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#37287 (2.2.0.84) externs.h 中の警告を修正。 / Fix warnings of externs.h.
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief 雑多なその他の処理1 / misc code
4  * @date 2014/08/17
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @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 (p_ptr->magic_num2[2])
678                 {
679                         if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
680                         if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @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         /* Wizard */
748         if (p_ptr->wizard)
749         {
750 #ifdef JP
751                 /* 英日切り替え機能 称号 */
752                 p = "[ウィザード]";
753 #else
754                 p = "[=-WIZARD-=]";
755 #endif
756
757         }
758
759         /* Winner */
760         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
761         {
762                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
763                 {
764 #ifdef JP
765                         /* 英日切り替え機能 称号 */
766                         p = "*真・勝利者*";
767 #else
768                         p = "*TRUEWINNER*";
769 #endif
770                 }
771                 else
772                 {
773 #ifdef JP
774                         /* 英日切り替え機能 称号 */
775                         p = "***勝利者***";
776 #else
777                         p = "***WINNER***";
778 #endif
779                 }
780         }
781
782         /* Normal */
783         else
784         {
785                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
786                 p = str;
787         }
788
789         prt_field(p, ROW_TITLE, COL_TITLE);
790 }
791
792
793 /*!
794  * @brief プレイヤーのレベルを表示する / Prints level
795  * @return なし
796  */
797 static void prt_level(void)
798 {
799         char tmp[32];
800
801         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
802
803         if (p_ptr->lev >= p_ptr->max_plv)
804         {
805 #ifdef JP
806                 put_str("レベル ", ROW_LEVEL, 0);
807                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
808 #else
809                 put_str("LEVEL ", ROW_LEVEL, 0);
810                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
811 #endif
812
813         }
814         else
815         {
816 #ifdef JP
817                 put_str("xレベル", ROW_LEVEL, 0);
818                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
819 #else
820                 put_str("Level ", ROW_LEVEL, 0);
821                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
822 #endif
823
824         }
825 }
826
827
828 /*!
829  * @brief プレイヤーの経験値を表示する / Display the experience
830  * @return なし
831  */
832 static void prt_exp(void)
833 {
834         char out_val[32];
835
836         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
837         {
838                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
839         }
840         else
841         {
842                 if (p_ptr->lev >= PY_MAX_LEVEL)
843                 {
844                         (void)sprintf(out_val, "********");
845                 }
846                 else
847                 {
848 #ifdef JP
849                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
850 #else      
851                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
852 #endif
853                 }
854         }
855
856         if (p_ptr->exp >= p_ptr->max_exp)
857         {
858 #ifdef JP
859                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860                 else put_str("経験 ", ROW_EXP, 0);
861                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
862 #else
863                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864                 else put_str("EXP ", ROW_EXP, 0);
865                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
866 #endif
867
868         }
869         else
870         {
871 #ifdef JP
872                 put_str("x経験", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
874 #else
875                 put_str("Exp ", ROW_EXP, 0);
876                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
877 #endif
878
879         }
880 }
881
882 /*!
883  * @brief プレイヤーの所持金を表示する / Prints current gold
884  * @return なし
885  */
886 static void prt_gold(void)
887 {
888         char tmp[32];
889         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890         sprintf(tmp, "%9ld", (long)p_ptr->au);
891         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
892 }
893
894
895 /*!
896  * @brief プレイヤーのACを表示する / Prints current AC
897  * @return なし
898  */
899 static void prt_ac(void)
900 {
901         char tmp[32];
902
903 #ifdef JP
904 /* AC の表示方式を変更している */
905         put_str(" AC(     )", ROW_AC, COL_AC);
906         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
908 #else
909         put_str("Cur AC ", ROW_AC, COL_AC);
910         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
912 #endif
913
914 }
915
916
917 /*!
918  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
919  * @return なし
920  */
921 static void prt_hp(void)
922 {
923 /* ヒットポイントの表示方法を変更 */
924         char tmp[32];
925   
926         byte color;
927   
928         /* タイトル */
929 /*      put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
930
931         put_str("HP", ROW_CURHP, COL_CURHP);
932
933         /* 現在のヒットポイント */
934         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
935
936         if (p_ptr->chp >= p_ptr->mhp)
937         {
938                 color = TERM_L_GREEN;
939         }
940         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
941         {
942                 color = TERM_YELLOW;
943         }
944         else
945         {
946                 color = TERM_RED;
947         }
948
949         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
950
951         /* 区切り */
952         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
953
954         /* 最大ヒットポイント */
955         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956         color = TERM_L_GREEN;
957
958         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
959 }
960
961
962 /*!
