TERM_UMBER, "Sl", "Stealth"},
468         {TERM_YELLOW, "Stlt", "Stealth"},
469         {TERM_WHITE, "Rc", "Recall"},
470         {TERM_WHITE, "Al", "Alter"},
471         /* Hex */
472         {TERM_WHITE, "SCo", "SCold"},
473         {TERM_BLUE, "SEl", "SElec"},
474         {TERM_L_DARK, "SSh", "SShadow"},
475         {TERM_YELLOW, "EMi", "ExMight"},
476         {TERM_RED, "Bu", "BuildUp"},
477         {TERM_L_DARK, "AMl", "AntiMulti"},
478         {TERM_ORANGE, "AT", "AntiTele"},
479         {TERM_RED, "AM", "AntiMagic"},
480         {TERM_SLATE, "Pa", "Patience"},
481         {TERM_SLATE, "Rv", "Revenge"},
482         {TERM_L_DARK, "Rs", "RuneSword"},
483         {TERM_RED, "Vm", "Vampiric"},
484         {TERM_WHITE, "Cu", "Cure"},
485         {TERM_L_DARK, "ET", "EvilTele"},
486         {0, NULL, NULL}
487 };
488 #endif
489
490 /*!
491  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492  * @param FLG フラグ位置(ビット)
493  * @return なし
494  */
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
496
497 /*!
498  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499  * @param FLG フラグ位置(ビット)
500  * @return 1ならば0以外を返す
501  */
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
503
504
505 /*!
506  * @brief 下部に状態表示を行う / Show status bar
507  * @return なし
508  */
509 static void prt_status(void)
510 {
511         u32b bar_flags[3];
512         int wid, hgt, row_statbar, max_col_statbar;
513         int i, col = 0, num = 0;
514         int space = 2;
515
516         Term_get_size(&wid, &hgt);
517         row_statbar = hgt + ROW_STATBAR;
518         max_col_statbar = wid + MAX_COL_STATBAR;
519
520         Term_erase(0, row_statbar, max_col_statbar);
521
522         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
523
524         /* Tsuyoshi  */
525         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
526
527         /* Hallucinating */
528         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
529
530         /* Blindness */
531         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
532
533         /* Paralysis */
534         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
535
536         /* Confusion */
537         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
538
539         /* Posioned */
540         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
541
542         /* Times see-invisible */
543         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
544
545         /* Timed esp */
546         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
547
548         /* Timed regenerate */
549         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
550
551         /* Timed infra-vision */
552         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
553
554         /* Protection from evil */
555         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
556
557         /* Invulnerability */
558         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
559
560         /* Wraith form */
561         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
562
563         /* Kabenuke */
564         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
565
566         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
567
568         /* Heroism */
569         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
570
571         /* Super Heroism / berserk */
572         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
573
574         /* Blessed */
575         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
576
577         /* Shield */
578         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
579
580         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
581
582         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
583         
584         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
585
586         /* Oppose Acid */
587         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
589
590         /* Oppose Lightning */
591         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
593
594         /* Oppose Fire */
595         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
597
598         /* Oppose Cold */
599         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
601
602         /* Oppose Poison */
603         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
604
605         /* Word of Recall */
606         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
607
608         /* Alter realiry */
609         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
610
611         /* Afraid */
612         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
613
614         /* Resist time */
615         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
616
617         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
618
619         /* Confusing Hands */
620         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
621
622         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
623
624         /* Ultimate-resistance */
625         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
626
627         /* tim levitation */
628         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
629
630         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
631
632         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
633
634         /* Mahouken */
635         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
641
642         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
643
644         /* tim stealth */
645         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
646
647         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
648
649         /* Holy aura */
650         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
651
652         /* An Eye for an Eye */
653         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
654
655         /* Hex spells */
656         if (p_ptr->realm1 == REALM_HEX)
657         {
658                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673                 if (hex_spelling(HEX_CURE_LIGHT) ||
674                         hex_spelling(HEX_CURE_SERIOUS) ||
675                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
676
677                 if (HEX_REVENGE_TURN(p_ptr))
678                 {
679                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
740  * @return なし
741  */
742 static void prt_title(void)
743 {
744         cptr p = "";
745         char str[14];
746
747         if (p_ptr->wizard)
748         {
749                 p = _("[ウィザード]", "[=-WIZARD-=]");
750         }
751         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
752         {
753                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
754                 {
755                         p = _("*真・勝利者*", "*TRUEWINNER*");
756                 }
757                 else
758                 {
759                         p = _("***勝利者***", "***WINNER***");
760                 }
761         }
762
763         /* Normal */
764         else
765         {
766                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
767                 p = str;
768         }
769
770         prt_field(p, ROW_TITLE, COL_TITLE);
771 }
772
773
774 /*!
775  * @brief プレイヤーのレベルを表示する / Prints level
776  * @return なし
777  */
778 static void prt_level(void)
779 {
780         char tmp[32];
781
782         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
783
784         if (p_ptr->lev >= p_ptr->max_plv)
785         {
786 #ifdef JP
787                 put_str("レベル ", ROW_LEVEL, 0);
788                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
789 #else
790                 put_str("LEVEL ", ROW_LEVEL, 0);
791                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
792 #endif
793
794         }
795         else
796         {
797 #ifdef JP
798                 put_str("xレベル", ROW_LEVEL, 0);
799                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
800 #else
801                 put_str("Level ", ROW_LEVEL, 0);
802                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
803 #endif
804
805         }
806 }
807
808
809 /*!
810  * @brief プレイヤーの経験値を表示する / Display the experience
811  * @return なし
812  */
813 static void prt_exp(void)
814 {
815         char out_val[32];
816
817         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
818         {
819                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
820         }
821         else
822         {
823                 if (p_ptr->lev >= PY_MAX_LEVEL)
824                 {
825                         (void)sprintf(out_val, "********");
826                 }
827                 else
828                 {
829 #ifdef JP
830                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
831 #else      
832                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
833 #endif
834                 }
835         }
836
837         if (p_ptr->exp >= p_ptr->max_exp)
838         {
839 #ifdef JP
840                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
841                 else put_str("経験 ", ROW_EXP, 0);
842                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
843 #else
844                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
845                 else put_str("EXP ", ROW_EXP, 0);
846                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
847 #endif
848
849         }
850         else
851         {
852                 put_str(_("x経験", "Exp "), ROW_EXP, 0);
853 #ifdef JP
854                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
855 #else
856                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
857 #endif
858
859         }
860 }
861
862 /*!
863  * @brief プレイヤーの所持金を表示する / Prints current gold
864  * @return なし
865  */
866 static void prt_gold(void)
867 {
868         char tmp[32];
869         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
870         sprintf(tmp, "%9ld", (long)p_ptr->au);
871         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
872 }
873
874
875 /*!
876  * @brief プレイヤーのACを表示する / Prints current AC
877  * @return なし
878  */
879 static void prt_ac(void)
880 {
881         char tmp[32];
882
883 #ifdef JP
884 /* AC の表示方式を変更している */
885         put_str(" AC(     )", ROW_AC, COL_AC);
886         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
887         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
888 #else
889         put_str("Cur AC ", ROW_AC, COL_AC);
890         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
891         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
892 #endif
893
894 }
895
896
897 /*!
898  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
899  * @return なし
900  */
901 static void prt_hp(void)
902 {
903 /* ヒットポイントの表示方法を変更 */
904         char tmp[32];
905   
906         TERM_COLOR color;
907   
908         /* タイトル */
909         put_str("HP", ROW_CURHP, COL_CURHP);
910
911         /* 現在のヒットポイント */
912         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
913
914         if (p_ptr->chp >= p_ptr->mhp)
915         {
916                 color = TERM_L_GREEN;
917         }
918         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
919         {
920                 color = TERM_YELLOW;
921         }
922         else
923         {
924                 color = TERM_RED;
925         }
926
927         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
928
929         /* 区切り */
930         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
931
932         /* 最大ヒットポイント */
933         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
934         color = TERM_L_GREEN;
935
936         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
937 }
938
939
940 /*!
941  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
942  * @return なし
943  */
944 static void prt_sp(void)
945 {
946 /* マジックポイントの表示方法を変更している */
947         char tmp[32];
948         byte color;
949
950
951         /* Do not show mana unless it matters */
952         if (!mp_ptr->spell_book) return;
953
954         /* タイトル */
955         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
956
957         /* 現在のマジックポイント */
958         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
959
960         if (p_ptr->csp >= p_ptr->msp)
961         {
962                 color = TERM_L_GREEN;
963         }
964         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
965         {
966                 color = TERM_YELLOW;
967         }
968         else
969         {
970                 color = TERM_RED;
971         }
972
973         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
974
975         /* 区切り */
976         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
977
978         /* 最大マジックポイント */
979         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
980         color = TERM_L_GREEN;
981
982         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
983 }
984
985
986 /*!
987  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
988  * @return なし
989  */
990 static void prt_depth(void)
991 {
992         char depths[32];
993         int wid, hgt, row_depth, col_depth;
994         byte attr = TERM_WHITE;
995
996         Term_get_size(&wid, &hgt);
997         col_depth = wid + COL_DEPTH;
998         row_depth = hgt + ROW_DEPTH;
999
1000         if (!dun_level)
1001         {
1002                 strcpy(depths, _("地上", "Surf."));
1003         }
1004         else if (p_ptr->inside_quest && !dungeon_type)
1005         {
1006                 strcpy(depths, _("地上", "Quest"));
1007         }
1008         else
1009         {
1010                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1011                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1012
1013                 /* Get color of level based on feeling  -JSV- */
1014                 switch (p_ptr->feeling)
1015                 {
1016                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1017                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1018                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1019                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1020                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1021                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1022                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1023                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1024                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1025                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1026                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1027                 }
1028         }
1029
1030         /* Right-Adjust the "depth", and clear old values */
1031         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1032 }
1033
1034
1035 /*!
1036  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1037  * @return なし
1038  */
1039 static void prt_hunger(void)
1040 {
1041         if(p_ptr->wizard && p_ptr->inside_arena) return;
1042
1043         /* Fainting / Starving */
1044         if (p_ptr->food < PY_FOOD_FAINT)
1045         {
1046                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1047         }
1048
1049         /* Weak */
1050         else if (p_ptr->food < PY_FOOD_WEAK)
1051         {
1052                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1053         }
1054
1055         /* Hungry */
1056         else if (p_ptr->food < PY_FOOD_ALERT)
1057         {
1058                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1059         }
1060
1061         /* Normal */
1062         else if (p_ptr->food < PY_FOOD_FULL)
1063         {
1064                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1065         }
1066
1067         /* Full */
1068         else if (p_ptr->food < PY_FOOD_MAX)
1069         {
1070                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1071         }
1072
1073         /* Gorged */
1074         else
1075         {
1076                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1077         }
1078 }
1079
1080
1081 /*!
1082  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1083  * @return なし
1084  * @details
1085  * Display is always exactly 10 characters wide (see below)
1086  * This function was a major bottleneck when resting, so a lot of
1087  * the text formatting code was optimized in place below.
1088  */
1089 static void prt_state(void)
1090 {
1091         byte attr = TERM_WHITE;
1092
1093         char text[16];
1094
1095         /* Repeating */
1096         if (command_rep)
1097         {
1098                 if (command_rep > 999)
1099                 {
1100                         (void)sprintf(text, "%2d00", command_rep / 100);
1101                 }
1102                 else
1103                 {
1104                         (void)sprintf(text, "  %2d", command_rep);
1105                 }
1106         }
1107
1108         /* Action */
1109         else
1110         {
1111                 switch(p_ptr->action)
1112                 {
1113                         case ACTION_SEARCH:
1114                         {
1115                                 strcpy(text, _("探索", "Sear"));
1116                                 break;
1117                         }
1118                         case ACTION_REST:
1119                         {
1120                                 int i;
1121
1122                                 /* Start with "Rest" */
1123                                 strcpy(text, _("    ", "    "));
1124
1125                                 /* Extensive (timed) rest */
1126                                 if (resting >= 1000)
1127                                 {
1128                                         i = resting / 100;
1129                                         text[3] = '0';
1130                                         text[2] = '0';
1131                                         text[1] = '0' + (i % 10);
1132                                         text[0] = '0' + (i / 10);
1133                                 }
1134
1135                                 /* Long (timed) rest */
1136                                 else if (resting >= 100)
1137                                 {
1138                                         i = resting;
1139                                         text[3] = '0' + (i % 10);
1140                                         i = i / 10;
1141                                         text[2] = '0' + (i % 10);
1142                                         text[1] = '0' + (i / 10);
1143                                 }
1144
1145                                 /* Medium (timed) rest */
1146                                 else if (resting >= 10)
1147                                 {
1148                                         i = resting;
1149                                         text[3] = '0' + (i % 10);
1150                                         text[2] = '0' + (i / 10);
1151                                 }
1152
1153                                 /* Short (timed) rest */
1154                                 else if (resting > 0)
1155                                 {
1156                                         i = resting;
1157                                         text[3] = '0' + (i);
1158                                 }
1159
1160                                 /* Rest until healed */
1161                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1162                                 {
1163                                         text[0] = text[1] = text[2] = text[3] = '*';
1164                                 }
1165
1166                                 /* Rest until done */
1167                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1168                                 {
1169                                         text[0] = text[1] = text[2] = text[3] = '&';
1170                                 }
1171                                 break;
1172                         }
1173                         case ACTION_LEARN:
1174                         {
1175                                 strcpy(text, _("学習", "lear"));
1176                                 if (new_mane) attr = TERM_L_RED;
1177                                 break;
1178                         }
1179                         case ACTION_FISH:
1180                         {
1181                                 strcpy(text, _("釣り", "fish"));
1182                                 break;
1183                         }
1184                         case ACTION_KAMAE:
1185                         {
1186                                 int i;
1187                                 for (i = 0; i < MAX_KAMAE; i++)
1188                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1189                                 switch (i)
1190                                 {
1191                                         case 0: attr = TERM_GREEN;break;
1192                                         case 1: attr = TERM_WHITE;break;
1193                                         case 2: attr = TERM_L_BLUE;break;
1194                                         case 3: attr = TERM_L_RED;break;
1195                                 }
1196                                 strcpy(text, kamae_shurui[i].desc);
1197                                 break;
1198                         }
1199                         case ACTION_KATA:
1200                         {
1201                                 int i;
1202                                 for (i = 0; i < MAX_KATA; i++)
1203                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1204                                 strcpy(text, kata_shurui[i].desc);
1205                                 break;
1206                         }
1207                         case ACTION_SING:
1208                         {
1209                                 strcpy(text, _("歌  ", "Sing"));
1210                                 break;
1211                         }
1212                         case ACTION_HAYAGAKE:
1213                         {
1214                                 strcpy(text, _("速駆", "Fast"));
1215                                 break;
1216                         }
1217                         case ACTION_SPELL:
1218                         {
1219                                 strcpy(text, _("詠唱", "Spel"));
1220                                 break;
1221                         }
1222                         default:
1223                         {
1224                                 strcpy(text, "    ");
1225                                 break;
1226                         }
1227                 }
1228         }
1229
1230         /* Display the info (or blanks) */
1231         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1232 }
1233
1234
1235 /*!
1236  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1237  * @return なし
1238  */
1239 static void prt_speed(void)
1240 {
1241         int i = p_ptr->pspeed;
1242         bool is_fast = IS_FAST();
1243
1244         byte attr = TERM_WHITE;
1245         char buf[32] = "";
1246         int wid, hgt, row_speed, col_speed;
1247
1248         Term_get_size(&wid, &hgt);
1249         col_speed = wid + COL_SPEED;
1250         row_speed = hgt + ROW_SPEED;
1251
1252         /* Hack -- Visually "undo" the Search Mode Slowdown */
1253         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1254
1255         /* Fast */
1256         if (i > 110)
1257         {
1258                 if (p_ptr->riding)
1259                 {
1260                         monster_type *m_ptr = &m_list[p_ptr->riding];
1261                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1262                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1263                         else attr = TERM_GREEN;
1264                 }
1265                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1266                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1267                 else attr = TERM_L_GREEN;
1268 #ifdef JP
1269                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1270 #else
1271                 sprintf(buf, "Fast(+%d)", (i - 110));
1272 #endif
1273
1274         }
1275
1276         /* Slow */
1277         else if (i < 110)
1278         {
1279                 if (p_ptr->riding)
1280                 {
1281                         monster_type *m_ptr = &m_list[p_ptr->riding];
1282                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1283                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1284                         else attr = TERM_RED;
1285                 }
1286                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1287                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1288                 else attr = TERM_L_UMBER;
1289 #ifdef JP
1290                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1291 #else
1292                 sprintf(buf, "Slow(-%d)", (110 - i));
1293 #endif
1294         }
1295         else if (p_ptr->riding)
1296         {
1297                 attr = TERM_GREEN;
1298                 strcpy(buf, _("乗馬中", "Riding"));
1299         }
1300
1301         /* Display the speed */
1302         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1303 }
1304
1305
1306 /*!
1307  * @brief プレイヤーの呪文学習可能状態を表示する
1308  * @return なし
1309  */
1310 static void prt_study(void)
1311 {
1312         int wid, hgt, row_study, col_study;
1313
1314         Term_get_size(&wid, &hgt);
1315         col_study = wid + COL_STUDY;
1316         row_study = hgt + ROW_STUDY;
1317
1318         if (p_ptr->new_spells)
1319         {
1320                 put_str(_("学習", "Stud"), row_study, col_study);
1321         }
1322         else
1323         {
1324                 put_str("    ", row_study, col_study);
1325         }
1326 }
1327
1328
1329 /*!
1330  * @brief プレイヤーのものまね可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_imitation(void)
1334 {
1335         int wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->pclass == CLASS_IMITATOR)
1342         {
1343                 if (p_ptr->mane_num)
1344                 {
1345                         byte attr;
1346                         if (new_mane) attr = TERM_L_RED;
1347                         else attr = TERM_WHITE;
1348                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1349                 }
1350                 else
1351                 {
1352                         put_str("    ", row_study, col_study);
1353                 }
1354         }
1355 }
1356
1357 /*!
1358  * @brief プレイヤーの負傷状態を表示する
1359  * @return なし
1360  */
1361 static void prt_cut(void)
1362 {
1363         int c = p_ptr->cut;
1364
1365         if (c > 1000)
1366         {
1367                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1368         }
1369         else if (c > 200)
1370         {
1371                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1372         }
1373         else if (c > 100)
1374         {
1375                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1376         }
1377         else if (c > 50)
1378         {
1379                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1380         }
1381         else if (c > 25)
1382         {
1383                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1384         }
1385         else if (c > 10)
1386         {
1387                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1388         }
1389         else if (c)
1390         {
1391                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1392         }
1393         else
1394         {
1395                 put_str("            ", ROW_CUT, COL_CUT);
1396         }
1397 }
1398
1399
1400 /*!
1401  * @brief プレイヤーの朦朧状態を表示する
1402  * @return なし
1403  */
1404 static void prt_stun(void)
1405 {
1406         int s = p_ptr->stun;
1407
1408         if (s > 100)
1409         {
1410                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1411         }
1412         else if (s > 50)
1413         {
1414                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1415         }
1416         else if (s)
1417         {
1418                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1419         }
1420         else
1421         {
1422                 put_str("            ", ROW_STUN, COL_STUN);
1423         }
1424 }
1425
1426
1427
1428 /*!