963  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
964  * @return なし
965  */
966 static void prt_sp(void)
967 {
968 /* マジックポイントの表示方法を変更している */
969         char tmp[32];
970         byte color;
971
972
973         /* Do not show mana unless it matters */
974         if (!mp_ptr->spell_book) return;
975
976         /* タイトル */
977 /*      put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
979
980         /* 現在のマジックポイント */
981         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
982
983         if (p_ptr->csp >= p_ptr->msp)
984         {
985                 color = TERM_L_GREEN;
986         }
987         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
988         {
989                 color = TERM_YELLOW;
990         }
991         else
992         {
993                 color = TERM_RED;
994         }
995
996         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
997
998         /* 区切り */
999         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1000
1001         /* 最大マジックポイント */
1002         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003         color = TERM_L_GREEN;
1004
1005         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1006 }
1007
1008
1009 /*!
1010  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1011  * @return なし
1012  */
1013 static void prt_depth(void)
1014 {
1015         char depths[32];
1016         int wid, hgt, row_depth, col_depth;
1017         byte attr = TERM_WHITE;
1018
1019         Term_get_size(&wid, &hgt);
1020         col_depth = wid + COL_DEPTH;
1021         row_depth = hgt + ROW_DEPTH;
1022
1023         if (!dun_level)
1024         {
1025                 strcpy(depths, _("地上", "Surf."));
1026         }
1027         else if (p_ptr->inside_quest && !dungeon_type)
1028         {
1029                 strcpy(depths, _("地上", "Quest"));
1030         }
1031         else
1032         {
1033                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
1034                 else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
1035
1036                 /* Get color of level based on feeling  -JSV- */
1037                 switch (p_ptr->feeling)
1038                 {
1039                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1040                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1041                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1042                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1043                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1044                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1045                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1046                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1048                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1049                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1050                 }
1051         }
1052
1053         /* Right-Adjust the "depth", and clear old values */
1054         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1055 }
1056
1057
1058 /*!
1059  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1060  * @return なし
1061  */
1062 static void prt_hunger(void)
1063 {
1064         if(p_ptr->wizard && p_ptr->inside_arena) return;
1065
1066         /* Fainting / Starving */
1067         if (p_ptr->food < PY_FOOD_FAINT)
1068         {
1069                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1070         }
1071
1072         /* Weak */
1073         else if (p_ptr->food < PY_FOOD_WEAK)
1074         {
1075                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1076         }
1077
1078         /* Hungry */
1079         else if (p_ptr->food < PY_FOOD_ALERT)
1080         {
1081                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1082         }
1083
1084         /* Normal */
1085         else if (p_ptr->food < PY_FOOD_FULL)
1086         {
1087                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1088         }
1089
1090         /* Full */
1091         else if (p_ptr->food < PY_FOOD_MAX)
1092         {
1093                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1094         }
1095
1096         /* Gorged */
1097         else
1098         {
1099                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1100         }
1101 }
1102
1103
1104 /*!
1105  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1106  * @return なし
1107  * @details
1108  * Display is always exactly 10 characters wide (see below)
1109  * This function was a major bottleneck when resting, so a lot of
1110  * the text formatting code was optimized in place below.
1111  */
1112 static void prt_state(void)
1113 {
1114         byte attr = TERM_WHITE;
1115
1116         char text[5];
1117
1118         /* Repeating */
1119         if (command_rep)
1120         {
1121                 if (command_rep > 999)
1122                 {
1123                         (void)sprintf(text, "%2d00", command_rep / 100);
1124                 }
1125                 else
1126                 {
1127                         (void)sprintf(text, "  %2d", command_rep);
1128                 }
1129         }
1130
1131         /* Action */
1132         else
1133         {
1134                 switch(p_ptr->action)
1135                 {
1136                         case ACTION_SEARCH:
1137                         {
1138                                 strcpy(text, _("探索", "Sear"));
1139                                 break;
1140                         }
1141                         case ACTION_REST:
1142                         {
1143                                 int i;
1144
1145                                 /* Start with "Rest" */
1146                                 strcpy(text, _("    ", "    "));
1147
1148                                 /* Extensive (timed) rest */
1149                                 if (resting >= 1000)
1150                                 {
1151                                         i = resting / 100;
1152                                         text[3] = '0';
1153                                         text[2] = '0';
1154                                         text[1] = '0' + (i % 10);
1155                                         text[0] = '0' + (i / 10);
1156                                 }
1157
1158                                 /* Long (timed) rest */
1159                                 else if (resting >= 100)
1160                                 {
1161                                         i = resting;
1162                                         text[3] = '0' + (i % 10);
1163                                         i = i / 10;
1164                                         text[2] = '0' + (i % 10);
1165                                         text[1] = '0' + (i / 10);
1166                                 }
1167
1168                                 /* Medium (timed) rest */
1169                                 else if (resting >= 10)
1170                                 {
1171                                         i = resting;
1172                                         text[3] = '0' + (i % 10);
1173                                         text[2] = '0' + (i / 10);
1174                                 }
1175
1176                                 /* Short (timed) rest */
1177                                 else if (resting > 0)
1178                                 {
1179                                         i = resting;
1180                                         text[3] = '0' + (i);
1181                                 }
1182
1183                                 /* Rest until healed */
1184                                 else if (resting == -1)
1185                                 {
1186                                         text[0] = text[1] = text[2] = text[3] = '*';
1187                                 }
1188
1189                                 /* Rest until done */
1190                                 else if (resting == -2)
1191                                 {
1192                                         text[0] = text[1] = text[2] = text[3] = '&';
1193                                 }
1194                                 break;
1195                         }
1196                         case ACTION_LEARN:
1197                         {
1198                                 strcpy(text, _("学習", "lear"));
1199                                 if (new_mane) attr = TERM_L_RED;
1200                                 break;
1201                         }
1202                         case ACTION_FISH:
1203                         {
1204                                 strcpy(text, _("釣り", "fish"));
1205                                 break;
1206                         }
1207                         case ACTION_KAMAE:
1208                         {
1209                                 int i;
1210                                 for (i = 0; i < MAX_KAMAE; i++)
1211                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1212                                 switch (i)
1213                                 {
1214                                         case 0: attr = TERM_GREEN;break;
1215                                         case 1: attr = TERM_WHITE;break;
1216                                         case 2: attr = TERM_L_BLUE;break;
1217                                         case 3: attr = TERM_L_RED;break;
1218                                 }
1219                                 strcpy(text, kamae_shurui[i].desc);
1220                                 break;
1221                         }
1222                         case ACTION_KATA:
1223                         {
1224                                 int i;
1225                                 for (i = 0; i < MAX_KATA; i++)
1226                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227                                 strcpy(text, kata_shurui[i].desc);
1228                                 break;
1229                         }
1230                         case ACTION_SING:
1231                         {
1232                                 strcpy(text, _("歌  ", "Sing"));
1233                                 break;
1234                         }
1235                         case ACTION_HAYAGAKE:
1236                         {
1237                                 strcpy(text, _("速駆", "Fast"));
1238                                 break;
1239                         }
1240                         case ACTION_SPELL:
1241                         {
1242                                 strcpy(text, _("詠唱", "Spel"));
1243                                 break;
1244                         }
1245                         default:
1246                         {
1247                                 strcpy(text, "    ");
1248                                 break;
1249                         }
1250                 }
1251         }
1252
1253         /* Display the info (or blanks) */
1254         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1255 }
1256
1257
1258 /*!
1259  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1260  * @return なし
1261  */
1262 static void prt_speed(void)
1263 {
1264         int i = p_ptr->pspeed;
1265         bool is_fast = IS_FAST();
1266
1267         byte attr = TERM_WHITE;
1268         char buf[32] = "";
1269         int wid, hgt, row_speed, col_speed;
1270
1271         Term_get_size(&wid, &hgt);
1272         col_speed = wid + COL_SPEED;
1273         row_speed = hgt + ROW_SPEED;
1274
1275         /* Hack -- Visually "undo" the Search Mode Slowdown */
1276         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1277
1278         /* Fast */
1279         if (i > 110)
1280         {
1281                 if (p_ptr->riding)
1282                 {
1283                         monster_type *m_ptr = &m_list[p_ptr->riding];
1284                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286                         else attr = TERM_GREEN;
1287                 }
1288                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290                 else attr = TERM_L_GREEN;
1291 #ifdef JP
1292                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1293 #else
1294                 sprintf(buf, "Fast(+%d)", (i - 110));
1295 #endif
1296
1297         }
1298
1299         /* Slow */
1300         else if (i < 110)
1301         {
1302                 if (p_ptr->riding)
1303                 {
1304                         monster_type *m_ptr = &m_list[p_ptr->riding];
1305                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307                         else attr = TERM_RED;
1308                 }
1309                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311                 else attr = TERM_L_UMBER;
1312 #ifdef JP
1313                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1314 #else
1315                 sprintf(buf, "Slow(-%d)", (110 - i));
1316 #endif
1317         }
1318         else if (p_ptr->riding)
1319         {
1320                 attr = TERM_GREEN;
1321                 strcpy(buf, _("乗馬中", "Riding"));
1322         }
1323
1324         /* Display the speed */
1325         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1326 }
1327
1328
1329 /*!