1429  * @brief モンスターの体力ゲージを表示する
1430  * @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。
1431  * @return なし
1432  * @details
1433  * <pre>
1434  * Redraw the "monster health bar"      -DRS-
1435  * Rather extensive modifications by    -BEN-
1436  *
1437  * The "monster health bar" provides visual feedback on the "health"
1438  * of the monster currently being "tracked".  There are several ways
1439  * to "track" a monster, including targetting it, attacking it, and
1440  * affecting it (and nobody else) with a ranged attack.
1441  *
1442  * Display the monster health bar (affectionately known as the
1443  * "health-o-meter").  Clear health bar if nothing is being tracked.
1444  * Auto-track current target monster when bored.  Note that the
1445  * health-bar stops tracking any monster that "disappears".
1446  * </pre>
1447  */
1448 static void health_redraw(bool riding)
1449 {
1450         s16b health_who;
1451         int row, col;
1452         monster_type *m_ptr;
1453
1454         if (riding)
1455         {
1456                 health_who = p_ptr->riding;
1457                 row = ROW_RIDING_INFO;
1458                 col = COL_RIDING_INFO;
1459         }
1460         else
1461         {
1462                 health_who = p_ptr->health_who;
1463                 row = ROW_INFO;
1464                 col = COL_INFO;
1465         }
1466
1467         m_ptr = &m_list[health_who];
1468
1469         if (p_ptr->wizard && p_ptr->inside_battle)
1470         {
1471                 row = ROW_INFO - 2;
1472                 col = COL_INFO + 2;
1473
1474                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1475                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1476                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1477                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1478
1479                 if(m_list[1].r_idx)
1480                 {
1481                         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));
1482                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1483                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1484                 }
1485
1486                 if(m_list[2].r_idx)
1487                 {
1488                         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));
1489                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1490                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1491                 }
1492
1493                 if(m_list[3].r_idx)
1494                 {
1495                         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));
1496                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1497                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1498                 }
1499
1500                 if(m_list[4].r_idx)
1501                 {
1502                         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));
1503                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1504                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1505                 }
1506         }
1507         else
1508         {
1509
1510                 /* Not tracking */
1511                 if (!health_who)
1512                 {
1513                         /* Erase the health bar */
1514                         Term_erase(col, row, 12);
1515                 }
1516
1517                 /* Tracking an unseen monster */
1518                 else if (!m_ptr->ml)
1519                 {
1520                         /* Indicate that the monster health is "unknown" */
1521                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1522                 }
1523
1524                 /* Tracking a hallucinatory monster */
1525                 else if (p_ptr->image)
1526                 {
1527                         /* Indicate that the monster health is "unknown" */
1528                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1529                 }
1530
1531                 /* Tracking a dead monster (???) */
1532                 else if (m_ptr->hp < 0)
1533                 {
1534                         /* Indicate that the monster health is "unknown" */
1535                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1536                 }
1537
1538                 /* Tracking a visible monster */
1539                 else
1540                 {
1541                         /* Extract the "percent" of health */
1542                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1543                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1544
1545                         /* Convert percent into "health" */
1546                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1547
1548                         /* Default to almost dead */
1549                         byte attr = TERM_RED;
1550
1551                         /* Invulnerable */
1552                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1553
1554                         /* Asleep */
1555                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1556
1557                         /* Afraid */
1558                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1559
1560                         /* Healthy */
1561                         else if (pct >= 100) attr = TERM_L_GREEN;
1562
1563                         /* Somewhat Wounded */
1564                         else if (pct >= 60) attr = TERM_YELLOW;
1565
1566                         /* Wounded */
1567                         else if (pct >= 25) attr = TERM_ORANGE;
1568
1569                         /* Badly wounded */
1570                         else if (pct >= 10) attr = TERM_L_RED;
1571
1572                         /* Default to "unknown" */
1573                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1574
1575                         /* Dump the current "health" (use '*' symbols) */
1576                         Term_putstr(col + 1, row, len, attr, "**********");
1577                 }
1578         }
1579 }
1580
1581
1582
1583 /*!
1584  * @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)
1585  * @return なし
1586  */
1587 static void prt_frame_basic(void)
1588 {
1589         int i;
1590
1591         /* Race and Class */
1592         if (p_ptr->mimic_form)
1593                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1594         else
1595         {
1596                 char str[14];
1597                 my_strcpy(str, rp_ptr->title, sizeof(str));
1598                 prt_field(str, ROW_RACE, COL_RACE);
1599         }
1600 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1601 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1602
1603
1604         /* Title */
1605         prt_title();
1606
1607         /* Level/Experience */
1608         prt_level();
1609         prt_exp();
1610
1611         /* All Stats */
1612         for (i = 0; i < 6; i++) prt_stat(i);
1613
1614         /* Armor */
1615         prt_ac();
1616
1617         /* Hitpoints */
1618         prt_hp();
1619
1620         /* Spellpoints */
1621         prt_sp();
1622
1623         /* Gold */
1624         prt_gold();
1625
1626         /* Current depth */
1627         prt_depth();
1628
1629         /* Special */
1630         health_redraw(FALSE);
1631         health_redraw(TRUE);
1632 }
1633
1634
1635 /*!
1636  * @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)
1637  * @return なし
1638  */
1639 static void prt_frame_extra(void)
1640 {
1641         /* Cut/Stun */
1642         prt_cut();
1643         prt_stun();
1644
1645         /* Food */
1646         prt_hunger();
1647
1648         /* State */
1649         prt_state();
1650
1651         /* Speed */
1652         prt_speed();
1653
1654         /* Study spells */
1655         prt_study();
1656
1657         prt_imitation();
1658
1659         prt_status();
1660 }
1661
1662
1663 /*!
1664  * @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
1665  * @return なし
1666  */
1667 static void fix_inven(void)
1668 {
1669         int j;
1670
1671         /* Scan windows */
1672         for (j = 0; j < 8; j++)
1673         {
1674                 term *old = Term;
1675
1676                 /* No window */
1677                 if (!angband_term[j]) continue;
1678
1679                 /* No relevant flags */
1680                 if (!(window_flag[j] & (PW_INVEN))) continue;
1681
1682                 /* Activate */
1683                 Term_activate(angband_term[j]);
1684
1685                 /* Display inventory */
1686                 display_inven();
1687                 Term_fresh();
1688
1689                 /* Restore */
1690                 Term_activate(old);
1691         }
1692 }
1693
1694
1695 /*!
1696  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1697  * @param x 表示列
1698  * @param y 表示行
1699  * @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
1700  * @param n_same モンスターの数の現在数
1701  * @details
1702  * <pre>
1703  * nnn X LV name
1704  *  nnn : number or unique(U) or wanted unique(W)
1705  *  X   : symbol of monster
1706  *  LV  : monster lv if known
1707  *  name: name of monster
1708  * @return なし
1709  * </pre>
1710  */
1711 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1712         char buf[256];
1713         int i;
1714         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1715         monster_race* r_ptr = &r_info[r_idx];
1716  
1717         Term_gotoxy(x, y);
1718         if(!r_ptr)return;
1719         //Number of 'U'nique
1720         if(r_ptr->flags1&RF1_UNIQUE){//unique
1721                 bool is_kubi = FALSE;
1722                 for(i=0;i<MAX_KUBI;i++){
1723                         if(kubi_r_idx[i] == r_idx){
1724                                 is_kubi = TRUE;
1725                                 break;
1726                         }
1727                 }
1728                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1729         }else{
1730                 sprintf(buf, "%3d", n_same);
1731                 Term_addstr(-1, TERM_WHITE, buf);
1732         }
1733         //symbol
1734         Term_addstr(-1, TERM_WHITE, " ");
1735         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1736         //Term_addstr(-1, TERM_WHITE, "/");
1737         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1738         //LV
1739         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1740                 sprintf(buf, " %2d", (int)r_ptr->level);
1741         }else{
1742                 strcpy(buf, " ??");
1743         }
1744         Term_addstr(-1, TERM_WHITE, buf);
1745         //name
1746         sprintf(buf, " %s ", r_name+r_ptr->name);
1747         Term_addstr(-1, TERM_WHITE, buf);
1748  
1749         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1750 }
1751
1752 /*!
1753  * @brief モンスターの出現リストを表示する / Print monster info in line
1754  * @param x 表示列
1755  * @param y 表示行
1756  * @param max_lines 最大何行描画するか
1757  */
1758 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1759         TERM_LEN line = y;
1760         monster_type* last_mons = NULL;
1761         monster_type* m_ptr = NULL;
1762         int n_same = 0;
1763         int i;
1764
1765         for(i=0;i<temp_n;i++){
1766                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1767                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1768                 m_ptr = &m_list[c_ptr->m_idx];
1769                 if(is_pet(m_ptr))continue;//pet
1770                 if(!m_ptr->r_idx)continue;//dead?
1771                 {
1772                         /*
1773                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1774                         monster_race* r_ptr = &r_info[r_idx];
1775                         cptr name = (r_name + r_ptr->name);
1776                         cptr ename = (r_name + r_ptr->name);
1777                         //ミミック類や「それ」等は、一覧に出てはいけない
1778                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1779                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1780                         //『ヌル』は、一覧に出てはいけない
1781                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1782                            (strcmp(ename, "Null the Living Void")==0))continue;
1783                         //"金無垢の指輪"は、一覧に出てはいけない
1784                         if((strcmp(name, "金無垢の指輪")==0)||
1785                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1786                         */
1787                 }
1788
1789                 //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.
1790                 if(!last_mons){//先頭モンスター
1791                         last_mons = m_ptr;
1792                         n_same = 1;
1793                         continue;
1794                 }
1795                 //same race?
1796                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1797                         n_same++;
1798                         continue;//表示処理を次に回す
1799                 }
1800                 //print last mons info
1801                 print_monster_line(x, line++, last_mons, n_same);
1802                 n_same = 1;
1803                 last_mons = m_ptr;
1804                 if(line-y-1==max_lines){//残り1行
1805                         break;
1806                 }
1807         }
1808         if(line-y-1==max_lines && i!=temp_n){
1809                 Term_gotoxy(x, line);
1810                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1811         }else{
1812                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1813         }
1814 }
1815
1816 /*!
1817  * @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
1818  * @return なし
1819  */
1820 static void fix_monster_list(void)
1821 {
1822         int j;
1823         int w, h;
1824
1825         /* Scan windows */
1826         for (j = 0; j < 8; j++)
1827         {
1828                 term *old = Term;
1829
1830                 /* No window */
1831                 if (!angband_term[j]) continue;
1832
1833                 /* No relevant flags */
1834                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1835
1836                 /* Activate */
1837                 Term_activate(angband_term[j]);
1838                 Term_get_size(&w, &h);
1839
1840                 Term_clear();
1841
1842                 target_set_prepare_look();//モンスター一覧を生成,ソート
1843                 print_monster_list(0, 0, h);
1844                 Term_fresh();
1845
1846                 /* Restore */
1847                 Term_activate(old);
1848         }
1849 }
1850
1851
1852
1853 /*!
1854  * @brief 現在の装備品をサブウィンドウに表示する / 
1855  * Hack -- display equipment in sub-windows
1856  * @return なし
1857  */
1858 static void fix_equip(void)
1859 {
1860         int j;
1861
1862         /* Scan windows */
1863         for (j = 0; j < 8; j++)
1864         {
1865                 term *old = Term;
1866
1867                 /* No window */
1868                 if (!angband_term[j]) continue;
1869
1870                 /* No relevant flags */
1871                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1872
1873                 /* Activate */
1874                 Term_activate(angband_term[j]);
1875
1876                 /* Display equipment */
1877                 display_equip();
1878                 Term_fresh();
1879
1880                 /* Restore */
1881                 Term_activate(old);
1882         }
1883 }
1884
1885
1886 /*!
1887  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1888  * Hack -- display spells in sub-windows
1889  * @return なし
1890  */
1891 static void fix_spell(void)
1892 {
1893         int j;
1894
1895         /* Scan windows */
1896         for (j = 0; j < 8; j++)
1897         {
1898                 term *old = Term;
1899
1900                 /* No window */
1901                 if (!angband_term[j]) continue;
1902
1903                 /* No relevant flags */
1904                 if (!(window_flag[j] & (PW_SPELL))) continue;
1905
1906                 /* Activate */
1907                 Term_activate(angband_term[j]);
1908
1909                 /* Display spell list */
1910                 display_spell_list();
1911                 Term_fresh();
1912
1913                 /* Restore */
1914                 Term_activate(old);
1915         }
1916 }
1917
1918
1919 /*!
1920  * @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 / 
1921  * Hack -- display character in sub-windows
1922  * @return なし
1923  */
1924 static void fix_player(void)
1925 {
1926         int j;
1927
1928         /* Scan windows */
1929         for (j = 0; j < 8; j++)
1930         {
1931                 term *old = Term;
1932
1933                 /* No window */
1934                 if (!angband_term[j]) continue;
1935
1936                 /* No relevant flags */
1937                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1938
1939                 /* Activate */
1940                 Term_activate(angband_term[j]);
1941
1942                 update_playtime();
1943
1944                 /* Display player */
1945                 display_player(0);
1946                 Term_fresh();
1947
1948                 /* Restore */
1949                 Term_activate(old);
1950         }
1951 }
1952
1953 /*!
1954  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1955  * Hack -- display recent messages in sub-windows
1956  * Adjust for width and split messages
1957  * @return なし
1958  */
1959 static void fix_message(void)
1960 {
1961         int j, i;
1962         TERM_LEN w, h;
1963         TERM_LEN x, y;
1964
1965         /* Scan windows */
1966         for (j = 0; j < 8; j++)
1967         {
1968                 term *old = Term;
1969
1970                 /* No window */
1971                 if (!angband_term[j]) continue;
1972
1973                 /* No relevant flags */
1974                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1975
1976                 /* Activate */
1977                 Term_activate(angband_term[j]);
1978
1979                 Term_get_size(&w, &h);
1980
1981                 /* Dump messages */
1982                 for (i = 0; i < h; i++)
1983                 {
1984                         /* Dump the message on the appropriate line */
1985                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1986
1987                         /* Cursor */
1988                         Term_locate(&x, &y);
1989
1990                         /* Clear to end of line */
1991                         Term_erase(x, y, 255);
1992                 }
1993                 Term_fresh();
1994
1995                 /* Restore */
1996                 Term_activate(old);
1997         }
1998 }
1999
2000
2001 /*!
2002  * @brief 簡易マップをサブウィンドウに表示する / 
2003  * Hack -- display overhead view in sub-windows
2004  * Adjust for width and split messages
2005  * @return なし
2006  * @details
2007  * Note that the "player" symbol does NOT appear on the map.
2008  */
2009 static void fix_overhead(void)
2010 {
2011         int j;
2012         int cy, cx;
2013
2014         /* Scan windows */
2015         for (j = 0; j < 8; j++)
2016         {
2017                 term *old = Term;
2018                 int wid, hgt;
2019
2020                 /* No window */
2021                 if (!angband_term[j]) continue;
2022
2023                 /* No relevant flags */
2024                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2025
2026                 /* Activate */
2027                 Term_activate(angband_term[j]);
2028
2029                 /* Full map in too small window is useless  */
2030                 Term_get_size(&wid, &hgt);
2031                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2032                 {
2033
2034                         display_map(&cy, &cx);
2035                         Term_fresh();
2036                 }
2037
2038                 /* Restore */
2039                 Term_activate(old);
2040         }
2041 }
2042
2043
2044 /*!
2045  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2046  * Hack -- display dungeon view in sub-windows
2047  * @return なし
2048  */
2049 static void fix_dungeon(void)
2050 {
2051         int j;
2052
2053         /* Scan windows */
2054         for (j = 0; j < 8; j++)
2055         {
2056                 term *old = Term;
2057
2058                 /* No window */
2059                 if (!angband_term[j]) continue;
2060
2061                 /* No relevant flags */
2062                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2063
2064                 /* Activate */
2065                 Term_activate(angband_term[j]);
2066
2067                 /* Redraw dungeon view */
2068                 display_dungeon();
2069                 Term_fresh();
2070
2071                 /* Restore */
2072                 Term_activate(old);
2073         }
2074 }
2075
2076
2077 /*!
2078  * @brief モンスターの思い出をサブウィンドウに表示する / 
2079  * Hack -- display dungeon view in sub-windows
2080  * @return なし
2081  */
2082 static void fix_monster(void)
2083 {
2084         int j;
2085
2086         /* Scan windows */
2087         for (j = 0; j < 8; j++)
2088         {
2089                 term *old = Term;
2090
2091                 /* No window */
2092                 if (!angband_term[j]) continue;
2093
2094                 /* No relevant flags */
2095                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2096
2097                 /* Activate */
2098                 Term_activate(angband_term[j]);
2099
2100                 /* Display monster race info */
2101                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2102                 Term_fresh();
2103
2104                 /* Restore */
2105                 Term_activate(old);
2106         }
2107 }
2108
2109
2110 /*!
2111  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2112  * Hack -- display object recall in sub-windows
2113  * @return なし
2114  */
2115 static void fix_object(void)
2116 {
2117         int j;
2118
2119         /* Scan windows */
2120         for (j = 0; j < 8; j++)
2121         {
2122                 term *old = Term;
2123
2124                 /* No window */
2125                 if (!angband_term[j]) continue;
2126
2127                 /* No relevant flags */
2128                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2129
2130                 /* Activate */
2131                 Term_activate(angband_term[j]);
2132
2133                 /* Display monster race info */
2134                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2135                 Term_fresh();
2136
2137                 /* Restore */
2138                 Term_activate(old);
2139         }
2140 }
2141
2142
2143
2144 /*!
2145  * @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。 /
2146  * Calculate number of spells player should have, and forget,
2147  * or remember, spells until that number is properly reflected.
2148  * @return なし
2149  * @details
2150  * Note that this function induces various "status" messages,
2151  * which must be bypasses until the character is created.
2152  */
2153 static void calc_spells(void)
2154 {
2155         int i, j, k, levels;
2156         int num_allowed;
2157         int num_boukyaku = 0;
2158
2159         const magic_type        *s_ptr;
2160         REALM_IDX which;
2161         int bonus = 0;
2162
2163
2164         cptr p;
2165
2166         /* Hack -- must be literate */
2167         if (!mp_ptr->spell_book) return;
2168
2169         /* Hack -- wait for creation */
2170         if (!character_generated) return;
2171
2172         /* Hack -- handle "xtra" mode */
2173         if (character_xtra) return;
2174
2175         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2176         {
2177                 p_ptr->new_spells = 0;
2178                 return;
2179         }
2180
2181         p = spell_category_name(mp_ptr->spell_book);
2182
2183         /* Determine the number of spells allowed */
2184         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2185
2186         /* Hack -- no negative spells */
2187         if (levels < 0) levels = 0;
2188
2189         /* Extract total allowed spells */
2190         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2191
2192         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2193         {
2194                 bonus = 4;
2195         }
2196         if (p_ptr->pclass == CLASS_SAMURAI)
2197         {
2198                 num_allowed = 32;
2199         }
2200         else if (p_ptr->realm2 == REALM_NONE)
2201         {
2202                 num_allowed = (num_allowed+1)/2;
2203                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2204         }
2205         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2206         {
2207                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2208         }
2209         else
2210         {
2211                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2212         }
2213
2214         /* Count the number of spells we know */
2215         for (j = 0; j < 64; j++)
2216         {
2217                 /* Count known spells */
2218                 if ((j < 32) ?