1330  * @brief プレイヤーの呪文学習可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_study(void)
1334 {
1335         int wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->new_spells)
1342         {
1343                 put_str(_("学習", "Stud"), row_study, col_study);
1344         }
1345         else
1346         {
1347                 put_str("    ", row_study, col_study);
1348         }
1349 }
1350
1351
1352 /*!
1353  * @brief プレイヤーのものまね可能状態を表示する
1354  * @return なし
1355  */
1356 static void prt_imitation(void)
1357 {
1358         int wid, hgt, row_study, col_study;
1359
1360         Term_get_size(&wid, &hgt);
1361         col_study = wid + COL_STUDY;
1362         row_study = hgt + ROW_STUDY;
1363
1364         if (p_ptr->pclass == CLASS_IMITATOR)
1365         {
1366                 if (p_ptr->mane_num)
1367                 {
1368                         byte attr;
1369                         if (new_mane) attr = TERM_L_RED;
1370                         else attr = TERM_WHITE;
1371                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1372                 }
1373                 else
1374                 {
1375                         put_str("    ", row_study, col_study);
1376                 }
1377         }
1378 }
1379
1380 /*!
1381  * @brief プレイヤーの負傷状態を表示する
1382  * @return なし
1383  */
1384 static void prt_cut(void)
1385 {
1386         int c = p_ptr->cut;
1387
1388         if (c > 1000)
1389         {
1390                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1391         }
1392         else if (c > 200)
1393         {
1394                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1395         }
1396         else if (c > 100)
1397         {
1398                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1399         }
1400         else if (c > 50)
1401         {
1402                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1403         }
1404         else if (c > 25)
1405         {
1406                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1407         }
1408         else if (c > 10)
1409         {
1410                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1411         }
1412         else if (c)
1413         {
1414                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1415         }
1416         else
1417         {
1418                 put_str("            ", ROW_CUT, COL_CUT);
1419         }
1420 }
1421
1422
1423 /*!
1424  * @brief プレイヤーの朦朧状態を表示する
1425  * @return なし
1426  */
1427 static void prt_stun(void)
1428 {
1429         int s = p_ptr->stun;
1430
1431         if (s > 100)
1432         {
1433                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1434         }
1435         else if (s > 50)
1436         {
1437                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1438         }
1439         else if (s)
1440         {
1441                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1442         }
1443         else
1444         {
1445                 put_str("            ", ROW_STUN, COL_STUN);
1446         }
1447 }
1448
1449
1450
1451 /*!
1452  * @brief モンスターの体力ゲージを表示する
1453  * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1454  * @return なし
1455  * @details
1456  * <pre>
1457  * Redraw the "monster health bar"      -DRS-
1458  * Rather extensive modifications by    -BEN-
1459  *
1460  * The "monster health bar" provides visual feedback on the "health"
1461  * of the monster currently being "tracked".  There are several ways
1462  * to "track" a monster, including targetting it, attacking it, and
1463  * affecting it (and nobody else) with a ranged attack.
1464  *
1465  * Display the monster health bar (affectionately known as the
1466  * "health-o-meter").  Clear health bar if nothing is being tracked.
1467  * Auto-track current target monster when bored.  Note that the
1468  * health-bar stops tracking any monster that "disappears".