2219                     (p_ptr->spell_forgotten1 & (1L << j)) :
2220                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2221                 {
2222                         num_boukyaku++;
2223                 }
2224         }
2225
2226         /* See how many spells we must forget or may learn */
2227         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2228
2229         /* Forget spells which are too hard */
2230         for (i = 63; i >= 0; i--)
2231         {
2232                 /* Efficiency -- all done */
2233                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2234
2235                 /* Access the spell */
2236                 j = p_ptr->spell_order[i];
2237
2238                 /* Skip non-spells */
2239                 if (j >= 99) continue;
2240
2241
2242                 /* Get the spell */
2243                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2244                 {
2245                         if (j < 32)
2246                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2247                         else
2248                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2249                 }
2250                 else if (j < 32)
2251                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2252                 else
2253                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2254
2255                 /* Skip spells we are allowed to know */
2256                 if (s_ptr->slevel <= p_ptr->lev) continue;
2257
2258                 /* Is it known? */
2259                 if ((j < 32) ?
2260                     (p_ptr->spell_learned1 & (1L << j)) :
2261                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2262                 {
2263                         /* Mark as forgotten */
2264                         if (j < 32)
2265                         {
2266                                 p_ptr->spell_forgotten1 |= (1L << j);
2267                                 which = p_ptr->realm1;
2268                         }
2269                         else
2270                         {
2271                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2272                                 which = p_ptr->realm2;
2273                         }
2274
2275                         /* No longer known */
2276                         if (j < 32)
2277                         {
2278                                 p_ptr->spell_learned1 &= ~(1L << j);
2279                                 which = p_ptr->realm1;
2280                         }
2281                         else
2282                         {
2283                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2284                                 which = p_ptr->realm2;
2285                         }
2286
2287 #ifdef JP
2288                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2289 #else
2290                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2291 #endif
2292
2293
2294                         /* One more can be learned */
2295                         p_ptr->new_spells++;
2296                 }
2297         }
2298
2299
2300         /* Forget spells if we know too many spells */
2301         for (i = 63; i >= 0; i--)
2302         {
2303                 /* Stop when possible */
2304                 if (p_ptr->new_spells >= 0) break;
2305
2306                 /* Efficiency -- all done */
2307                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2308
2309                 /* Get the (i+1)th spell learned */
2310                 j = p_ptr->spell_order[i];
2311
2312                 /* Skip unknown spells */
2313                 if (j >= 99) continue;
2314
2315                 /* Forget it (if learned) */
2316                 if ((j < 32) ?
2317                     (p_ptr->spell_learned1 & (1L << j)) :
2318                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2319                 {
2320                         /* Mark as forgotten */
2321                         if (j < 32)
2322                         {
2323                                 p_ptr->spell_forgotten1 |= (1L << j);
2324                                 which = p_ptr->realm1;
2325                         }
2326                         else
2327                         {
2328                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2329                                 which = p_ptr->realm2;
2330                         }
2331
2332                         /* No longer known */
2333                         if (j < 32)
2334                         {
2335                                 p_ptr->spell_learned1 &= ~(1L << j);
2336                                 which = p_ptr->realm1;
2337                         }
2338                         else
2339                         {
2340                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2341                                 which = p_ptr->realm2;
2342                         }
2343
2344 #ifdef JP
2345                         msg_format("%sの%sを忘れてしまった。",
2346                                    do_spell(which, j%32, SPELL_NAME), p );
2347 #else
2348                         msg_format("You have forgotten the %s of %s.", p,
2349                                    do_spell(which, j%32, SPELL_NAME));
2350 #endif
2351
2352
2353                         /* One more can be learned */
2354                         p_ptr->new_spells++;
2355                 }
2356         }
2357
2358
2359         /* Check for spells to remember */
2360         for (i = 0; i < 64; i++)
2361         {
2362                 /* None left to remember */
2363                 if (p_ptr->new_spells <= 0) break;
2364
2365                 /* Efficiency -- all done */
2366                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2367
2368                 /* Get the next spell we learned */
2369                 j = p_ptr->spell_order[i];
2370
2371                 /* Skip unknown spells */
2372                 if (j >= 99) break;
2373
2374                 /* Access the spell */
2375                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2376                 {
2377                         if (j < 32)
2378                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2379                         else
2380                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2381                 }
2382                 else if (j<32)
2383                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2384                 else
2385                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2386
2387                 /* Skip spells we cannot remember */
2388                 if (s_ptr->slevel > p_ptr->lev) continue;
2389
2390                 /* First set of spells */
2391                 if ((j < 32) ?
2392                     (p_ptr->spell_forgotten1 & (1L << j)) :
2393                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2394                 {
2395                         /* No longer forgotten */
2396                         if (j < 32)
2397                         {
2398                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2399                                 which = p_ptr->realm1;
2400                         }
2401                         else
2402                         {
2403                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2404                                 which = p_ptr->realm2;
2405                         }
2406
2407                         /* Known once more */
2408                         if (j < 32)
2409                         {
2410                                 p_ptr->spell_learned1 |= (1L << j);
2411                                 which = p_ptr->realm1;
2412                         }
2413                         else
2414                         {
2415                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2416                                 which = p_ptr->realm2;
2417                         }
2418
2419 #ifdef JP
2420                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2421 #else
2422                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2423 #endif
2424
2425
2426                         /* One less can be learned */
2427                         p_ptr->new_spells--;
2428                 }
2429         }
2430
2431         k = 0;
2432
2433         if (p_ptr->realm2 == REALM_NONE)
2434         {
2435                 /* Count spells that can be learned */
2436                 for (j = 0; j < 32; j++)
2437                 {
2438                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2439                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2440
2441                         /* Skip spells we cannot remember */
2442                         if (s_ptr->slevel > p_ptr->lev) continue;
2443
2444                         /* Skip spells we already know */
2445                         if (p_ptr->spell_learned1 & (1L << j))
2446                         {
2447                                 continue;
2448                         }
2449
2450                         /* Count it */
2451                         k++;
2452                 }
2453                 if (k > 32) k = 32;
2454                 if ((p_ptr->new_spells > k) &&
2455                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2456                 {
2457                         p_ptr->new_spells = (s16b)k;
2458                 }
2459         }
2460
2461         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2462
2463         /* Spell count changed */
2464         if (p_ptr->old_spells != p_ptr->new_spells)
2465         {
2466                 /* Message if needed */
2467                 if (p_ptr->new_spells)
2468                 {
2469 #ifdef JP
2470                         if( p_ptr->new_spells < 10 ){
2471                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2472                         }else{
2473                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2474                         }
2475 #else
2476                         msg_format("You can learn %d more %s%s.",
2477                                    p_ptr->new_spells, p,
2478                                    (p_ptr->new_spells != 1) ? "s" : "");
2479 #endif
2480
2481                 }
2482
2483                 /* Save the new_spells value */
2484                 p_ptr->old_spells = p_ptr->new_spells;
2485
2486                 /* Redraw Study Status */
2487                 p_ptr->redraw |= (PR_STUDY);
2488
2489                 /* Redraw object recall */
2490                 p_ptr->window |= (PW_OBJECT);
2491         }
2492 }
2493
2494 /*!
2495  * @brief プレイヤーの最大MPを計算する /
2496  * Calculate maximum mana.  You do not need to know any spells.
2497  * Note that mana is lowered by heavy (or inappropriate) armor.
2498  * @return なし
2499  * @details
2500  * This function induces status messages.
2501  */
2502 static void calc_mana(void)
2503 {
2504         int msp, levels, cur_wgt, max_wgt;
2505
2506         object_type     *o_ptr;
2507
2508
2509         /* Hack -- Must be literate */
2510         if (!mp_ptr->spell_book) return;
2511
2512         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2513             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2514             (p_ptr->pclass == CLASS_BLUE_MAGE))
2515         {
2516                 levels = p_ptr->lev;
2517         }
2518         else
2519         {
2520                 if(mp_ptr->spell_first > p_ptr->lev)
2521                 {
2522                         /* Save new mana */
2523                         p_ptr->msp = 0;
2524
2525                         /* Display mana later */
2526                         p_ptr->redraw |= (PR_MANA);
2527                         return;
2528                 }
2529
2530                 /* Extract "effective" player level */
2531                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2532         }
2533
2534         if (p_ptr->pclass == CLASS_SAMURAI)
2535         {
2536                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2537                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2538         }
2539         else
2540         {
2541                 /* Extract total mana */
2542                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2543
2544                 /* Hack -- usually add one mana */
2545                 if (msp) msp++;
2546
2547                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2548
2549                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2550
2551                 /* Hack: High mages have a 25% mana bonus */
2552                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2553
2554                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2555         }
2556
2557         /* Only mages are affected */
2558         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2559         {
2560                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2561
2562                 /* Assume player is not encumbered by gloves */
2563                 p_ptr->cumber_glove = FALSE;
2564
2565                 /* Get the gloves */
2566                 o_ptr = &inventory[INVEN_HANDS];
2567
2568                 /* Examine the gloves */
2569                 object_flags(o_ptr, flgs);
2570
2571                 /* Normal gloves hurt mage-type spells */
2572                 if (o_ptr->k_idx &&
2573                     !(have_flag(flgs, TR_FREE_ACT)) &&
2574                         !(have_flag(flgs, TR_DEC_MANA)) &&
2575                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2576                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2577                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2578                 {
2579                         /* Encumbered */
2580                         p_ptr->cumber_glove = TRUE;
2581
2582                         /* Reduce mana */
2583                         msp = (3 * msp) / 4;
2584                 }
2585         }
2586
2587
2588         /* Assume player not encumbered by armor */
2589         p_ptr->cumber_armor = FALSE;
2590
2591         /* Weigh the armor */
2592         cur_wgt = 0;
2593         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2594         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2595         cur_wgt += inventory[INVEN_BODY].weight;
2596         cur_wgt += inventory[INVEN_HEAD].weight;
2597         cur_wgt += inventory[INVEN_OUTER].weight;
2598         cur_wgt += inventory[INVEN_HANDS].weight;
2599         cur_wgt += inventory[INVEN_FEET].weight;
2600
2601         /* Subtract a percentage of maximum mana. */
2602         switch (p_ptr->pclass)
2603         {
2604                 /* For these classes, mana is halved if armour 
2605                  * is 30 pounds over their weight limit. */
2606                 case CLASS_MAGE:
2607                 case CLASS_HIGH_MAGE:
2608                 case CLASS_BLUE_MAGE:
2609                 case CLASS_MONK:
2610                 case CLASS_FORCETRAINER:
2611                 case CLASS_SORCERER:
2612                 {
2613                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2614                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2615                         break;
2616                 }
2617
2618                 /* Mana halved if armour is 40 pounds over weight limit. */
2619                 case CLASS_PRIEST:
2620                 case CLASS_BARD:
2621                 case CLASS_TOURIST:
2622                 {
2623                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2624                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2625                         break;
2626                 }
2627
2628                 case CLASS_MINDCRAFTER:
2629                 case CLASS_BEASTMASTER:
2630                 case CLASS_MIRROR_MASTER:
2631                 {
2632                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2633                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2634                         break;
2635                 }
2636
2637                 /* Mana halved if armour is 50 pounds over weight limit. */
2638                 case CLASS_ROGUE:
2639                 case CLASS_RANGER:
2640                 case CLASS_RED_MAGE:
2641                 case CLASS_WARRIOR_MAGE:
2642                 {
2643                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2644                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2645                         break;
2646                 }
2647
2648                 /* Mana halved if armour is 60 pounds over weight limit. */
2649                 case CLASS_PALADIN:
2650                 case CLASS_CHAOS_WARRIOR:
2651                 {
2652                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2653                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2654                         break;
2655                 }
2656
2657                 /* For new classes created, but not yet added to this formula. */
2658                 default:
2659                 {
2660                         break;
2661                 }
2662         }
2663
2664         /* Determine the weight allowance */
2665         max_wgt = mp_ptr->spell_weight;
2666
2667         /* Heavy armor penalizes mana by a percentage.  -LM- */
2668         if ((cur_wgt - max_wgt) > 0)
2669         {
2670                 /* Encumbered */
2671                 p_ptr->cumber_armor = TRUE;
2672
2673                 /* Subtract a percentage of maximum mana. */
2674                 switch (p_ptr->pclass)
2675                 {
2676                         /* For these classes, mana is halved if armour 
2677                          * is 30 pounds over their weight limit. */
2678                         case CLASS_MAGE:
2679                         case CLASS_HIGH_MAGE:
2680                         case CLASS_BLUE_MAGE:
2681                         {
2682                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2683                                 break;
2684                         }
2685
2686                         /* Mana halved if armour is 40 pounds over weight limit. */
2687                         case CLASS_PRIEST:
2688                         case CLASS_MINDCRAFTER:
2689                         case CLASS_BEASTMASTER:
2690                         case CLASS_BARD:
2691                         case CLASS_FORCETRAINER:
2692                         case CLASS_TOURIST:
2693                         case CLASS_MIRROR_MASTER:
2694                         {
2695                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2696                                 break;
2697                         }
2698
2699                         case CLASS_SORCERER:
2700                         {
2701                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2702                                 break;
2703                         }
2704
2705                         /* Mana halved if armour is 50 pounds over weight limit. */
2706                         case CLASS_ROGUE:
2707                         case CLASS_RANGER:
2708                         case CLASS_MONK:
2709                         case CLASS_RED_MAGE:
2710                         {
2711                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2712                                 break;
2713                         }
2714
2715                         /* Mana halved if armour is 60 pounds over weight limit. */
2716                         case CLASS_PALADIN:
2717                         case CLASS_CHAOS_WARRIOR:
2718                         case CLASS_WARRIOR_MAGE:
2719                         {
2720                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2721                                 break;
2722                         }
2723
2724                         case CLASS_SAMURAI:
2725                         {
2726                                 p_ptr->cumber_armor = FALSE;
2727                                 break;
2728                         }
2729
2730                         /* For new classes created, but not yet added to this formula. */
2731                         default:
2732                         {
2733                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2734                                 break;
2735                         }
2736                 }
2737         }
2738
2739         /* Mana can never be negative */
2740         if (msp < 0) msp = 0;
2741
2742
2743         /* Maximum mana has changed */
2744         if (p_ptr->msp != msp)
2745         {
2746                 /* Enforce maximum */
2747                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2748                 {
2749                         p_ptr->csp = msp;
2750                         p_ptr->csp_frac = 0;
2751                 }
2752
2753 #ifdef JP
2754                 /* レベルアップの時は上昇量を表示する */
2755                 if ((level_up == 1) && (msp > p_ptr->msp))
2756                 {
2757                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2758                 }
2759 #endif
2760                 /* Save new mana */
2761                 p_ptr->msp = msp;
2762
2763                 /* Display mana later */
2764                 p_ptr->redraw |= (PR_MANA);
2765
2766                 p_ptr->window |= (PW_PLAYER);
2767                 p_ptr->window |= (PW_SPELL);
2768         }
2769
2770
2771         /* Hack -- handle "xtra" mode */
2772         if (character_xtra) return;
2773
2774         /* Take note when "glove state" changes */
2775         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2776         {
2777                 if (p_ptr->cumber_glove)
2778                 {
2779                         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."));
2780                 }
2781                 else
2782                 {
2783                         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."));
2784                 }
2785
2786                 /* Save it */
2787                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2788         }
2789
2790
2791         /* Take note when "armor state" changes */
2792         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2793         {
2794                 if (p_ptr->cumber_armor)
2795                 {
2796                         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."));
2797                 }
2798                 else
2799                 {
2800                         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."));
2801                 }
2802
2803                 /* Save it */
2804                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2805         }
2806 }
2807
2808
2809
2810 /*!
2811  * @brief プレイヤーの最大HPを計算する /
2812  * Calculate the players (maximal) hit points
2813  * Adjust current hitpoints if necessary
2814  * @return なし
2815  * @details
2816  */
2817 static void calc_hitpoints(void)
2818 {
2819         int bonus, mhp;
2820         byte tmp_hitdie;
2821
2822         /* Un-inflate "half-hitpoint bonus per level" value */
2823         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2824
2825         /* Calculate hitpoints */
2826         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2827
2828         if (p_ptr->mimic_form)
2829         {
2830                 if (p_ptr->pclass == CLASS_SORCERER)
2831                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2832                 else
2833                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2834                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2835         }
2836
2837         if (p_ptr->pclass == CLASS_SORCERER)
2838         {
2839                 if (p_ptr->lev < 30)
2840                         mhp = (mhp * (45+p_ptr->lev) / 100);
2841                 else
2842                         mhp = (mhp * 75 / 100);
2843                 bonus = (bonus * 65 / 100);
2844         }
2845
2846         mhp += bonus;
2847
2848         if (p_ptr->pclass == CLASS_BERSERKER)
2849         {
2850                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2851         }
2852
2853         /* Always have at least one hitpoint per level */
2854         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2855
2856         /* Factor in the hero / superhero settings */
2857         if (IS_HERO()) mhp += 10;
2858         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2859         if (p_ptr->tsuyoshi) mhp += 50;
2860
2861         /* Factor in the hex spell settings */
2862         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2863         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2864
2865         /* New maximum hitpoints */
2866         if (p_ptr->mhp != mhp)
2867         {
2868                 /* Enforce maximum */
2869                 if (p_ptr->chp >= mhp)
2870                 {
2871                         p_ptr->chp = mhp;
2872                         p_ptr->chp_frac = 0;
2873                 }
2874
2875 #ifdef JP
2876                 /* レベルアップの時は上昇量を表示する */
2877                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2878                 {
2879                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2880                 }
2881 #endif
2882                 /* Save the new max-hitpoints */
2883                 p_ptr->mhp = mhp;
2884
2885                 /* Display hitpoints (later) */
2886                 p_ptr->redraw |= (PR_HP);
2887
2888                 p_ptr->window |= (PW_PLAYER);
2889         }
2890 }
2891
2892 /*!
2893  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2894  * @return なし
2895  * @details
2896  * SWD: Experimental modification: multiple light sources have additive effect.
2897  */
2898 static void calc_torch(void)
2899 {
2900         int i, rad;
2901         object_type *o_ptr;
2902         BIT_FLAGS flgs[TR_FLAG_SIZE];
2903
2904         /* Assume no light */
2905         p_ptr->cur_lite = 0;
2906
2907         /* Loop through all wielded items */
2908         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2909         {
2910                 o_ptr = &inventory[i];
2911                 /* Skip empty slots */
2912                 if (!o_ptr->k_idx) continue;
2913                 
2914                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2915                 
2916                 /* Need Fuels */
2917                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2918                 {
2919                         if (o_ptr->tval == TV_LITE)
2920                         {
2921                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2922                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2923                         }
2924                 }
2925
2926                 /* Extract the flags */
2927                 object_flags(o_ptr, flgs);
2928
2929                 /* calc the lite_radius */
2930                 
2931                 rad = 0;
2932                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2933                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2934                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2935                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2936                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2937                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2938                 p_ptr->cur_lite += (s16b)rad;
2939         }
2940
2941         /* max radius is 14 (was 5) without rewriting other code -- */
2942         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2943         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2944                 p_ptr->cur_lite = 1;
2945
2946         /*
2947          * check if the player doesn't have light radius, 
2948          * but does weakly glow as an intrinsic.