1469  * </pre>
1470  */
1471 static void health_redraw(bool riding)
1472 {
1473         s16b health_who;
1474         int row, col;
1475         monster_type *m_ptr;
1476
1477         if (riding)
1478         {
1479                 health_who = p_ptr->riding;
1480                 row = ROW_RIDING_INFO;
1481                 col = COL_RIDING_INFO;
1482         }
1483         else
1484         {
1485                 health_who = p_ptr->health_who;
1486                 row = ROW_INFO;
1487                 col = COL_INFO;
1488         }
1489
1490         m_ptr = &m_list[health_who];
1491
1492         if (p_ptr->wizard && p_ptr->inside_battle)
1493         {
1494                 row = ROW_INFO - 2;
1495                 col = COL_INFO + 2;
1496
1497                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1498                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1499                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1500                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1501
1502                 if(m_list[1].r_idx)
1503                 {
1504                         Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1507                 }
1508
1509                 if(m_list[2].r_idx)
1510                 {
1511                         Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1514                 }
1515
1516                 if(m_list[3].r_idx)
1517                 {
1518                         Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1521                 }
1522
1523                 if(m_list[4].r_idx)
1524                 {
1525                         Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1528                 }
1529         }
1530         else
1531         {
1532
1533                 /* Not tracking */
1534                 if (!health_who)
1535                 {
1536                         /* Erase the health bar */
1537                         Term_erase(col, row, 12);
1538                 }
1539
1540                 /* Tracking an unseen monster */
1541                 else if (!m_ptr->ml)
1542                 {
1543                         /* Indicate that the monster health is "unknown" */
1544                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1545                 }
1546
1547                 /* Tracking a hallucinatory monster */
1548                 else if (p_ptr->image)
1549                 {
1550                         /* Indicate that the monster health is "unknown" */
1551                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1552                 }
1553
1554                 /* Tracking a dead monster (???) */
1555                 else if (m_ptr->hp < 0)
1556                 {
1557                         /* Indicate that the monster health is "unknown" */
1558                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1559                 }
1560
1561                 /* Tracking a visible monster */
1562                 else
1563                 {
1564                         /* Extract the "percent" of health */
1565                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1567
1568                         /* Convert percent into "health" */
1569                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1570
1571                         /* Default to almost dead */
1572                         byte attr = TERM_RED;
1573
1574                         /* Invulnerable */
1575                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1576
1577                         /* Asleep */
1578                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1579
1580                         /* Afraid */
1581                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1582
1583                         /* Healthy */
1584                         else if (pct >= 100) attr = TERM_L_GREEN;
1585
1586                         /* Somewhat Wounded */
1587                         else if (pct >= 60) attr = TERM_YELLOW;
1588
1589                         /* Wounded */
1590                         else if (pct >= 25) attr = TERM_ORANGE;
1591
1592                         /* Badly wounded */
1593                         else if (pct >= 10) attr = TERM_L_RED;
1594
1595                         /* Default to "unknown" */
1596                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1597
1598                         /* Dump the current "health" (use '*' symbols) */
1599                         Term_putstr(col + 1, row, len, attr, "**********");
1600                 }
1601         }
1602 }
1603
1604
1605
1606 /*!
1607  * @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)
1608  * @return なし
1609  */
1610 static void prt_frame_basic(void)
1611 {
1612         int i;
1613
1614         /* Race and Class */
1615         if (p_ptr->mimic_form)
1616                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1617         else
1618         {
1619                 char str[14];
1620                 my_strcpy(str, rp_ptr->title, sizeof(str));
1621                 prt_field(str, ROW_RACE, COL_RACE);
1622         }
1623 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1625
1626
1627         /* Title */
1628         prt_title();
1629
1630         /* Level/Experience */
1631         prt_level();
1632         prt_exp();
1633
1634         /* All Stats */
1635         for (i = 0; i < 6; i++) prt_stat(i);
1636
1637         /* Armor */
1638         prt_ac();
1639
1640         /* Hitpoints */
1641         prt_hp();
1642
1643         /* Spellpoints */
1644         prt_sp();
1645
1646         /* Gold */
1647         prt_gold();
1648
1649         /* Current depth */
1650         prt_depth();
1651
1652         /* Special */
1653         health_redraw(FALSE);
1654         health_redraw(TRUE);
1655 }
1656
1657
1658 /*!
1659  * @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)
1660  * @return なし
1661  */
1662 static void prt_frame_extra(void)
1663 {
1664         /* Cut/Stun */
1665         prt_cut();
1666         prt_stun();
1667
1668         /* Food */
1669         prt_hunger();
1670
1671         /* State */
1672         prt_state();
1673
1674         /* Speed */
1675         prt_speed();
1676
1677         /* Study spells */
1678         prt_study();
1679
1680         prt_imitation();
1681
1682         prt_status();
1683 }
1684
1685
1686 /*!