2949          */
2950         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2951
2952         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2953         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2954
2955         /* end experimental mods */
2956
2957         /* Notice changes in the "lite radius" */
2958         if (p_ptr->old_lite != p_ptr->cur_lite)
2959         {
2960                 /* Hack -- PU_MON_LITE for monsters' darkness */
2961                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2962
2963                 /* Remember the old lite */
2964                 p_ptr->old_lite = p_ptr->cur_lite;
2965
2966                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2967                         set_superstealth(FALSE);
2968         }
2969 }
2970
2971
2972 /*!
2973  * @brief プレイヤーの所持重量制限を計算する /
2974  * Computes current weight limit.
2975  * @return 制限重量(ポンド)
2976  */
2977 WEIGHT weight_limit(void)
2978 {
2979         WEIGHT i;
2980
2981         /* Weight limit based only on strength */
2982         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2983         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2984
2985         /* Return the result */
2986         return i;
2987 }
2988
2989 /*!
2990  * @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 /
2991  * @param i 判定する手のID(右手:0 左手:1)
2992  * @return 持っているならばTRUE
2993  */
2994 bool buki_motteruka(int i)
2995 {
2996         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2997 }
2998
2999 /*!
3000  * @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 /
3001  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3002  * @return 重すぎるならばTRUE
3003  */
3004 bool is_heavy_shoot(object_type *o_ptr)
3005 {
3006         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3007         /* It is hard to carholdry a heavy bow */
3008         return (hold < o_ptr->weight / 10);
3009 }
3010
3011 /*!
3012  * @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 /
3013  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3014  * @return 対応する矢/弾薬のベースアイテムID
3015  */
3016 int bow_tval_ammo(object_type *o_ptr)
3017 {
3018         /* Analyze the launcher */
3019         switch (o_ptr->sval)
3020         {
3021                 case SV_SLING:
3022                 {
3023                         return TV_SHOT;
3024                 }
3025
3026                 case SV_SHORT_BOW:
3027                 case SV_LONG_BOW:
3028                 case SV_NAMAKE_BOW:
3029                 {
3030                         return TV_ARROW;
3031                 }
3032
3033                 case SV_LIGHT_XBOW:
3034                 case SV_HEAVY_XBOW:
3035                 {
3036                         return TV_BOLT;
3037                 }
3038                 case SV_CRIMSON:
3039                 case SV_HARP:
3040                 {
3041                         return TV_NO_AMMO;
3042                 }
3043         }
3044         
3045         return 0;
3046 }
3047
3048 /*!
3049  * @brief 装備中の射撃武器の威力倍率を返す /
3050  * calcurate the fire rate of target object
3051  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3052  * @return 射撃倍率の値(100で1.00倍)
3053  */
3054 s16b calc_num_fire(object_type *o_ptr)
3055 {
3056         int extra_shots = 0;
3057         int i;
3058         int num = 0;
3059         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3060         object_type *q_ptr;
3061         BIT_FLAGS flgs[TR_FLAG_SIZE];
3062         
3063         /* Scan the usable inventory */
3064         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3065         {
3066                 q_ptr = &inventory[i];
3067
3068                 /* Skip non-objects */
3069                 if (!q_ptr->k_idx) continue;
3070                 
3071                 /* Do not apply current equip */
3072                 if (i == INVEN_BOW) continue;
3073
3074                 /* Extract the item flags */
3075                 object_flags(q_ptr, flgs);
3076
3077                 /* Boost shots */
3078                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3079         }
3080         
3081         object_flags(o_ptr, flgs);
3082         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3083         
3084         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3085         {
3086                 num = 100;
3087                 /* Extra shots */
3088                 num += (extra_shots * 100);
3089
3090                 /* Hack -- Rangers love Bows */
3091                 if ((p_ptr->pclass == CLASS_RANGER) && 
3092                                         (tval_ammo == TV_ARROW))
3093                 {
3094                         num += (p_ptr->lev * 4);
3095                 }
3096
3097                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3098                     (tval_ammo == TV_ARROW))
3099                 {
3100                         num += (p_ptr->lev * 3);
3101                 }
3102
3103                 if (p_ptr->pclass == CLASS_ARCHER)
3104                 {
3105                         if (tval_ammo == TV_ARROW)
3106                                 num += ((p_ptr->lev * 5)+50);
3107                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3108                                 num += (p_ptr->lev * 4);
3109                 }
3110
3111                 /*
3112                  * Addendum -- also "Reward" high level warriors,
3113                  * with _any_ missile weapon -- TY
3114                  */
3115                 if (p_ptr->pclass == CLASS_WARRIOR &&
3116                    (tval_ammo <= TV_BOLT) &&
3117                    (tval_ammo >= TV_SHOT))
3118                 {
3119                         num += (p_ptr->lev * 2);
3120                 }
3121                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3122                     (tval_ammo == TV_SHOT))
3123                 {
3124                         num += (p_ptr->lev * 4);
3125                 }
3126         }
3127         return (s16b)num;
3128 }
3129
3130 /*!
3131  * @brief プレイヤーの全ステータスを更新する / 
3132  * Calculate the players current "state", taking into account
3133  * not only race/class intrinsics, but also objects being worn
3134  * and temporary spell effects.
3135  * @return なし
3136  * @details
3137  * <pre>
3138  * See also calc_mana() and calc_hitpoints().
3139  *
3140  * Take note of the new "speed code", in particular, a very strong
3141  * player will start slowing down as soon as he reaches 150 pounds,
3142  * but not until he reaches 450 pounds will he be half as fast as
3143  * a normal kobold.  This both hurts and helps the player, hurts
3144  * because in the old days a player could just avoid 300 pounds,
3145  * and helps because now carrying 300 pounds is not very painful.
3146  *
3147  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3148  * damage, since that would affect non-combat things.  These values
3149  * are actually added in later, at the appropriate place.
3150  *
3151  * This function induces various "status" messages.
3152  * </pre>
3153  */
3154 void calc_bonuses(void)
3155 {
3156         int             i, j, hold, neutral[2];
3157         int             new_speed;
3158         int             default_hand = 0;
3159         int             empty_hands_status = empty_hands(TRUE);
3160         int             extra_blows[2];
3161         object_type     *o_ptr;
3162         BIT_FLAGS flgs[TR_FLAG_SIZE];
3163         bool            omoi = FALSE;
3164         bool            yoiyami = FALSE;
3165         bool            down_saving = FALSE;
3166 #if 0
3167         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3168 #endif
3169         bool            have_sw = FALSE, have_kabe = FALSE;
3170         bool            easy_2weapon = FALSE;
3171         bool            riding_levitation = FALSE;
3172         OBJECT_IDX this_o_idx, next_o_idx = 0;
3173         const player_race *tmp_rp_ptr;
3174
3175         /* Save the old vision stuff */
3176         bool old_telepathy = p_ptr->telepathy;
3177         bool old_esp_animal = p_ptr->esp_animal;
3178         bool old_esp_undead = p_ptr->esp_undead;
3179         bool old_esp_demon = p_ptr->esp_demon;
3180         bool old_esp_orc = p_ptr->esp_orc;
3181         bool old_esp_troll = p_ptr->esp_troll;
3182         bool old_esp_giant = p_ptr->esp_giant;
3183         bool old_esp_dragon = p_ptr->esp_dragon;
3184         bool old_esp_human = p_ptr->esp_human;
3185         bool old_esp_evil = p_ptr->esp_evil;
3186         bool old_esp_good = p_ptr->esp_good;
3187         bool old_esp_nonliving = p_ptr->esp_nonliving;
3188         bool old_esp_unique = p_ptr->esp_unique;
3189         bool old_see_inv = p_ptr->see_inv;
3190         bool old_mighty_throw = p_ptr->mighty_throw;
3191
3192         /* Save the old armor class */
3193         s16b old_dis_ac = p_ptr->dis_ac;
3194         s16b old_dis_to_a = p_ptr->dis_to_a;
3195
3196
3197         /* Clear extra blows/shots */
3198         extra_blows[0] = extra_blows[1] = 0;
3199
3200         /* Clear the stat modifiers */
3201         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3202
3203
3204         /* Clear the Displayed/Real armor class */
3205         p_ptr->dis_ac = p_ptr->ac = 0;
3206
3207         /* Clear the Displayed/Real Bonuses */
3208         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3209         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3210         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3211         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3212         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3213         p_ptr->dis_to_a = p_ptr->to_a = 0;
3214         p_ptr->to_h_m = 0;
3215         p_ptr->to_d_m = 0;
3216
3217         p_ptr->to_m_chance = 0;
3218
3219         /* Clear the Extra Dice Bonuses */
3220         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3221         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3222
3223         /* Start with "normal" speed */
3224         new_speed = 110;
3225
3226         /* Start with a single blow per turn */
3227         p_ptr->num_blow[0] = 1;
3228         p_ptr->num_blow[1] = 1;
3229
3230         /* Start with a single shot per turn */
3231         p_ptr->num_fire = 100;
3232
3233         /* Reset the "xtra" tval */
3234         p_ptr->tval_xtra = 0;
3235
3236         /* Reset the "ammo" tval */
3237         p_ptr->tval_ammo = 0;
3238
3239         /* Clear all the flags */
3240         p_ptr->cursed = 0L;
3241         p_ptr->bless_blade = FALSE;
3242         p_ptr->xtra_might = FALSE;
3243         p_ptr->impact[0] = FALSE;
3244         p_ptr->impact[1] = FALSE;
3245         p_ptr->pass_wall = FALSE;
3246         p_ptr->kill_wall = FALSE;
3247         p_ptr->dec_mana = FALSE;
3248         p_ptr->easy_spell = FALSE;
3249         p_ptr->heavy_spell = FALSE;
3250         p_ptr->see_inv = FALSE;
3251         p_ptr->free_act = FALSE;
3252         p_ptr->slow_digest = FALSE;
3253         p_ptr->regenerate = FALSE;
3254         p_ptr->can_swim = FALSE;
3255         p_ptr->levitation = FALSE;
3256         p_ptr->hold_exp = FALSE;
3257         p_ptr->telepathy = FALSE;
3258         p_ptr->esp_animal = FALSE;
3259         p_ptr->esp_undead = FALSE;
3260         p_ptr->esp_demon = FALSE;
3261         p_ptr->esp_orc = FALSE;
3262         p_ptr->esp_troll = FALSE;
3263         p_ptr->esp_giant = FALSE;
3264         p_ptr->esp_dragon = FALSE;
3265         p_ptr->esp_human = FALSE;
3266         p_ptr->esp_evil = FALSE;
3267         p_ptr->esp_good = FALSE;
3268         p_ptr->esp_nonliving = FALSE;
3269         p_ptr->esp_unique = FALSE;
3270         p_ptr->lite = FALSE;
3271         p_ptr->sustain_str = FALSE;
3272         p_ptr->sustain_int = FALSE;
3273         p_ptr->sustain_wis = FALSE;
3274         p_ptr->sustain_con = FALSE;
3275         p_ptr->sustain_dex = FALSE;
3276         p_ptr->sustain_chr = FALSE;
3277         p_ptr->resist_acid = FALSE;
3278         p_ptr->resist_elec = FALSE;
3279         p_ptr->resist_fire = FALSE;
3280         p_ptr->resist_cold = FALSE;
3281         p_ptr->resist_pois = FALSE;
3282         p_ptr->resist_conf = FALSE;
3283         p_ptr->resist_sound = FALSE;
3284         p_ptr->resist_lite = FALSE;
3285         p_ptr->resist_dark = FALSE;
3286         p_ptr->resist_chaos = FALSE;
3287         p_ptr->resist_disen = FALSE;
3288         p_ptr->resist_shard = FALSE;
3289         p_ptr->resist_nexus = FALSE;
3290         p_ptr->resist_blind = FALSE;
3291         p_ptr->resist_neth = FALSE;
3292         p_ptr->resist_time = FALSE;
3293         p_ptr->resist_fear = FALSE;
3294         p_ptr->reflect = FALSE;
3295         p_ptr->sh_fire = FALSE;
3296         p_ptr->sh_elec = FALSE;
3297         p_ptr->sh_cold = FALSE;
3298         p_ptr->anti_magic = FALSE;
3299         p_ptr->anti_tele = FALSE;
3300         p_ptr->warning = FALSE;
3301         p_ptr->mighty_throw = FALSE;
3302         p_ptr->see_nocto = FALSE;
3303
3304         p_ptr->immune_acid = FALSE;
3305         p_ptr->immune_elec = FALSE;
3306         p_ptr->immune_fire = FALSE;
3307         p_ptr->immune_cold = FALSE;
3308
3309         p_ptr->ryoute = FALSE;
3310         p_ptr->migite = FALSE;
3311         p_ptr->hidarite = FALSE;
3312         p_ptr->no_flowed = FALSE;
3313
3314         p_ptr->align = friend_align;
3315
3316         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3317         else tmp_rp_ptr = &race_info[p_ptr->prace];
3318
3319         /* Base infravision (purely racial) */
3320         p_ptr->see_infra = tmp_rp_ptr->infra;
3321
3322         /* Base skill -- disarming */
3323         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3324
3325         /* Base skill -- magic devices */
3326         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3327
3328         /* Base skill -- saving throw */
3329         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3330
3331         /* Base skill -- stealth */
3332         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3333
3334         /* Base skill -- searching ability */
3335         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3336
3337         /* Base skill -- searching frequency */
3338         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3339
3340         /* Base skill -- combat (normal) */
3341         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3342
3343         /* Base skill -- combat (shooting) */
3344         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3345
3346         /* Base skill -- combat (throwing) */
3347         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3348
3349         /* Base skill -- digging */
3350         p_ptr->skill_dig = 0;
3351
3352         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3353         if (buki_motteruka(INVEN_LARM))
3354         {
3355                 p_ptr->hidarite = TRUE;
3356                 if (!p_ptr->migite) default_hand = 1;
3357         }
3358
3359         if (CAN_TWO_HANDS_WIELDING())
3360         {
3361                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3362                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3363                 {
3364                         p_ptr->ryoute = TRUE;
3365                 }
3366                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3367                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3368                 {
3369                         p_ptr->ryoute = TRUE;
3370                 }
3371                 else
3372                 {
3373                         switch (p_ptr->pclass)
3374                         {
3375                         case CLASS_MONK:
3376                         case CLASS_FORCETRAINER:
3377                         case CLASS_BERSERKER:
3378                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3379                                 {
3380                                         p_ptr->migite = TRUE;
3381                                         p_ptr->ryoute = TRUE;
3382                                 }
3383                                 break;
3384                         }
3385                 }
3386         }
3387
3388         if (!p_ptr->migite && !p_ptr->hidarite)
3389         {
3390                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3391                 else if (empty_hands_status == EMPTY_HAND_LARM)
3392                 {
3393                         p_ptr->hidarite = TRUE;
3394                         default_hand = 1;
3395                 }
3396         }
3397
3398         if (p_ptr->special_defense & KAMAE_MASK)
3399         {
3400                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3401                 {
3402                         set_action(ACTION_NONE);
3403                 }
3404         }
3405
3406         switch (p_ptr->pclass)
3407         {
3408                 case CLASS_WARRIOR:
3409                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3410                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3411                         break;
3412                 case CLASS_PALADIN:
3413                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3414                         break;
3415                 case CLASS_CHAOS_WARRIOR:
3416                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3417                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3418                         break;
3419                 case CLASS_MINDCRAFTER:
3420                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3421                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3422                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3423                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3424                         break;
3425                 case CLASS_MONK:
3426                 case CLASS_FORCETRAINER:
3427                         /* Unencumbered Monks become faster every 10 levels */
3428                         if (!(heavy_armor()))
3429                         {
3430                                 if (!(prace_is_(RACE_KLACKON) ||
3431                                       prace_is_(RACE_SPRITE) ||
3432                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3433                                         new_speed += (p_ptr->lev) / 10;
3434
3435                                 /* Free action if unencumbered at level 25 */
3436                                 if  (p_ptr->lev > 24)
3437                                         p_ptr->free_act = TRUE;
3438                         }
3439                         break;
3440                 case CLASS_SORCERER:
3441                         p_ptr->to_a -= 50;
3442                         p_ptr->dis_to_a -= 50;
3443                         break;
3444                 case CLASS_BARD:
3445                         p_ptr->resist_sound = TRUE;
3446                         break;
3447                 case CLASS_SAMURAI:
3448                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3449                         break;
3450                 case CLASS_BERSERKER:
3451                         p_ptr->shero = 1;
3452                         p_ptr->sustain_str = TRUE;
3453                         p_ptr->sustain_dex = TRUE;
3454                         p_ptr->sustain_con = TRUE;
3455                         p_ptr->regenerate = TRUE;
3456                         p_ptr->free_act = TRUE;
3457                         new_speed += 2;
3458                         if (p_ptr->lev > 29) new_speed++;
3459                         if (p_ptr->lev > 39) new_speed++;
3460                         if (p_ptr->lev > 44) new_speed++;
3461                         if (p_ptr->lev > 49) new_speed++;
3462                         p_ptr->to_a += 10+p_ptr->lev/2;
3463                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3464                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3465                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3466                         p_ptr->redraw |= PR_STATUS;
3467                         break;
3468                 case CLASS_MIRROR_MASTER:
3469                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3470                         break;
3471                 case CLASS_NINJA:
3472                         /* Unencumbered Ninjas become faster every 10 levels */
3473                         if (heavy_armor())
3474                         {
3475                                 new_speed -= (p_ptr->lev) / 10;
3476                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3477                         }
3478                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3479                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3480                         {
3481                                 new_speed += 3;
3482                                 if (!(prace_is_(RACE_KLACKON) ||
3483                                       prace_is_(RACE_SPRITE) ||
3484                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3485                                         new_speed += (p_ptr->lev) / 10;
3486                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3487
3488                                 /* Free action if unencumbered at level 25 */
3489                                 if  (p_ptr->lev > 24)
3490                                         p_ptr->free_act = TRUE;
3491                         }
3492                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3493                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3494                         {
3495                                 p_ptr->to_a += p_ptr->lev/2+5;
3496                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3497                         }
3498                         p_ptr->slow_digest = TRUE;
3499                         p_ptr->resist_fear = TRUE;
3500                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3501                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3502                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3503                         if (p_ptr->lev > 44)
3504                         {
3505                                 p_ptr->oppose_pois = 1;
3506                                 p_ptr->redraw |= PR_STATUS;
3507                         }
3508                         p_ptr->see_nocto = TRUE;
3509                         break;
3510         }
3511
3512         /***** Races ****/
3513         if (p_ptr->mimic_form)
3514         {
3515                 switch (p_ptr->mimic_form)
3516                 {
3517                 case MIMIC_DEMON:
3518                         p_ptr->hold_exp = TRUE;
3519                         p_ptr->resist_chaos = TRUE;
3520                         p_ptr->resist_neth = TRUE;
3521                         p_ptr->resist_fire = TRUE;
3522                         p_ptr->oppose_fire = 1;
3523                         p_ptr->see_inv=TRUE;
3524                         new_speed += 3;
3525                         p_ptr->redraw |= PR_STATUS;
3526                         p_ptr->to_a += 10;
3527                         p_ptr->dis_to_a += 10;
3528                         p_ptr->align -= 200;
3529                         break;
3530                 case MIMIC_DEMON_LORD:
3531                         p_ptr->hold_exp = TRUE;
3532                         p_ptr->resist_chaos = TRUE;
3533                         p_ptr->resist_neth = TRUE;
3534                         p_ptr->immune_fire = TRUE;
3535                         p_ptr->resist_acid = TRUE;
3536                         p_ptr->resist_fire = TRUE;
3537                         p_ptr->resist_cold = TRUE;
3538                         p_ptr->resist_elec = TRUE;
3539                         p_ptr->resist_pois = TRUE;
3540                         p_ptr->resist_conf = TRUE;
3541                         p_ptr->resist_disen = TRUE;
3542                         p_ptr->resist_nexus = TRUE;
3543                         p_ptr->resist_fear = TRUE;
3544                         p_ptr->sh_fire = TRUE;
3545                         p_ptr->see_inv = TRUE;
3546                         p_ptr->telepathy = TRUE;
3547                         p_ptr->levitation = TRUE;
3548                         p_ptr->kill_wall = TRUE;
3549                         new_speed += 5;
3550                         p_ptr->to_a += 20;
3551                         p_ptr->dis_to_a += 20;
3552                         p_ptr->align -= 200;
3553                         break;
3554                 case MIMIC_VAMPIRE:
3555                         p_ptr->resist_dark = TRUE;
3556                         p_ptr->hold_exp = TRUE;
3557                         p_ptr->resist_neth = TRUE;
3558                         p_ptr->resist_cold = TRUE;
3559                         p_ptr->resist_pois = TRUE;
3560                         p_ptr->see_inv = TRUE;
3561                         new_speed += 3;
3562                         p_ptr->to_a += 10;
3563                         p_ptr->dis_to_a += 10;
3564                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3565                         break;
3566                 }
3567         }
3568         else
3569         {
3570                 switch (p_ptr->prace)
3571                 {
3572                 case RACE_ELF:
3573                         p_ptr->resist_lite = TRUE;
3574                         break;
3575                 case RACE_HOBBIT:
3576                         p_ptr->hold_exp = TRUE;
3577                         break;
3578                 case RACE_GNOME:
3579                         p_ptr->free_act = TRUE;
3580                         break;
3581                 case RACE_DWARF:
3582                         p_ptr->resist_blind = TRUE;
3583                         break;
3584                 case RACE_HALF_ORC:
3585                         p_ptr->resist_dark = TRUE;
3586                         break;
3587                 case RACE_HALF_TROLL:
3588                         p_ptr->sustain_str = TRUE;
3589
3590                         if (p_ptr->lev > 14)
3591                         {
3592                                 /* High level trolls heal fast... */
3593                                 p_ptr->regenerate = TRUE;
3594
3595                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3596                                 {
3597                                         p_ptr->slow_digest = TRUE;
3598                                         /* Let's not make Regeneration
3599                                          * a disadvantage for the poor warriors who can
3600                                          * never learn a spell that satisfies hunger (actually
3601                                          * neither can rogues, but half-trolls are not
3602                                          * supposed to play rogues) */
3603                                 }
3604                         }
3605                         break;
3606                 case RACE_AMBERITE:
3607                         p_ptr->sustain_con = TRUE;
3608                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3609                         break;
3610                 case RACE_HIGH_ELF:
3611                         p_ptr->resist_lite = TRUE;
3612                         p_ptr->see_inv = TRUE;
3613                         break;
3614                 case RACE_BARBARIAN:
3615                         p_ptr->resist_fear = TRUE;
3616                         break;
3617                 case RACE_HALF_OGRE:
3618                         p_ptr->resist_dark = TRUE;
3619                         p_ptr->sustain_str = TRUE;
3620                         break;
3621                 case RACE_HALF_GIANT:
3622                         p_ptr->sustain_str = TRUE;
3623                         p_ptr->resist_shard = TRUE;
3624                         break;
3625                 case RACE_HALF_TITAN:
3626                         p_ptr->resist_chaos = TRUE;
3627                         break;
3628                 case RACE_CYCLOPS:
3629                         p_ptr->resist_sound = TRUE;
3630                         break;
3631                 case RACE_YEEK:
3632                         p_ptr->resist_acid = TRUE;
3633                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3634                         break;
3635                 case RACE_KLACKON:
3636                         p_ptr->resist_conf = TRUE;
3637                         p_ptr->resist_acid = TRUE;
3638
3639                         /* Klackons become faster */
3640                         new_speed += (p_ptr->lev) / 10;
3641                         break;
3642                 case RACE_KOBOLD:
3643                         p_ptr->resist_pois = TRUE;
3644                         break;
3645                 case RACE_NIBELUNG:
3646                         p_ptr->resist_disen = TRUE;
3647                         p_ptr->resist_dark = TRUE;
3648                         break;
3649                 case RACE_DARK_ELF:
3650                         p_ptr->resist_dark = TRUE;
3651                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3652                         break;
3653                 case RACE_DRACONIAN:
3654                         p_ptr->levitation = TRUE;
3655                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3656                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3657                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3658                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3659                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3660                         break;
3661                 case RACE_MIND_FLAYER:
3662                         p_ptr->sustain_int = TRUE;
3663                         p_ptr->sustain_wis = TRUE;
3664                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3665                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3666                         break;
3667                 case RACE_IMP:
3668                         p_ptr->resist_fire = TRUE;
3669                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3670                         break;
3671                 case RACE_GOLEM:
3672                         p_ptr->slow_digest = TRUE;
3673                         p_ptr->free_act = TRUE;
3674                         p_ptr->see_inv = TRUE;
3675                         p_ptr->resist_pois = TRUE;
3676                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3677                         break;
3678                 case RACE_SKELETON:
3679                         p_ptr->resist_shard = TRUE;
3680                         p_ptr->hold_exp = TRUE;
3681                         p_ptr->see_inv = TRUE;
3682                         p_ptr->resist_pois = TRUE;
3683                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3684                         break;
3685                 case RACE_ZOMBIE:
3686                         p_ptr->resist_neth = TRUE;
3687                         p_ptr->hold_exp = TRUE;
3688                         p_ptr->see_inv = TRUE;
3689                         p_ptr->resist_pois = TRUE;
3690                         p_ptr->slow_digest = TRUE;
3691                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3692                         break;
3693                 case RACE_VAMPIRE:
3694                         p_ptr->resist_dark = TRUE;
3695                         p_ptr->hold_exp = TRUE;
3696                         p_ptr->resist_neth = TRUE;
3697                         p_ptr->resist_cold = TRUE;
3698                         p_ptr->resist_pois = TRUE;
3699                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3700                         break;
3701                 case RACE_SPECTRE:
3702                         p_ptr->levitation = TRUE;
3703                         p_ptr->free_act = TRUE;
3704                         p_ptr->resist_neth = TRUE;
3705                         p_ptr->hold_exp = TRUE;
3706                         p_ptr->see_inv = TRUE;
3707                         p_ptr->resist_pois = TRUE;
3708                         p_ptr->slow_digest = TRUE;
3709                         p_ptr->resist_cold = TRUE;
3710                         p_ptr->pass_wall = TRUE;
3711                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3712                         break;
3713                 case RACE_SPRITE:
3714                         p_ptr->levitation = TRUE;
3715                         p_ptr->resist_lite = TRUE;
3716
3717                         /* Sprites become faster */
3718                         new_speed += (p_ptr->lev) / 10;
3719                         break;
3720                 case RACE_BEASTMAN:
3721                         p_ptr->resist_conf  = TRUE;
3722                         p_ptr->resist_sound = TRUE;
3723                         break;
3724                 case RACE_ENT:
3725                         /* Ents dig like maniacs, but only with their hands. */
3726                         if (!inventory[INVEN_RARM].k_idx) 
3727                                 p_ptr->skill_dig += p_ptr->lev * 10;
3728                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3729                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3730                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3731                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3732
3733                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3734                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3735                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3736
3737                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3738                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3739                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3740                         break;
3741                 case RACE_ANGEL:
3742                         p_ptr->levitation = TRUE;
3743                         p_ptr->see_inv = TRUE;
3744                         p_ptr->align += 200;
3745                         break;
3746                 case RACE_DEMON:
3747                         p_ptr->resist_fire  = TRUE;
3748                         p_ptr->resist_neth  = TRUE;
3749                         p_ptr->hold_exp = TRUE;
3750                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3751                         if (p_ptr->lev > 44)
3752                         {
3753                                 p_ptr->oppose_fire = 1;
3754                                 p_ptr->redraw |= PR_STATUS;
3755                         }
3756                         p_ptr->align -= 200;
3757                         break;
3758                 case RACE_DUNADAN:
3759                         p_ptr->sustain_con = TRUE;
3760                         break;
3761                 case RACE_S_FAIRY:
3762                         p_ptr->levitation = TRUE;
3763                         break;
3764                 case RACE_KUTAR:
3765                         p_ptr->resist_conf = TRUE;
3766                         break;
3767                 case RACE_ANDROID:
3768                         p_ptr->slow_digest = TRUE;
3769                         p_ptr->free_act = TRUE;
3770                         p_ptr->resist_pois = TRUE;
3771                         p_ptr->hold_exp = TRUE;
3772                         break;
3773                 default:
3774                         /* Do nothing */
3775                         ;
3776                 }
3777         }
3778
3779         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3780         {
3781                 p_ptr->see_inv = TRUE;
3782                 p_ptr->free_act = TRUE;
3783                 p_ptr->slow_digest = TRUE;
3784                 p_ptr->regenerate = TRUE;
3785                 p_ptr->levitation = TRUE;
3786                 p_ptr->hold_exp = TRUE;
3787                 p_ptr->telepathy = TRUE;
3788                 p_ptr->lite = TRUE;
3789                 p_ptr->sustain_str = TRUE;
3790                 p_ptr->sustain_int = TRUE;
3791                 p_ptr->sustain_wis = TRUE;
3792                 p_ptr->sustain_con = TRUE;
3793                 p_ptr->sustain_dex = TRUE;
3794                 p_ptr->sustain_chr = TRUE;
3795                 p_ptr->resist_acid = TRUE;
3796                 p_ptr->resist_elec = TRUE;
3797                 p_ptr->resist_fire = TRUE;
3798                 p_ptr->resist_cold = TRUE;
3799                 p_ptr->resist_pois = TRUE;
3800                 p_ptr->resist_conf = TRUE;
3801                 p_ptr->resist_sound = TRUE;
3802                 p_ptr->resist_lite = TRUE;
3803                 p_ptr->resist_dark = TRUE;
3804                 p_ptr->resist_chaos = TRUE;
3805                 p_ptr->resist_disen = TRUE;
3806                 p_ptr->resist_shard = TRUE;
3807                 p_ptr->resist_nexus = TRUE;
3808                 p_ptr->resist_blind = TRUE;
3809                 p_ptr->resist_neth = TRUE;
3810                 p_ptr->resist_fear = TRUE;
3811                 p_ptr->reflect = TRUE;
3812                 p_ptr->sh_fire = TRUE;
3813                 p_ptr->sh_elec = TRUE;
3814                 p_ptr->sh_cold = TRUE;
3815                 p_ptr->to_a += 100;
3816                 p_ptr->dis_to_a += 100;
3817         }
3818         /* Temporary shield */
3819         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3820         {
3821                 p_ptr->to_a += 50;
3822                 p_ptr->dis_to_a += 50;
3823         }
3824
3825         if (p_ptr->tim_res_nether)
3826         {
3827                 p_ptr->resist_neth = TRUE;
3828         }
3829         if (p_ptr->tim_sh_fire)
3830         {
3831                 p_ptr->sh_fire = TRUE;
3832         }
3833         if (p_ptr->tim_res_time)
3834         {
3835                 p_ptr->resist_time = TRUE;
3836         }
3837
3838         /* Sexy Gal */
3839         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3840         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3841         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3842         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3843
3844         /* Lucky man */
3845         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3846
3847         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3848         {
3849                 p_ptr->resist_blind = TRUE;
3850                 p_ptr->resist_conf  = TRUE;
3851                 p_ptr->hold_exp = TRUE;
3852                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3853
3854                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3855                         /* Munchkin become faster */
3856                         new_speed += (p_ptr->lev) / 10 + 5;
3857         }
3858
3859         if (music_singing(MUSIC_WALL))
3860         {
3861                 p_ptr->kill_wall = TRUE;
3862         }
3863
3864         /* Hack -- apply racial/class stat maxes */
3865         /* Apply the racial modifiers */
3866         for (i = 0; i < 6; i++)
3867         {
3868                 /* Modify the stats for "race" */
3869                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3870         }
3871
3872
3873         /* I'm adding the mutations here for the lack of a better place... */
3874         if (p_ptr->muta3)
3875         {
3876                 /* Hyper Strength */
3877                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3878                 {
3879                         p_ptr->stat_add[A_STR] += 4;
3880                 }
3881
3882                 /* Puny */
3883                 if (p_ptr->muta3 & MUT3_PUNY)
3884                 {
3885                         p_ptr->stat_add[A_STR] -= 4;
3886                 }
3887
3888                 /* Living computer */
3889                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3890                 {
3891                         p_ptr->stat_add[A_INT] += 4;
3892                         p_ptr->stat_add[A_WIS] += 4;
3893                 }
3894
3895                 /* Moronic */
3896                 if (p_ptr->muta3 & MUT3_MORONIC)
3897                 {
3898                         p_ptr->stat_add[A_INT] -= 4;
3899                         p_ptr->stat_add[A_WIS] -= 4;
3900                 }
3901
3902                 if (p_ptr->muta3 & MUT3_RESILIENT)
3903                 {
3904                         p_ptr->stat_add[A_CON] += 4;
3905                 }
3906
3907                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3908                 {
3909                         p_ptr->stat_add[A_CON] += 2;
3910                         new_speed -= 2;
3911                 }
3912
3913                 if (p_ptr->muta3 & MUT3_ALBINO)
3914                 {
3915                         p_ptr->stat_add[A_CON] -= 4;
3916                 }
3917
3918                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3919                 {
3920                         p_ptr->stat_add[A_CON] -= 2;
3921                         p_ptr->stat_add[A_CHR] -= 1;
3922                         p_ptr->regenerate = FALSE;
3923                         /* Cancel innate regeneration */
3924                 }
3925
3926                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3927                 {
3928                         p_ptr->stat_add[A_CHR] -= 4;
3929                 }
3930
3931                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3932                 {
3933                         p_ptr->stat_add[A_CHR] -= 1;
3934                 }
3935
3936                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3937                 {
3938                         p_ptr->skill_fos += 15;
3939                         p_ptr->skill_srh += 15;
3940                 }
3941
3942                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3943                 {
3944                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3945                 }
3946
3947                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3948                 {
3949                         p_ptr->skill_stl -= 3;
3950                 }
3951
3952                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3953                 {
3954                         p_ptr->see_infra += 3;
3955                 }
3956
3957                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3958                 {
3959                         new_speed += 3;
3960                 }
3961
3962                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3963                 {
3964                         new_speed -= 3;
3965                 }
3966
3967                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3968                 {
3969                         p_ptr->sh_elec = TRUE;
3970                 }
3971
3972                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3973                 {
3974                         p_ptr->sh_fire = TRUE;
3975                         p_ptr->lite = TRUE;
3976                 }
3977
3978                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3979                 {
3980                         p_ptr->stat_add[A_CHR] -= 2;
3981                         p_ptr->to_a += 5;
3982                         p_ptr->dis_to_a += 5;
3983                 }
3984
3985                 if (p_ptr->muta3 & MUT3_SCALES)
3986                 {
3987                         p_ptr->stat_add[A_CHR] -= 1;
3988                         p_ptr->to_a += 10;
3989                         p_ptr->dis_to_a += 10;
3990                 }
3991
3992                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3993                 {
3994                         p_ptr->stat_add[A_DEX] -= 1;
3995                         p_ptr->to_a += 25;
3996                         p_ptr->dis_to_a += 25;
3997                 }
3998
3999                 if (p_ptr->muta3 & MUT3_WINGS)
4000                 {
4001                         p_ptr->levitation = TRUE;
4002                 }
4003
4004                 if (p_ptr->muta3 & MUT3_FEARLESS)
4005                 {
4006                         p_ptr->resist_fear = TRUE;
4007                 }
4008
4009                 if (p_ptr->muta3 & MUT3_REGEN)
4010                 {
4011                         p_ptr->regenerate = TRUE;
4012                 }
4013
4014                 if (p_ptr->muta3 & MUT3_ESP)
4015                 {
4016                         p_ptr->telepathy = TRUE;
4017                 }
4018
4019                 if (p_ptr->muta3 & MUT3_LIMBER)
4020                 {
4021                         p_ptr->stat_add[A_DEX] += 3;
4022                 }
4023
4024                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4025                 {
4026                         p_ptr->stat_add[A_DEX] -= 3;
4027                 }
4028
4029                 if (p_ptr->muta3 & MUT3_MOTION)
4030                 {
4031                         p_ptr->free_act = TRUE;
4032                         p_ptr->skill_stl += 1;
4033                 }
4034
4035                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4036                 {
4037                         p_ptr->stat_add[A_CHR] = 0;
4038                 }
4039         }
4040
4041         if (p_ptr->tsuyoshi)
4042         {
4043                 p_ptr->stat_add[A_STR] += 4;
4044                 p_ptr->stat_add[A_CON] += 4;
4045         }
4046
4047         /* Scan the usable inventory */
4048         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4049         {
4050                 int bonus_to_h, bonus_to_d;
4051                 o_ptr = &inventory[i];
4052
4053                 /* Skip non-objects */
4054                 if (!o_ptr->k_idx) continue;
4055
4056                 /* Extract the item flags */
4057                 object_flags(o_ptr, flgs);
4058
4059                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4060                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4061
4062                 /* Affect stats */
4063                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4064                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4065                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4066                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4067                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4068                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4069
4070                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4071
4072                 /* Affect stealth */
4073                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4074
4075                 /* Affect searching ability (factor of five) */
4076                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4077
4078                 /* Affect searching frequency (factor of five) */
4079                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4080
4081                 /* Affect infravision */
4082                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4083
4084                 /* Affect digging (factor of 20) */
4085                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4086
4087                 /* Affect speed */
4088                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4089
4090                 /* Affect blows */
4091                 if (have_flag(flgs, TR_BLOWS))
4092                 {
4093                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4094                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4095                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4096                 }
4097
4098                 /* Hack -- cause earthquakes */
4099                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4100
4101                 /* Various flags */
4102                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4103                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4104                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4105                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4106                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4107                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4108                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4109                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4110                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4111                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4112                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4113                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4114                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4115                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4116                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4117                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4118                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4119                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4120                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4121                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4122                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4123                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4124                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4125                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4126                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4127                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4128                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4129                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4130                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4131                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4132                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4133                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4134                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4135                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4136                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4137
4138                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4139                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4140                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4141                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4142                 if (have_flag(flgs, TR_WARNING)){
4143                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4144                           p_ptr->warning = TRUE;
4145                 }
4146
4147                 if (have_flag(flgs, TR_TELEPORT))
4148                 {
4149                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4150                         else
4151                         {
4152                                 cptr insc = quark_str(o_ptr->inscription);
4153
4154                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4155                                 {
4156                                         /*
4157                                          * {.} will stop random teleportation.