1687  * @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
1688  * @return なし
1689  */
1690 static void fix_inven(void)
1691 {
1692         int j;
1693
1694         /* Scan windows */
1695         for (j = 0; j < 8; j++)
1696         {
1697                 term *old = Term;
1698
1699                 /* No window */
1700                 if (!angband_term[j]) continue;
1701
1702                 /* No relevant flags */
1703                 if (!(window_flag[j] & (PW_INVEN))) continue;
1704
1705                 /* Activate */
1706                 Term_activate(angband_term[j]);
1707
1708                 /* Display inventory */
1709                 display_inven();
1710
1711                 /* Fresh */
1712                 Term_fresh();
1713
1714                 /* Restore */
1715                 Term_activate(old);
1716         }
1717 }
1718
1719
1720 /*!
1721  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1722  * @param x 表示列
1723  * @param y 表示行
1724  * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725  * @param n_same モンスターの数の現在数
1726  * @details
1727  * <pre>
1728  * nnn X LV name
1729  *  nnn : number or unique(U) or wanted unique(W)
1730  *  X   : symbol of monster
1731  *  LV  : monster lv if known
1732  *  name: name of monster
1733  * @return なし
1734  * </pre>
1735  */
1736 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1737         char buf[256];
1738         int i;
1739         int r_idx = m_ptr->ap_r_idx;
1740         monster_race* r_ptr = &r_info[r_idx];
1741  
1742         Term_gotoxy(x, y);
1743         if(!r_ptr)return;
1744         //Number of 'U'nique
1745         if(r_ptr->flags1&RF1_UNIQUE){//unique
1746                 bool is_kubi = FALSE;
1747                 for(i=0;i<MAX_KUBI;i++){
1748                         if(kubi_r_idx[i] == r_idx){
1749                                 is_kubi = TRUE;
1750                                 break;
1751                         }
1752                 }
1753                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1754         }else{
1755                 sprintf(buf, "%3d", n_same);
1756                 Term_addstr(-1, TERM_WHITE, buf);
1757         }
1758         //symbol
1759         Term_addstr(-1, TERM_WHITE, " ");
1760         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761         //Term_addstr(-1, TERM_WHITE, "/");
1762         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1763         //LV
1764         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765                 sprintf(buf, " %2d", r_ptr->level);
1766         }else{
1767                 strcpy(buf, " ??");
1768         }
1769         Term_addstr(-1, TERM_WHITE, buf);
1770         //name
1771         sprintf(buf, " %s ", r_name+r_ptr->name);
1772         Term_addstr(-1, TERM_WHITE, buf);
1773  
1774         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1775 }
1776
1777 /*!
1778  * @brief モンスターの出現リストを表示する / Print monster info in line
1779  * @param x 表示列
1780  * @param y 表示行
1781  * @param max_lines 最大何行描画するか
1782  */
1783 void print_monster_list(int x, int y, int max_lines){
1784         int line = y;
1785         monster_type* last_mons = NULL;
1786         monster_type* m_ptr = NULL;
1787         int n_same = 0;
1788         int i;
1789
1790         for(i=0;i<temp_n;i++){
1791                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793                 m_ptr = &m_list[c_ptr->m_idx];
1794                 if(is_pet(m_ptr))continue;//pet
1795                 if(!m_ptr->r_idx)continue;//dead?
1796                 {
1797                         /*
1798                         int r_idx = m_ptr->ap_r_idx;
1799                         monster_race* r_ptr = &r_info[r_idx];
1800                         cptr name = (r_name + r_ptr->name);
1801                         cptr ename = (r_name + r_ptr->name);
1802                         //ミミック類や「それ」等は、一覧に出てはいけない
1803                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1805                         //『ヌル』は、一覧に出てはいけない
1806                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807                            (strcmp(ename, "Null the Living Void")==0))continue;
1808                         //"金無垢の指輪"は、一覧に出てはいけない
1809                         if((strcmp(name, "金無垢の指輪")==0)||
1810                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1811                         */
1812                 }
1813
1814                 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815                 if(!last_mons){//先頭モンスター
1816                         last_mons = m_ptr;
1817                         n_same = 1;
1818                         continue;
1819                 }
1820                 //same race?