4158                                          */
4159                                 }
4160                                 else
4161                                 {
4162                                         /* Controlled random teleportation */
4163                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4164                                 }
4165                         }
4166                 }
4167
4168                 /* Immunity flags */
4169                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4170                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4171                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4172                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4173
4174                 /* Resistance flags */
4175                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4176                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4177                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4178                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4179                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4180                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4181                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4182                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4183                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4184                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4185                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4186                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4187                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4188                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4189                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4190                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4191
4192                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4193                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4194                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4195                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4196                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4197                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4198
4199                 /* Sustain flags */
4200                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4201                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4202                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4203                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4204                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4205                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4206
4207                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4208                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4209                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4210                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4211                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4212                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4213                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4214
4215                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4216                 {
4217                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4218                         {
4219                                 p_ptr->to_m_chance += 10;
4220                         }
4221                         else
4222                         {
4223                                 p_ptr->to_m_chance += 3;
4224                         }
4225                 }
4226
4227                 if (o_ptr->tval == TV_CAPTURE) continue;
4228
4229                 /* Modify the base armor class */
4230                 p_ptr->ac += o_ptr->ac;
4231
4232                 /* The base armor class is always known */
4233                 p_ptr->dis_ac += o_ptr->ac;
4234
4235                 /* Apply the bonuses to armor class */
4236                 p_ptr->to_a += o_ptr->to_a;
4237
4238                 /* Apply the mental bonuses to armor class, if known */
4239                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4240
4241                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4242                 {
4243                         int slot = i - INVEN_RARM;
4244                         if (slot < 2)
4245                         {
4246                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4247                                 {
4248                                         p_ptr->to_h[slot] -= 15;
4249                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4250                                 }
4251                                 else
4252                                 {
4253                                         p_ptr->to_h[slot] -= 5;
4254                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4255                                 }
4256                         }
4257                         else
4258                         {
4259                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4260                                 {
4261                                         p_ptr->to_h_b -= 15;
4262                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4263                                 }
4264                                 else
4265                                 {
4266                                         p_ptr->to_h_b -= 5;
4267                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4268                                 }
4269                         }
4270                 }
4271
4272                 if (o_ptr->curse_flags & TRC_LOW_AC)
4273                 {
4274                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4275                         {
4276                                 p_ptr->to_a -= 30;
4277                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4278                         }
4279                         else
4280                         {
4281                                 p_ptr->to_a -= 10;
4282                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4283                         }
4284                 }
4285
4286                 /* Hack -- do not apply "weapon" bonuses */
4287                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4288                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4289
4290                 /* Hack -- do not apply "bow" bonuses */
4291                 if (i == INVEN_BOW) continue;
4292
4293                 bonus_to_h = o_ptr->to_h;
4294                 bonus_to_d = o_ptr->to_d;
4295
4296                 if (p_ptr->pclass == CLASS_NINJA)
4297                 {
4298                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4299                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4300                 }
4301
4302                 /* To Bow and Natural attack */
4303
4304                 /* Apply the bonuses to hit/damage */
4305                 p_ptr->to_h_b += (s16b)bonus_to_h;
4306                 p_ptr->to_h_m += (s16b)bonus_to_h;
4307                 p_ptr->to_d_m += (s16b)bonus_to_d;
4308
4309                 /* Apply the mental bonuses tp hit/damage, if known */
4310                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4311
4312                 /* To Melee */
4313                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4314                 {
4315                         /* Apply the bonuses to hit/damage */
4316                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4317                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4318
4319                         /* Apply the mental bonuses tp hit/damage, if known */
4320                         if (object_is_known(o_ptr))
4321                         {
4322                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4323                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4324                         }
4325                 }
4326                 else if (p_ptr->migite && p_ptr->hidarite)
4327                 {
4328                         /* Apply the bonuses to hit/damage */
4329                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4330                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4331                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4332                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4333
4334                         /* Apply the mental bonuses tp hit/damage, if known */
4335                         if (object_is_known(o_ptr))
4336                         {
4337                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4338                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4339                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4340                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4341                         }
4342                 }
4343                 else
4344                 {
4345                         /* Apply the bonuses to hit/damage */
4346                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4347                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4348
4349                         /* Apply the mental bonuses to hit/damage, if known */
4350                         if (object_is_known(o_ptr))
4351                         {
4352                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4353                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4354                         }
4355                 }
4356         }
4357
4358         if (old_mighty_throw != p_ptr->mighty_throw)
4359         {
4360                 /* Redraw average damege display of Shuriken */
4361                 p_ptr->window |= PW_INVEN;
4362         }
4363
4364         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4365
4366         /* Monks get extra ac for armour _not worn_ */
4367         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4368         {
4369                 if (!(inventory[INVEN_BODY].k_idx))
4370                 {
4371                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4372                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4373                 }
4374                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4375                 {
4376                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4377                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4378                 }
4379                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4380                 {
4381                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4382                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4383                 }
4384                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4385                 {
4386                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4387                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4388                 }
4389                 if (!(inventory[INVEN_HANDS].k_idx))
4390                 {
4391                         p_ptr->to_a += (p_ptr->lev / 2);
4392                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4393                 }
4394                 if (!(inventory[INVEN_FEET].k_idx))
4395                 {
4396                         p_ptr->to_a += (p_ptr->lev / 3);
4397                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4398                 }
4399                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4400                 {
4401                         p_ptr->stat_add[A_STR] += 2;
4402                         p_ptr->stat_add[A_DEX] += 2;
4403                         p_ptr->stat_add[A_CON] -= 3;
4404                 }
4405                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4406                 {
4407                 }
4408                 else if (p_ptr->special_defense & KAMAE_GENBU)
4409                 {
4410                         p_ptr->stat_add[A_INT] -= 1;
4411                         p_ptr->stat_add[A_WIS] -= 1;
4412                         p_ptr->stat_add[A_DEX] -= 2;
4413                         p_ptr->stat_add[A_CON] += 3;
4414                 }
4415                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4416                 {
4417                         p_ptr->stat_add[A_STR] -= 2;
4418                         p_ptr->stat_add[A_INT] += 1;
4419                         p_ptr->stat_add[A_WIS] += 1;
4420                         p_ptr->stat_add[A_DEX] += 2;
4421                         p_ptr->stat_add[A_CON] -= 2;
4422                 }
4423         }
4424
4425         if (p_ptr->special_defense & KATA_KOUKIJIN)
4426         {
4427                 for (i = 0; i < 6; i++)
4428                         p_ptr->stat_add[i] += 5;
4429                 p_ptr->to_a -= 50;
4430                 p_ptr->dis_to_a -= 50;
4431         }
4432
4433         /* Hack -- aura of fire also provides light */
4434         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4435
4436         /* Golems also get an intrinsic AC bonus */
4437         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4438         {
4439                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4440                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4441         }
4442
4443         /* Hex bonuses */
4444         if (p_ptr->realm1 == REALM_HEX)
4445         {
4446                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4447                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4448                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4449                 if (hex_spelling(HEX_BUILDING))
4450                 {
4451                         p_ptr->stat_add[A_STR] += 4;
4452                         p_ptr->stat_add[A_DEX] += 4;
4453                         p_ptr->stat_add[A_CON] += 4;
4454                 }
4455                 if (hex_spelling(HEX_DEMON_AURA))
4456                 {
4457                         p_ptr->sh_fire = TRUE;
4458                         p_ptr->regenerate = TRUE;
4459                 }
4460                 if (hex_spelling(HEX_ICE_ARMOR))
4461                 {
4462                         p_ptr->sh_cold = TRUE; 
4463                         p_ptr->to_a += 30;
4464                         p_ptr->dis_to_a += 30;
4465                 }
4466                 if (hex_spelling(HEX_SHOCK_CLOAK))
4467                 {
4468                         p_ptr->sh_elec = TRUE;
4469                         new_speed += 3;
4470                 }
4471                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4472                 {
4473                         ARMOUR_CLASS ac = 0;
4474                         o_ptr = &inventory[i];
4475                         if (!o_ptr->k_idx) continue;
4476                         if (!object_is_armour(o_ptr)) continue;
4477                         if (!object_is_cursed(o_ptr)) continue;
4478                         ac += 5;
4479                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4480                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4481                         p_ptr->to_a += (s16b)ac;
4482                         p_ptr->dis_to_a += (s16b)ac;
4483                 }
4484         }
4485
4486         /* Calculate stats */
4487         for (i = 0; i < 6; i++)
4488         {
4489                 int top, use, ind;
4490
4491                 /* Extract the new "stat_use" value for the stat */
4492                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4493
4494                 /* Notice changes */
4495                 if (p_ptr->stat_top[i] != top)
4496                 {
4497                         /* Save the new value */
4498                         p_ptr->stat_top[i] = (s16b)top;
4499
4500                         /* Redisplay the stats later */
4501                         p_ptr->redraw |= (PR_STATS);
4502
4503                         p_ptr->window |= (PW_PLAYER);
4504                 }
4505
4506
4507                 /* Extract the new "stat_use" value for the stat */
4508                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4509
4510                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4511                 {
4512                         /* 10 to 18/90 charisma, guaranteed, based on level */
4513                         if (use < 8 + 2 * p_ptr->lev)
4514                         {
4515                                 use = 8 + 2 * p_ptr->lev;
4516                         }
4517                 }
4518
4519                 /* Notice changes */
4520                 if (p_ptr->stat_use[i] != use)
4521                 {
4522                         /* Save the new value */
4523                         p_ptr->stat_use[i] = (s16b)use;
4524
4525                         /* Redisplay the stats later */
4526                         p_ptr->redraw |= (PR_STATS);
4527
4528                         p_ptr->window |= (PW_PLAYER);
4529                 }
4530
4531
4532                 /* Values: 3, 4, ..., 17 */
4533                 if (use <= 18) ind = (use - 3);
4534
4535                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4536                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4537
4538                 /* Range: 18/220+ */
4539                 else ind = (37);
4540
4541                 /* Notice changes */
4542                 if (p_ptr->stat_ind[i] != ind)
4543                 {
4544                         /* Save the new index */
4545                         p_ptr->stat_ind[i] = (s16b)ind;
4546
4547                         /* Change in CON affects Hitpoints */
4548                         if (i == A_CON)
4549                         {
4550                                 p_ptr->update |= (PU_HP);
4551                         }
4552
4553                         /* Change in INT may affect Mana/Spells */
4554                         else if (i == A_INT)
4555                         {
4556                                 if (mp_ptr->spell_stat == A_INT)
4557                                 {
4558                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4559                                 }
4560                         }
4561
4562                         /* Change in WIS may affect Mana/Spells */
4563                         else if (i == A_WIS)
4564                         {
4565                                 if (mp_ptr->spell_stat == A_WIS)
4566                                 {
4567                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4568                                 }
4569                         }
4570
4571                         /* Change in WIS may affect Mana/Spells */
4572                         else if (i == A_CHR)
4573                         {
4574                                 if (mp_ptr->spell_stat == A_CHR)
4575                                 {
4576                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4577                                 }
4578                         }
4579
4580                         p_ptr->window |= (PW_PLAYER);
4581                 }
4582         }
4583
4584
4585         /* Apply temporary "stun" */
4586         if (p_ptr->stun > 50)
4587         {
4588                 p_ptr->to_h[0] -= 20;
4589                 p_ptr->to_h[1] -= 20;
4590                 p_ptr->to_h_b  -= 20;
4591                 p_ptr->to_h_m  -= 20;
4592                 p_ptr->dis_to_h[0] -= 20;
4593                 p_ptr->dis_to_h[1] -= 20;
4594                 p_ptr->dis_to_h_b  -= 20;
4595                 p_ptr->to_d[0] -= 20;
4596                 p_ptr->to_d[1] -= 20;
4597                 p_ptr->to_d_m -= 20;
4598                 p_ptr->dis_to_d[0] -= 20;
4599                 p_ptr->dis_to_d[1] -= 20;
4600         }
4601         else if (p_ptr->stun)
4602         {
4603                 p_ptr->to_h[0] -= 5;
4604                 p_ptr->to_h[1] -= 5;
4605                 p_ptr->to_h_b -= 5;
4606                 p_ptr->to_h_m -= 5;
4607                 p_ptr->dis_to_h[0] -= 5;
4608                 p_ptr->dis_to_h[1] -= 5;
4609                 p_ptr->dis_to_h_b -= 5;
4610                 p_ptr->to_d[0] -= 5;
4611                 p_ptr->to_d[1] -= 5;
4612                 p_ptr->to_d_m -= 5;
4613                 p_ptr->dis_to_d[0] -= 5;
4614                 p_ptr->dis_to_d[1] -= 5;
4615         }
4616
4617         /* Wraith form */
4618         if (p_ptr->wraith_form)
4619         {
4620                 p_ptr->reflect = TRUE;
4621                 p_ptr->pass_wall = TRUE;
4622         }
4623
4624         if (p_ptr->kabenuke)
4625         {
4626                 p_ptr->pass_wall = TRUE;
4627         }
4628
4629         /* Temporary blessing */
4630         if (IS_BLESSED())
4631         {
4632                 p_ptr->to_a += 5;
4633                 p_ptr->dis_to_a += 5;
4634                 p_ptr->to_h[0] += 10;
4635                 p_ptr->to_h[1] += 10;
4636                 p_ptr->to_h_b  += 10;
4637                 p_ptr->to_h_m  += 10;
4638                 p_ptr->dis_to_h[0] += 10;
4639                 p_ptr->dis_to_h[1] += 10;
4640                 p_ptr->dis_to_h_b += 10;
4641         }
4642
4643         if (p_ptr->magicdef)
4644         {
4645                 p_ptr->resist_blind = TRUE;
4646                 p_ptr->resist_conf = TRUE;
4647                 p_ptr->reflect = TRUE;
4648                 p_ptr->free_act = TRUE;
4649                 p_ptr->levitation = TRUE;
4650         }
4651
4652         /* Temporary "Hero" */
4653         if (IS_HERO())
4654         {
4655                 p_ptr->to_h[0] += 12;
4656                 p_ptr->to_h[1] += 12;
4657                 p_ptr->to_h_b  += 12;
4658                 p_ptr->to_h_m  += 12;
4659                 p_ptr->dis_to_h[0] += 12;
4660                 p_ptr->dis_to_h[1] += 12;
4661                 p_ptr->dis_to_h_b  += 12;
4662         }
4663
4664         /* Temporary "Beserk" */
4665         if (p_ptr->shero)
4666         {
4667                 p_ptr->to_h[0] += 12;
4668                 p_ptr->to_h[1] += 12;
4669                 p_ptr->to_h_b  -= 12;
4670                 p_ptr->to_h_m  += 12;
4671                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4672                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4673                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4674                 p_ptr->dis_to_h[0] += 12;
4675                 p_ptr->dis_to_h[1] += 12;
4676                 p_ptr->dis_to_h_b  -= 12;
4677                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4678                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4679                 p_ptr->to_a -= 10;
4680                 p_ptr->dis_to_a -= 10;
4681                 p_ptr->skill_stl -= 7;
4682                 p_ptr->skill_dev -= 20;
4683                 p_ptr->skill_sav -= 30;
4684                 p_ptr->skill_srh -= 15;
4685                 p_ptr->skill_fos -= 15;
4686                 p_ptr->skill_tht -= 20;
4687                 p_ptr->skill_dig += 30;
4688         }
4689
4690         /* Temporary "fast" */
4691         if (IS_FAST())
4692         {
4693                 new_speed += 10;
4694         }
4695
4696         /* Temporary "slow" */
4697         if (p_ptr->slow)
4698         {
4699                 new_speed -= 10;
4700         }
4701
4702         /* Temporary "telepathy" */
4703         if (IS_TIM_ESP())
4704         {
4705                 p_ptr->telepathy = TRUE;
4706         }
4707
4708         if (p_ptr->ele_immune)
4709         {
4710                 if (p_ptr->special_defense & DEFENSE_ACID)
4711                         p_ptr->immune_acid = TRUE;
4712                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4713                         p_ptr->immune_elec = TRUE;
4714                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4715                         p_ptr->immune_fire = TRUE;
4716                 else if (p_ptr->special_defense & DEFENSE_COLD)
4717                         p_ptr->immune_cold = TRUE;
4718         }
4719
4720         /* Temporary see invisible */
4721         if (p_ptr->tim_invis)
4722         {
4723                 p_ptr->see_inv = TRUE;
4724         }
4725
4726         /* Temporary infravision boost */
4727         if (p_ptr->tim_infra)
4728         {
4729                 p_ptr->see_infra+=3;
4730         }
4731
4732         /* Temporary regeneration boost */
4733         if (p_ptr->tim_regen)
4734         {
4735                 p_ptr->regenerate = TRUE;
4736         }
4737
4738         /* Temporary levitation */
4739         if (p_ptr->tim_levitation)
4740         {
4741                 p_ptr->levitation = TRUE;
4742         }
4743
4744         /* Temporary reflection */
4745         if (p_ptr->tim_reflect)
4746         {
4747                 p_ptr->reflect = TRUE;
4748         }
4749
4750         /* Hack -- Hero/Shero -> Res fear */
4751         if (IS_HERO() || p_ptr->shero)
4752         {
4753                 p_ptr->resist_fear = TRUE;
4754         }
4755
4756
4757         /* Hack -- Telepathy Change */
4758         if (p_ptr->telepathy != old_telepathy)
4759         {
4760                 p_ptr->update |= (PU_MONSTERS);
4761         }
4762
4763         if ((p_ptr->esp_animal != old_esp_animal) ||
4764             (p_ptr->esp_undead != old_esp_undead) ||
4765             (p_ptr->esp_demon != old_esp_demon) ||
4766             (p_ptr->esp_orc != old_esp_orc) ||
4767             (p_ptr->esp_troll != old_esp_troll) ||
4768             (p_ptr->esp_giant != old_esp_giant) ||
4769             (p_ptr->esp_dragon != old_esp_dragon) ||
4770             (p_ptr->esp_human != old_esp_human) ||
4771             (p_ptr->esp_evil != old_esp_evil) ||
4772             (p_ptr->esp_good != old_esp_good) ||
4773             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4774             (p_ptr->esp_unique != old_esp_unique))
4775         {
4776                 p_ptr->update |= (PU_MONSTERS);
4777         }
4778
4779         /* Hack -- See Invis Change */
4780         if (p_ptr->see_inv != old_see_inv)
4781         {
4782                 p_ptr->update |= (PU_MONSTERS);
4783         }
4784
4785         /* Bloating slows the player down (a little) */
4786         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4787
4788         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4789
4790         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4791             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4792         {
4793                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4794                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4795         }
4796
4797         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4798         {
4799                 int penalty1, penalty2;
4800                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4801                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4802                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4803                 {
4804                         penalty1 = penalty1 / 2 - 5;
4805                         penalty2 = penalty2 / 2 - 5;
4806                         new_speed += 7;
4807                         p_ptr->to_a += 10;
4808                         p_ptr->dis_to_a += 10;
4809                 }
4810                 if (easy_2weapon)
4811                 {
4812                         if (penalty1 > 0) penalty1 /= 2;
4813                         if (penalty2 > 0) penalty2 /= 2;
4814                 }
4815                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4816                 {
4817                         penalty1 = MAX(0, penalty1 - 10);
4818                         penalty2 = MAX(0, penalty2 - 10);
4819                 }
4820                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4821                 {
4822                         penalty1 = MIN(0, penalty1);
4823                         penalty2 = MIN(0, penalty2);
4824                         p_ptr->to_a += 10;
4825                         p_ptr->dis_to_a += 10;
4826                 }
4827                 else
4828                 {
4829                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4830                                 penalty1 /= 2;
4831                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4832                                 penalty2 /= 2;
4833                 }
4834                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4835                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4836                 p_ptr->to_h[0] -= (s16b)penalty1;
4837                 p_ptr->to_h[1] -= (s16b)penalty2;
4838                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4839                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4840         }
4841
4842         /* Extract the current weight (in tenth pounds) */
4843         j = p_ptr->total_weight;
4844
4845         if (!p_ptr->riding)
4846         {
4847                 /* Extract the "weight limit" (in tenth pounds) */
4848                 i = (int)weight_limit();
4849         }
4850         else
4851         {
4852                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4853                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4854                 SPEED speed = riding_m_ptr->mspeed;
4855
4856                 if (riding_m_ptr->mspeed > 110)
4857                 {
4858                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4859                         if (new_speed < 110) new_speed = 110;
4860                 }
4861                 else
4862                 {
4863                         new_speed = speed;
4864                 }
4865                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4866                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4867                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4868                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4869                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4870
4871                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4872                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4873
4874                 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;
4875
4876                 /* Extract the "weight limit" */
4877                 i = 1500 + riding_r_ptr->level * 25;
4878         }
4879
4880         /* Apply "encumbrance" from weight */
4881         if (j > i) new_speed -= ((j - i) / (i / 5));
4882
4883         /* Searching slows the player down */
4884         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4885
4886         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4887         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4888         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4889         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4890         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4891         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4892         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4893         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4894         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4895         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4896         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4897         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4898         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4899
4900         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4901         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4902         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4903         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4904         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4905         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4906         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4907         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4908         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4909         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4910
4911
4912         /* Obtain the "hold" value */
4913         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4914
4915
4916         /* Examine the "current bow" */
4917         o_ptr = &inventory[INVEN_BOW];
4918
4919         /* It is hard to carholdry a heavy bow */
4920         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4921         if (p_ptr->heavy_shoot)
4922         {
4923                 /* Hard to wield a heavy bow */
4924                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4925                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4926         }
4927
4928         /* Compute "extra shots" if needed */
4929         if (o_ptr->k_idx)
4930         {
4931                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4932
4933                 /* Apply special flags */
4934                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4935                 {
4936                         /* Extra shots */
4937                         p_ptr->num_fire = calc_num_fire(o_ptr);
4938
4939                         /* Snipers love Cross bows */
4940                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4941                                 (p_ptr->tval_ammo == TV_BOLT))
4942                         {
4943                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4944                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4945                         }
4946                 }
4947         }
4948
4949         if (p_ptr->ryoute) hold *= 2;
4950
4951         for(i = 0 ; i < 2 ; i++)
4952         {
4953                 /* Examine the "main weapon" */
4954                 o_ptr = &inventory[INVEN_RARM+i];
4955
4956                 object_flags(o_ptr, flgs);
4957
4958                 /* Assume not heavy */
4959                 p_ptr->heavy_wield[i] = FALSE;
4960                 p_ptr->icky_wield[i] = FALSE;
4961                 p_ptr->riding_wield[i] = FALSE;
4962
4963                 if (!buki_motteruka(INVEN_RARM+i))
4964                 {
4965                         p_ptr->num_blow[i] = 1;
4966                         continue;
4967                 }
4968                 /* It is hard to hold a heavy weapon */
4969                 if (hold < o_ptr->weight / 10)
4970                 {
4971                         /* Hard to wield a heavy weapon */
4972                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4973                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4974
4975                         /* Heavy weapon */
4976                         p_ptr->heavy_wield[i] = TRUE;
4977                 }
4978                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4979
4980                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4981                 {
4982                         p_ptr->to_a += 5;
4983                         p_ptr->dis_to_a += 5;
4984                 }
4985
4986                 /* Normal weapons */
4987                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4988                 {
4989                         int str_index, dex_index;
4990
4991                         int num = 0, wgt = 0, mul = 0, div = 0;
4992
4993                         /* Analyze the class */
4994                         switch (p_ptr->pclass)
4995                         {
4996                                 /* Warrior */
4997                                 case CLASS_WARRIOR:
4998                                         num = 6; wgt = 70; mul = 5; break;
4999
5000                                 /* Berserker */
5001                                 case CLASS_BERSERKER:
5002                                         num = 6; wgt = 70; mul = 7; break;
5003
5004                                 /* Mage */
5005                                 case CLASS_MAGE:
5006                                 case CLASS_HIGH_MAGE:
5007                                 case CLASS_BLUE_MAGE:
5008                                         num = 3; wgt = 100; mul = 2; break;
5009
5010                                 /* Priest, Mindcrafter, Magic-Eater */
5011                                 case CLASS_PRIEST:
5012                                 case CLASS_MAGIC_EATER:
5013                                 case CLASS_MINDCRAFTER:
5014                                         num = 5; wgt = 100; mul = 3; break;
5015
5016                                 /* Rogue */
5017                                 case CLASS_ROGUE:
5018                                         num = 5; wgt = 40; mul = 3; break;
5019
5020                                 /* Ranger */
5021                                 case CLASS_RANGER:
5022                                         num = 5; wgt = 70; mul = 4; break;
5023
5024                                 /* Paladin */
5025                                 case CLASS_PALADIN:
5026                                 case CLASS_SAMURAI:
5027                                         num = 5; wgt = 70; mul = 4; break;
5028
5029                                 /* Weaponsmith */
5030                                 case CLASS_SMITH:
5031                                         num = 5; wgt = 150; mul = 5; break;
5032
5033                                 /* Warrior-Mage */
5034                                 case CLASS_WARRIOR_MAGE:
5035                                 case CLASS_RED_MAGE:
5036                                         num = 5; wgt = 70; mul = 3; break;
5037
5038                                 /* Chaos Warrior */
5039                                 case CLASS_CHAOS_WARRIOR:
5040                                         num = 5; wgt = 70; mul = 4; break;
5041
5042                                 /* Monk */
5043                                 case CLASS_MONK:
5044                                         num = 5; wgt = 60; mul = 3; break;
5045
5046                                 /* Tourist */
5047                                 case CLASS_TOURIST:
5048                                         num = 4; wgt = 100; mul = 3; break;
5049
5050                                 /* Imitator */
5051                                 case CLASS_IMITATOR:
5052                                         num = 5; wgt = 70; mul = 4; break;
5053
5054                                 /* Beastmaster */
5055                                 case CLASS_BEASTMASTER:
5056                                         num = 5; wgt = 70; mul = 3; break;
5057
5058                                 /* Cavalry */
5059                                 case CLASS_CAVALRY:
5060                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5061                                         else {num = 5; wgt = 100; mul = 3;}
5062                                         break;
5063
5064                                 /* Sorcerer */
5065                                 case CLASS_SORCERER:
5066                                         num = 1; wgt = 1; mul = 1; break;
5067
5068                                 /* Archer, Bard, Sniper */
5069                                 case CLASS_ARCHER:
5070                                 case CLASS_BARD:
5071                                 case CLASS_SNIPER:
5072                                         num = 4; wgt = 70; mul = 2; break;
5073
5074                                 /* ForceTrainer */
5075                                 case CLASS_FORCETRAINER:
5076                                         num = 4; wgt = 60; mul = 2; break;
5077
5078                                 /* Mirror Master */
5079                                 case CLASS_MIRROR_MASTER:
5080                                         num = 3; wgt = 100; mul = 3; break;
5081
5082                                 /* Ninja */
5083                                 case CLASS_NINJA:
5084                                         num = 4; wgt = 20; mul = 1; break;
5085                         }
5086
5087                         /* Hex - extra mights gives +1 bonus to max blows */
5088                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5089
5090                         /* Enforce a minimum "weight" (tenth pounds) */
5091                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5092
5093                         /* Access the strength vs weight */
5094                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5095
5096                         if (p_ptr->ryoute && !omoi) str_index++;
5097                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5098
5099                         /* Maximal value */
5100                         if (str_index > 11) str_index = 11;
5101
5102                         /* Index by dexterity */
5103                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5104
5105                         /* Maximal value */
5106                         if (dex_index > 11) dex_index = 11;
5107
5108                         /* Use the blows table */
5109                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5110
5111                         /* Maximal value */
5112                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5113
5114                         /* Add in the "bonus blows" */
5115                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5116
5117
5118                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5119                         else if (p_ptr->pclass == CLASS_BERSERKER)
5120                         {
5121                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5122                         }
5123                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5124
5125                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5126
5127                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5128
5129
5130                         /* Require at least one blow */
5131                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5132
5133                         /* Boost digging skill by weapon weight */
5134                         p_ptr->skill_dig += (o_ptr->weight / 10);
5135                 }
5136
5137                 /* Assume okay */
5138                 /* Priest weapon penalty for non-blessed edged weapons */
5139                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5140                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5141                 {
5142                         /* Reduce the real bonuses */
5143                         p_ptr->to_h[i] -= 2;
5144                         p_ptr->to_d[i] -= 2;
5145
5146                         /* Reduce the mental bonuses */
5147                         p_ptr->dis_to_h[i] -= 2;
5148                         p_ptr->dis_to_d[i] -= 2;
5149
5150                         /* Icky weapon */
5151                         p_ptr->icky_wield[i] = TRUE;
5152                 }
5153                 else if (p_ptr->pclass == CLASS_BERSERKER)
5154                 {
5155                         p_ptr->to_h[i] += p_ptr->lev/5;
5156                         p_ptr->to_d[i] += p_ptr->lev/6;
5157                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5158                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5159                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5160                         {
5161                                 p_ptr->to_h[i] += p_ptr->lev/5;
5162                                 p_ptr->to_d[i] += p_ptr->lev/6;
5163                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5164                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5165                         }
5166                 }
5167                 else if (p_ptr->pclass == CLASS_SORCERER)
5168                 {
5169                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5170                         {
5171                                 /* Reduce the real bonuses */
5172                                 p_ptr->to_h[i] -= 200;
5173                                 p_ptr->to_d[i] -= 200;
5174
5175                                 /* Reduce the mental bonuses */
5176                                 p_ptr->dis_to_h[i] -= 200;
5177                                 p_ptr->dis_to_d[i] -= 200;
5178
5179                                 /* Icky weapon */
5180                                 p_ptr->icky_wield[i] = TRUE;
5181                         }
5182                         else
5183                         {
5184                                 /* Reduce the real bonuses */
5185                                 p_ptr->to_h[i] -= 30;
5186                                 p_ptr->to_d[i] -= 10;
5187
5188                                 /* Reduce the mental bonuses */
5189                                 p_ptr->dis_to_h[i] -= 30;
5190                                 p_ptr->dis_to_d[i] -= 10;
5191                         }
5192                 }
5193                 /* Hex bonuses */
5194                 if (p_ptr->realm1 == REALM_HEX)
5195                 {
5196                         if (object_is_cursed(o_ptr))
5197                         {
5198                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5199                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5200                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5201                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5202                                 if (hex_spelling(HEX_RUNESWORD))
5203                                 {
5204                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5205                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5206                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5207                                 }
5208                         }
5209                 }
5210                 if (p_ptr->riding)
5211                 {
5212                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5213                         {
5214                                 p_ptr->to_h[i] +=15;
5215                                 p_ptr->dis_to_h[i] +=15;
5216                                 p_ptr->to_dd[i] += 2;
5217                         }
5218                         else if (!(have_flag(flgs, TR_RIDING)))
5219                         {
5220                                 int penalty;
5221                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5222                                 {
5223                                         penalty = 5;
5224                                 }
5225                                 else
5226                                 {
5227                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5228                                         penalty += 30;
5229                                         if (penalty < 30) penalty = 30;
5230                                 }
5231                                 p_ptr->to_h[i] -= (s16b)penalty;
5232                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5233
5234                                 /* Riding weapon */
5235                                 p_ptr->riding_wield[i] = TRUE;
5236                         }
5237                 }
5238         }
5239
5240         if (p_ptr->riding)
5241         {
5242                 int penalty = 0;
5243
5244                 p_ptr->riding_ryoute = FALSE;
5245
5246                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5247                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5248                 {
5249                         switch (p_ptr->pclass)
5250                         {
5251                         case CLASS_MONK:
5252                         case CLASS_FORCETRAINER:
5253                         case CLASS_BERSERKER:
5254                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5255                                         p_ptr->riding_ryoute = TRUE;
5256                                 break;
5257                         }
5258                 }
5259
5260                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5261                 {
5262                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5263                 }
5264                 else
5265                 {
5266                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5267                         penalty += 30;
5268                         if (penalty < 30) penalty = 30;
5269                 }
5270                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5271                 p_ptr->to_h_b -= (s16b)penalty;
5272                 p_ptr->dis_to_h_b -= (s16b)penalty;
5273         }
5274
5275         /* Different calculation for monks with empty hands */
5276         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5277                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5278         {
5279                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5280                 p_ptr->num_blow[0] = 0;
5281
5282                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5283                 {
5284                         if (blow_base > 18) p_ptr->num_blow[0]++;
5285                         if (blow_base > 31) p_ptr->num_blow[0]++;
5286                         if (blow_base > 44) p_ptr->num_blow[0]++;
5287                         if (blow_base > 58) p_ptr->num_blow[0]++;
5288                         if (P_PTR_KI)
5289                         {
5290                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5291                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5292                         }
5293                 }
5294                 else
5295                 {
5296                         if (blow_base > 12) p_ptr->num_blow[0]++;
5297                         if (blow_base > 22) p_ptr->num_blow[0]++;
5298                         if (blow_base > 31) p_ptr->num_blow[0]++;
5299                         if (blow_base > 39) p_ptr->num_blow[0]++;
5300                         if (blow_base > 46) p_ptr->num_blow[0]++;
5301                         if (blow_base > 53) p_ptr->num_blow[0]++;
5302                         if (blow_base > 59) p_ptr->num_blow[0]++;
5303                 }
5304
5305                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5306                         p_ptr->num_blow[0] /= 2;
5307                 else
5308                 {
5309                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5310                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5311
5312                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5313                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5314                 }
5315
5316                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5317                 {
5318                         p_ptr->to_a -= 40;
5319                         p_ptr->dis_to_a -= 40;
5320                         
5321                 }
5322                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5323                 {
5324                         p_ptr->to_a -= 50;
5325                         p_ptr->dis_to_a -= 50;
5326                         p_ptr->resist_acid = TRUE;
5327                         p_ptr->resist_fire = TRUE;
5328                         p_ptr->resist_elec = TRUE;
5329                         p_ptr->resist_cold = TRUE;
5330                         p_ptr->resist_pois = TRUE;
5331                         p_ptr->sh_fire = TRUE;
5332                         p_ptr->sh_elec = TRUE;
5333                         p_ptr->sh_cold = TRUE;
5334                         p_ptr->levitation = TRUE;
5335                 }
5336                 else if (p_ptr->special_defense & KAMAE_GENBU)
5337                 {
5338                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5339                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5340                         p_ptr->reflect = TRUE;
5341                         p_ptr->num_blow[0] -= 2;
5342                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5343                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5344                 }
5345                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5346                 {
5347                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5348                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5349
5350                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5351                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5352                         p_ptr->num_blow[0] /= 2;
5353                         p_ptr->levitation = TRUE;
5354                 }
5355
5356                 p_ptr->num_blow[0] += 1+extra_blows[0];
5357         }
5358
5359         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5360
5361         monk_armour_aux = FALSE;
5362
5363         if (heavy_armor())
5364         {
5365                 monk_armour_aux = TRUE;
5366         }
5367
5368         for (i = 0; i < 2; i++)
5369         {
5370                 if (buki_motteruka(INVEN_RARM+i))
5371                 {
5372                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5373                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5374
5375                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5376                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5377                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5378                         {
5379                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5380                                 {
5381                                         p_ptr->to_h[i] -= 40;
5382                                         p_ptr->dis_to_h[i] -= 40;
5383                                         p_ptr->icky_wield[i] = TRUE;
5384                                 }
5385                         }
5386                         else if (p_ptr->pclass == CLASS_NINJA)
5387                         {
5388                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5389                                 {
5390                                         p_ptr->to_h[i] -= 40;
5391                                         p_ptr->dis_to_h[i] -= 40;
5392                                         p_ptr->icky_wield[i] = TRUE;
5393                                         p_ptr->num_blow[i] /= 2;
5394                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5395                                 }
5396                         }
5397
5398                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5399                 }
5400         }
5401
5402         /* Maximum speed is (+99). (internally it's 110 + 99) */
5403         /* Temporary lightspeed forces to be maximum speed */
5404         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5405         {
5406                 new_speed = 209;
5407         }
5408
5409         /* Minimum speed is (-99). (internally it's 110 - 99) */
5410         if (new_speed < 11) new_speed = 11;
5411
5412         /* Display the speed (if needed) */
5413         if (p_ptr->pspeed != (byte)new_speed)
5414         {
5415                 p_ptr->pspeed = (byte)new_speed;
5416                 p_ptr->redraw |= (PR_SPEED);
5417         }
5418
5419         if (yoiyami)
5420         {
5421                 if (p_ptr->to_a > (0 - p_ptr->ac))
5422                         p_ptr->to_a = 0 - p_ptr->ac;
5423                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5424                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5425         }
5426
5427         /* Redraw armor (if needed) */
5428         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5429         {
5430                 p_ptr->redraw |= (PR_ARMOR);
5431                 p_ptr->window |= (PW_PLAYER);
5432         }
5433
5434         if (p_ptr->ryoute && !omoi)
5435         {
5436                 int bonus_to_h=0, bonus_to_d=0;
5437                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5438                 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);
5439
5440                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5441                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5442                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5443                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5444         }
5445
5446         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;
5447
5448         /* Affect Skill -- stealth (bonus one) */
5449         p_ptr->skill_stl += 1;
5450
5451         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5452
5453         /* Affect Skill -- disarming (DEX and INT) */
5454         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5455         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5456
5457         /* Affect Skill -- magic devices (INT) */
5458         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5459
5460         /* Affect Skill -- saving throw (WIS) */
5461         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5462
5463         /* Affect Skill -- digging (STR) */
5464         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5465
5466         /* Affect Skill -- disarming (Level, by Class) */
5467         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5468
5469         /* Affect Skill -- magic devices (Level, by Class) */
5470         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5471
5472         /* Affect Skill -- saving throw (Level, by Class) */
5473         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5474
5475         /* Affect Skill -- stealth (Level, by Class) */
5476         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5477
5478         /* Affect Skill -- search ability (Level, by Class) */
5479         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5480
5481         /* Affect Skill -- search frequency (Level, by Class) */
5482         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5483
5484         /* Affect Skill -- combat (normal) (Level, by Class) */
5485         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5486
5487         /* Affect Skill -- combat (shooting) (Level, by Class) */
5488         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5489
5490         /* Affect Skill -- combat (throwing) (Level, by Class) */
5491         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5492
5493
5494         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5495         {
5496                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5497                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5498         }
5499
5500         /* Limit Skill -- stealth from 0 to 30 */
5501         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5502         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5503
5504         /* Limit Skill -- digging from 1 up */
5505         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5506
5507         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5508
5509         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5510
5511         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;
5512
5513         if (down_saving) p_ptr->skill_sav /= 2;
5514
5515         /* Hack -- Each elemental immunity includes resistance */
5516         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5517         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5518         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5519         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5520
5521         /* Determine player alignment */
5522         for (i = 0, j = 0; i < 8; i++)
5523         {
5524                 switch (p_ptr->vir_types[i])
5525                 {
5526                 case V_JUSTICE:
5527                         p_ptr->align += p_ptr->virtues[i] * 2;
5528                         break;
5529                 case V_CHANCE:
5530                         /* Do nothing */
5531                         break;
5532                 case V_NATURE:
5533                 case V_HARMONY:
5534                         neutral[j++] = i;
5535                         break;
5536                 case V_UNLIFE:
5537                         p_ptr->align -= p_ptr->virtues[i];
5538                         break;
5539                 default:
5540                         p_ptr->align += p_ptr->virtues[i];
5541                         break;
5542                 }
5543         }
5544
5545         for (i = 0; i < j; i++)
5546         {
5547                 if (p_ptr->align > 0)
5548                 {
5549                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5550                         if (p_ptr->align < 0) p_ptr->align = 0;
5551                 }
5552                 else if (p_ptr->align < 0)
5553                 {
5554                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5555                         if (p_ptr->align > 0) p_ptr->align = 0;
5556                 }
5557         }
5558
5559         /* Hack -- handle "xtra" mode */
5560         if (character_xtra) return;
5561
5562         /* Take note when "heavy bow" changes */
5563         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5564         {
5565                 if (p_ptr->heavy_shoot)
5566                 {
5567                         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."));
5568                 }
5569                 else if (inventory[INVEN_BOW].k_idx)
5570                 {
5571                         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."));
5572                 }
5573                 else
5574                 {
5575                         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."));
5576                 }
5577
5578                 /* Save it */
5579                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5580         }
5581
5582         for (i = 0 ; i < 2 ; i++)
5583         {
5584                 /* Take note when "heavy weapon" changes */
5585                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5586                 {
5587                         if (p_ptr->heavy_wield[i])
5588                         {
5589                                 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."));
5590                         }
5591                         else if (buki_motteruka(INVEN_RARM+i))
5592                         {
5593                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5594                         }
5595                         else if (p_ptr->heavy_wield[1-i])
5596                         {
5597                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5598                         }
5599                         else
5600                         {
5601                                 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."));
5602                         }
5603
5604                         /* Save it */
5605                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5606                 }
5607
5608                 /* Take note when "heavy weapon" changes */
5609                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5610                 {
5611                         if (p_ptr->riding_wield[i])
5612                         {
5613                                 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."));
5614                         }
5615                         else if (!p_ptr->riding)
5616                         {
5617                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5618                         }
5619                         else if (buki_motteruka(INVEN_RARM+i))
5620                         {
5621                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5622                         }
5623                         /* Save it */
5624                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5625                 }
5626
5627                 /* Take note when "illegal weapon" changes */
5628                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5629                 {
5630                         if (p_ptr->icky_wield[i])
5631                         {
5632                                 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."));
5633                                 if (is_loading_now)
5634                                 {
5635                                         chg_virtue(V_FAITH, -1);
5636                                 }
5637                         }
5638                         else if (buki_motteruka(INVEN_RARM+i))
5639                         {
5640                                 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."));
5641                         }
5642                         else
5643                         {
5644                                 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."));
5645                         }
5646
5647                         /* Save it */
5648                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5649                 }
5650         }
5651
5652         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5653         {
5654                 if (p_ptr->riding_ryoute)
5655                 {
5656 #ifdef JP
5657                         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" : "");
5658 #else
5659                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5660 #endif
5661                 }
5662                 else
5663                 {
5664 #ifdef JP
5665                         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" : "");
5666 #else
5667                         msg_print("You began to control riding pet with one hand.");
5668 #endif
5669                 }
5670
5671                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5672         }
5673
5674         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5675         {
5676                 if (heavy_armor())
5677                 {
5678                         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."));
5679                         if (is_loading_now)
5680                         {
5681                                 chg_virtue(V_HARMONY, -1);
5682                         }
5683                 }
5684                 else
5685                 {
5686                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5687                 }
5688                 
5689                 monk_notify_aux = monk_armour_aux;
5690         }
5691
5692         for (i = 0; i < INVEN_PACK; i++)
5693         {
5694 #if 0
5695                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5696                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5697 #endif
5698                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5699                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5700         }
5701
5702         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5703         {
5704                 o_ptr = &o_list[this_o_idx];
5705
5706                 /* Acquire next object */
5707                 next_o_idx = o_ptr->next_o_idx;
5708
5709 #if 0
5710                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5711                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5712 #endif
5713                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5714                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5715         }
5716
5717         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5718 #if 0
5719         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5720         {
5721                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5722                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5723         }
5724
5725         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)))
5726         {
5727                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5728                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5729         }
5730 #endif
5731         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5732         {
5733                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5734                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5735         }
5736
5737         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5738         {
5739                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5740                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5741         }
5742 }
5743
5744
5745
5746 /*! 