1821                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1822                         n_same++;
1823                         continue;//表示処理を次に回す
1824                 }
1825                 //print last mons info
1826                 print_monster_line(x, line++, last_mons, n_same);
1827                 n_same = 1;
1828                 last_mons = m_ptr;
1829                 if(line-y-1==max_lines){//残り1行
1830                         break;
1831                 }
1832         }
1833         if(line-y-1==max_lines && i!=temp_n){
1834                 Term_gotoxy(x, line);
1835                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1836         }else{
1837                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1838         }
1839 }
1840
1841 /*!
1842  * @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
1843  * @return なし
1844  */
1845 static void fix_monster_list(void)
1846 {
1847         int j;
1848         int w, h;
1849
1850         /* Scan windows */
1851         for (j = 0; j < 8; j++)
1852         {
1853                 term *old = Term;
1854
1855                 /* No window */
1856                 if (!angband_term[j]) continue;
1857
1858                 /* No relevant flags */
1859                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1860
1861                 /* Activate */
1862                 Term_activate(angband_term[j]);
1863                 Term_get_size(&w, &h);
1864
1865                 Term_clear();
1866
1867                 target_set_prepare_look(); //モンスター一覧を生成,ソート
1868                 print_monster_list(0, 0, h);
1869
1870                 /* Fresh */
1871                 Term_fresh();
1872
1873                 /* Restore */
1874                 Term_activate(old);
1875         }
1876 }
1877
1878
1879
1880 /*!
1881  * @brief 現在の装備品をサブウィンドウに表示する / 
1882  * Hack -- display equipment in sub-windows
1883  * @return なし
1884  */
1885 static void fix_equip(void)
1886 {
1887         int j;
1888
1889         /* Scan windows */
1890         for (j = 0; j < 8; j++)
1891         {
1892                 term *old = Term;
1893
1894                 /* No window */
1895                 if (!angband_term[j]) continue;
1896
1897                 /* No relevant flags */
1898                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1899
1900                 /* Activate */
1901                 Term_activate(angband_term[j]);
1902
1903                 /* Display equipment */
1904                 display_equip();
1905
1906                 /* Fresh */
1907                 Term_fresh();
1908
1909                 /* Restore */
1910                 Term_activate(old);
1911         }
1912 }
1913
1914
1915 /*!
1916  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1917  * Hack -- display spells in sub-windows
1918  * @return なし
1919  */
1920 static void fix_spell(void)
1921 {
1922         int j;
1923
1924         /* Scan windows */
1925         for (j = 0; j < 8; j++)
1926         {
1927                 term *old = Term;
1928
1929                 /* No window */
1930                 if (!angband_term[j]) continue;
1931
1932                 /* No relevant flags */
1933                 if (!(window_flag[j] & (PW_SPELL))) continue;
1934
1935                 /* Activate */
1936                 Term_activate(angband_term[j]);
1937
1938                 /* Display spell list */
1939                 display_spell_list();
1940
1941                 /* Fresh */
1942                 Term_fresh();
1943
1944                 /* Restore */
1945                 Term_activate(old);
1946         }
1947 }
1948
1949
1950 /*!
1951  * @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 / 
1952  * Hack -- display character in sub-windows
1953  * @return なし
1954  */
1955 static void fix_player(void)
1956 {
1957         int j;
1958
1959         /* Scan windows */
1960         for (j = 0; j < 8; j++)
1961         {
1962                 term *old = Term;
1963
1964                 /* No window */
1965                 if (!angband_term[j]) continue;
1966
1967                 /* No relevant flags */
1968                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1969
1970                 /* Activate */
1971                 Term_activate(angband_term[j]);
1972
1973                 update_playtime();
1974
1975                 /* Display player */
1976                 display_player(0);
1977
1978                 /* Fresh */
1979                 Term_fresh();
1980
1981                 /* Restore */
1982                 Term_activate(old);
1983         }
1984 }
1985
1986 /*!