5747  * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5748  * @return なし
5749  * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5750  */
5751 void notice_stuff(void)
5752 {
5753         /* Notice stuff */
5754         if (!p_ptr->notice) return;
5755
5756
5757         /* Actually do auto-destroy */
5758         if (p_ptr->notice & (PN_AUTODESTROY))
5759         {
5760                 p_ptr->notice &= ~(PN_AUTODESTROY);
5761                 autopick_delayed_alter();
5762         }
5763
5764         /* Combine the pack */
5765         if (p_ptr->notice & (PN_COMBINE))
5766         {
5767                 p_ptr->notice &= ~(PN_COMBINE);
5768                 combine_pack();
5769         }
5770
5771         /* Reorder the pack */
5772         if (p_ptr->notice & (PN_REORDER))
5773         {
5774                 p_ptr->notice &= ~(PN_REORDER);
5775                 reorder_pack();
5776         }
5777 }
5778
5779
5780 /*! 
5781  * @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"
5782  * @return なし
5783  * @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。
5784  */
5785 void update_stuff(void)
5786 {
5787         if (!p_ptr->update) return;
5788
5789
5790         if (p_ptr->update & (PU_BONUS))
5791         {
5792                 p_ptr->update &= ~(PU_BONUS);
5793                 calc_bonuses();
5794         }
5795
5796         if (p_ptr->update & (PU_TORCH))
5797         {
5798                 p_ptr->update &= ~(PU_TORCH);
5799                 calc_torch();
5800         }
5801
5802         if (p_ptr->update & (PU_HP))
5803         {
5804                 p_ptr->update &= ~(PU_HP);
5805                 calc_hitpoints();
5806         }
5807
5808         if (p_ptr->update & (PU_MANA))
5809         {
5810                 p_ptr->update &= ~(PU_MANA);
5811                 calc_mana();
5812         }
5813
5814         if (p_ptr->update & (PU_SPELLS))
5815         {
5816                 p_ptr->update &= ~(PU_SPELLS);
5817                 calc_spells();
5818         }
5819
5820
5821         /* Character is not ready yet, no screen updates */
5822         if (!character_generated) return;
5823
5824
5825         /* Character is in "icky" mode, no screen updates */
5826         if (character_icky) return;
5827
5828
5829         if (p_ptr->update & (PU_UN_LITE))
5830         {
5831                 p_ptr->update &= ~(PU_UN_LITE);
5832                 forget_lite();
5833         }
5834
5835         if (p_ptr->update & (PU_UN_VIEW))
5836         {
5837                 p_ptr->update &= ~(PU_UN_VIEW);
5838                 forget_view();
5839         }
5840
5841         if (p_ptr->update & (PU_VIEW))
5842         {
5843                 p_ptr->update &= ~(PU_VIEW);
5844                 update_view();
5845         }
5846
5847         if (p_ptr->update & (PU_LITE))
5848         {
5849                 p_ptr->update &= ~(PU_LITE);
5850                 update_lite();
5851         }
5852
5853
5854         if (p_ptr->update & (PU_FLOW))
5855         {
5856                 p_ptr->update &= ~(PU_FLOW);
5857                 update_flow();
5858         }
5859
5860         if (p_ptr->update & (PU_DISTANCE))
5861         {
5862                 p_ptr->update &= ~(PU_DISTANCE);
5863
5864                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5865                 /* p_ptr->update &= ~(PU_MONSTERS); */
5866
5867                 update_monsters(TRUE);
5868         }
5869
5870         if (p_ptr->update & (PU_MON_LITE))
5871         {
5872                 p_ptr->update &= ~(PU_MON_LITE);
5873                 update_mon_lite();
5874         }
5875
5876         /*
5877          * Mega-Hack -- Delayed visual update
5878          * Only used if update_view(), update_lite() or update_mon_lite() was called
5879          */
5880         if (p_ptr->update & (PU_DELAY_VIS))
5881         {
5882                 p_ptr->update &= ~(PU_DELAY_VIS);
5883                 delayed_visual_update();
5884         }
5885
5886         if (p_ptr->update & (PU_MONSTERS))
5887         {
5888                 p_ptr->update &= ~(PU_MONSTERS);
5889                 update_monsters(FALSE);
5890         }
5891 }
5892
5893
5894 /*! 
5895  * @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"
5896  * @return なし
5897  * @details 更新処理の対象はゲーム中の全描画処理
5898  */
5899 void redraw_stuff(void)
5900 {
5901         /* Redraw stuff */
5902         if (!p_ptr->redraw) return;
5903
5904
5905         /* Character is not ready yet, no screen updates */
5906         if (!character_generated) return;
5907
5908
5909         /* Character is in "icky" mode, no screen updates */
5910         if (character_icky) return;
5911
5912
5913
5914         /* Hack -- clear the screen */
5915         if (p_ptr->redraw & (PR_WIPE))
5916         {
5917                 p_ptr->redraw &= ~(PR_WIPE);
5918                 msg_print(NULL);
5919                 Term_clear();
5920         }
5921
5922
5923         if (p_ptr->redraw & (PR_MAP))
5924         {
5925                 p_ptr->redraw &= ~(PR_MAP);
5926                 prt_map();
5927         }
5928
5929
5930         if (p_ptr->redraw & (PR_BASIC))
5931         {
5932                 p_ptr->redraw &= ~(PR_BASIC);
5933                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5934                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5935                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5936                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5937                 prt_frame_basic();
5938                 prt_time();
5939                 prt_dungeon();
5940         }
5941
5942         if (p_ptr->redraw & (PR_EQUIPPY))
5943         {
5944                 p_ptr->redraw &= ~(PR_EQUIPPY);
5945                 print_equippy(); /* To draw / delete equippy chars */
5946         }
5947
5948         if (p_ptr->redraw & (PR_MISC))
5949         {
5950                 p_ptr->redraw &= ~(PR_MISC);
5951                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5952 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5953
5954         }
5955
5956         if (p_ptr->redraw & (PR_TITLE))
5957         {
5958                 p_ptr->redraw &= ~(PR_TITLE);
5959                 prt_title();
5960         }
5961
5962         if (p_ptr->redraw & (PR_LEV))
5963         {
5964                 p_ptr->redraw &= ~(PR_LEV);
5965                 prt_level();
5966         }
5967
5968         if (p_ptr->redraw & (PR_EXP))
5969         {
5970                 p_ptr->redraw &= ~(PR_EXP);
5971                 prt_exp();
5972         }
5973
5974         if (p_ptr->redraw & (PR_STATS))
5975         {
5976                 p_ptr->redraw &= ~(PR_STATS);
5977                 prt_stat(A_STR);
5978                 prt_stat(A_INT);
5979                 prt_stat(A_WIS);
5980                 prt_stat(A_DEX);
5981                 prt_stat(A_CON);
5982                 prt_stat(A_CHR);
5983         }
5984
5985         if (p_ptr->redraw & (PR_STATUS))
5986         {
5987                 p_ptr->redraw &= ~(PR_STATUS);
5988                 prt_status();
5989         }
5990
5991         if (p_ptr->redraw & (PR_ARMOR))
5992         {
5993                 p_ptr->redraw &= ~(PR_ARMOR);
5994                 prt_ac();
5995         }
5996
5997         if (p_ptr->redraw & (PR_HP))
5998         {
5999                 p_ptr->redraw &= ~(PR_HP);
6000                 prt_hp();
6001         }
6002
6003         if (p_ptr->redraw & (PR_MANA))
6004         {
6005                 p_ptr->redraw &= ~(PR_MANA);
6006                 prt_sp();
6007         }
6008
6009         if (p_ptr->redraw & (PR_GOLD))
6010         {
6011                 p_ptr->redraw &= ~(PR_GOLD);
6012                 prt_gold();
6013         }
6014
6015         if (p_ptr->redraw & (PR_DEPTH))
6016         {
6017                 p_ptr->redraw &= ~(PR_DEPTH);
6018                 prt_depth();
6019         }
6020
6021         if (p_ptr->redraw & (PR_HEALTH))
6022         {
6023                 p_ptr->redraw &= ~(PR_HEALTH);
6024                 health_redraw(FALSE);
6025         }
6026
6027         if (p_ptr->redraw & (PR_UHEALTH))
6028         {
6029                 p_ptr->redraw &= ~(PR_UHEALTH);
6030                 health_redraw(TRUE);
6031         }
6032
6033
6034         if (p_ptr->redraw & (PR_EXTRA))
6035         {
6036                 p_ptr->redraw &= ~(PR_EXTRA);
6037                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6038                 p_ptr->redraw &= ~(PR_HUNGER);
6039                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6040                 prt_frame_extra();
6041         }
6042
6043         if (p_ptr->redraw & (PR_CUT))
6044         {
6045                 p_ptr->redraw &= ~(PR_CUT);
6046                 prt_cut();
6047         }
6048
6049         if (p_ptr->redraw & (PR_STUN))
6050         {
6051                 p_ptr->redraw &= ~(PR_STUN);
6052                 prt_stun();
6053         }
6054
6055         if (p_ptr->redraw & (PR_HUNGER))
6056         {
6057                 p_ptr->redraw &= ~(PR_HUNGER);
6058                 prt_hunger();
6059         }
6060
6061         if (p_ptr->redraw & (PR_STATE))
6062         {
6063                 p_ptr->redraw &= ~(PR_STATE);
6064                 prt_state();
6065         }
6066
6067         if (p_ptr->redraw & (PR_SPEED))
6068         {
6069                 p_ptr->redraw &= ~(PR_SPEED);
6070                 prt_speed();
6071         }
6072
6073         if (p_ptr->pclass == CLASS_IMITATOR)
6074         {
6075                 if (p_ptr->redraw & (PR_IMITATION))
6076                 {
6077                         p_ptr->redraw &= ~(PR_IMITATION);
6078                         prt_imitation();
6079                 }
6080         }
6081         else if (p_ptr->redraw & (PR_STUDY))
6082         {
6083                 p_ptr->redraw &= ~(PR_STUDY);
6084                 prt_study();
6085         }
6086 }
6087
6088
6089 /*! 
6090  * @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"
6091  * @return なし
6092  * @details 更新処理の対象はサブウィンドウ全般
6093  */
6094 void window_stuff(void)
6095 {
6096         int j;
6097
6098         BIT_FLAGS mask = 0L;
6099
6100         /* Nothing to do */
6101         if (!p_ptr->window) return;
6102
6103         /* Scan windows */
6104         for (j = 0; j < 8; j++)
6105         {
6106                 /* Save usable flags */
6107                 if (angband_term[j]) mask |= window_flag[j];
6108         }
6109
6110         /* Apply usable flags */
6111         p_ptr->window &= mask;
6112
6113         /* Nothing to do */
6114         if (!p_ptr->window) return;
6115
6116         /* Display inventory */
6117         if (p_ptr->window & (PW_INVEN))
6118         {
6119                 p_ptr->window &= ~(PW_INVEN);
6120                 fix_inven();
6121         }
6122
6123         /* Display equipment */
6124         if (p_ptr->window & (PW_EQUIP))
6125         {
6126                 p_ptr->window &= ~(PW_EQUIP);
6127                 fix_equip();
6128         }
6129
6130         /* Display spell list */
6131         if (p_ptr->window & (PW_SPELL))
6132         {
6133                 p_ptr->window &= ~(PW_SPELL);
6134                 fix_spell();
6135         }
6136
6137         /* Display player */
6138         if (p_ptr->window & (PW_PLAYER))
6139         {
6140                 p_ptr->window &= ~(PW_PLAYER);
6141                 fix_player();
6142         }
6143         
6144         /* Display monster list */
6145         if (p_ptr->window & (PW_MONSTER_LIST))
6146         {
6147                 p_ptr->window &= ~(PW_MONSTER_LIST);
6148                 fix_monster_list();
6149         }
6150         
6151         /* Display overhead view */
6152         if (p_ptr->window & (PW_MESSAGE))
6153         {
6154                 p_ptr->window &= ~(PW_MESSAGE);
6155                 fix_message();
6156         }
6157
6158         /* Display overhead view */
6159         if (p_ptr->window & (PW_OVERHEAD))
6160         {
6161                 p_ptr->window &= ~(PW_OVERHEAD);
6162                 fix_overhead();
6163         }
6164
6165         /* Display overhead view */
6166         if (p_ptr->window & (PW_DUNGEON))
6167         {
6168                 p_ptr->window &= ~(PW_DUNGEON);
6169                 fix_dungeon();
6170         }
6171
6172         /* Display monster recall */
6173         if (p_ptr->window & (PW_MONSTER))
6174         {
6175                 p_ptr->window &= ~(PW_MONSTER);
6176                 fix_monster();
6177         }
6178
6179         /* Display object recall */
6180         if (p_ptr->window & (PW_OBJECT))
6181         {
6182                 p_ptr->window &= ~(PW_OBJECT);
6183                 fix_object();
6184         }
6185 }
6186
6187
6188 /*!
6189  * @brief 全更新処理をチェックして処理していく
6190  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6191  * @return なし
6192  */
6193 void handle_stuff(void)
6194 {
6195         if (p_ptr->update) update_stuff();
6196
6197         /* Redraw stuff */
6198         if (p_ptr->redraw) redraw_stuff();
6199
6200         if (p_ptr->window) window_stuff();
6201 }
6202
6203 /*!
6204  * @brief プレイヤーの現在開いている手の状態を返す
6205  * @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。
6206  * @return 開いている手のビットフラグ
6207  */
6208 BIT_FLAGS16 empty_hands(bool riding_control)
6209 {
6210         BIT_FLAGS16 status = EMPTY_HAND_NONE;
6211
6212         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6213         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6214
6215         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6216         {
6217                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6218                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6219         }
6220
6221         return status;
6222 }
6223
6224
6225 /*!
6226  * @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。
6227  * @return ペナルティが適用されるならばTRUE。
6228  */
6229 bool heavy_armor(void)
6230 {
6231         WEIGHT monk_arm_wgt = 0;
6232
6233         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6234
6235         /* Weight the armor */
6236         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6237         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6238         monk_arm_wgt += inventory[INVEN_BODY].weight;
6239         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6240         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6241         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6242         monk_arm_wgt += inventory[INVEN_FEET].weight;
6243
6244         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6245 }
6246
6247 /*!
6248  * @brief 実ゲームプレイ時間を更新する
6249  */
6250 void update_playtime(void)
6251 {
6252         /* Check if the game has started */
6253         if (start_time != 0)
6254         {
6255                 u32b tmp = (u32b)time(NULL);
6256                 playtime += (tmp - start_time);
6257                 start_time = tmp;
6258         }
6259 }