1987  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1988  * Hack -- display recent messages in sub-windows
1989  * XXX XXX XXX Adjust for width and split messages
1990  * @return なし
1991  */
1992 static void fix_message(void)
1993 {
1994         int j, i;
1995         int w, h;
1996         int x, y;
1997
1998         /* Scan windows */
1999         for (j = 0; j < 8; j++)
2000         {
2001                 term *old = Term;
2002
2003                 /* No window */
2004                 if (!angband_term[j]) continue;
2005
2006                 /* No relevant flags */
2007                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2008
2009                 /* Activate */
2010                 Term_activate(angband_term[j]);
2011
2012                 /* Get size */
2013                 Term_get_size(&w, &h);
2014
2015                 /* Dump messages */
2016                 for (i = 0; i < h; i++)
2017                 {
2018                         /* Dump the message on the appropriate line */
2019                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2020
2021                         /* Cursor */
2022                         Term_locate(&x, &y);
2023
2024                         /* Clear to end of line */
2025                         Term_erase(x, y, 255);
2026                 }
2027
2028                 /* Fresh */
2029                 Term_fresh();
2030
2031                 /* Restore */
2032                 Term_activate(old);
2033         }
2034 }
2035
2036
2037 /*!
2038  * @brief 簡易マップをサブウィンドウに表示する / 
2039  * Hack -- display overhead view in sub-windows
2040  * XXX XXX XXX Adjust for width and split messages
2041  * @return なし
2042  * @details
2043  * Note that the "player" symbol does NOT appear on the map.
2044  */
2045 static void fix_overhead(void)
2046 {
2047         int j;
2048
2049         int cy, cx;
2050
2051         /* Scan windows */
2052         for (j = 0; j < 8; j++)
2053         {
2054                 term *old = Term;
2055                 int wid, hgt;
2056
2057                 /* No window */
2058                 if (!angband_term[j]) continue;
2059
2060                 /* No relevant flags */
2061                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2062
2063                 /* Activate */
2064                 Term_activate(angband_term[j]);
2065
2066                 /* Full map in too small window is useless  */
2067                 Term_get_size(&wid, &hgt);
2068                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2069                 {
2070                         /* Redraw map */
2071                         display_map(&cy, &cx);
2072
2073                         /* Fresh */
2074                         Term_fresh();
2075                 }
2076
2077                 /* Restore */
2078                 Term_activate(old);
2079         }
2080 }
2081
2082
2083 /*!
2084  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2085  * Hack -- display dungeon view in sub-windows
2086  * @return なし
2087  */
2088 static void fix_dungeon(void)
2089 {
2090         int j;
2091
2092         /* Scan windows */
2093         for (j = 0; j < 8; j++)
2094         {
2095                 term *old = Term;
2096
2097                 /* No window */
2098                 if (!angband_term[j]) continue;
2099
2100                 /* No relevant flags */
2101                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2102
2103                 /* Activate */
2104                 Term_activate(angband_term[j]);
2105
2106                 /* Redraw dungeon view */
2107                 display_dungeon();
2108
2109                 /* Fresh */
2110                 Term_fresh();
2111
2112                 /* Restore */
2113                 Term_activate(old);
2114         }
2115 }
2116
2117
2118 /*!
2119  * @brief モンスターの思い出をサブウィンドウに表示する / 
2120  * Hack -- display dungeon view in sub-windows
2121  * @return なし
2122  */
2123 static void fix_monster(void)
2124 {
2125         int j;
2126
2127         /* Scan windows */
2128         for (j = 0; j < 8; j++)
2129         {
2130                 term *old = Term;
2131
2132                 /* No window */
2133                 if (!angband_term[j]) continue;
2134
2135                 /* No relevant flags */
2136                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2137
2138                 /* Activate */
2139                 Term_activate(angband_term[j]);
2140
2141                 /* Display monster race info */
2142                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2143
2144                 /* Fresh */
2145                 Term_fresh();
2146
2147                 /* Restore */
2148                 Term_activate(old);
2149         }
2150 }
2151
2152
2153 /*!
2154  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2155  * Hack -- display object recall in sub-windows
2156  * @return なし
2157  */
2158 static void fix_object(void)
2159 {
2160         int j;
2161
2162         /* Scan windows */
2163         for (j = 0; j < 8; j++)
2164         {
2165                 term *old = Term;
2166
2167                 /* No window */
2168                 if (!angband_term[j]) continue;
2169
2170                 /* No relevant flags */
2171                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2172
2173                 /* Activate */
2174                 Term_activate(angband_term[j]);
2175
2176                 /* Display monster race info */
2177                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2178
2179                 /* Fresh */
2180                 Term_fresh();
2181
2182                 /* Restore */
2183                 Term_activate(old);
2184         }
2185 }
2186
2187
2188
2189 /*!
2190  * @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。 /
2191  * Calculate number of spells player should have, and forget,
2192  * or remember, spells until that number is properly reflected.
2193  * @return なし
2194  * @details
2195  * Note that this function induces various "status" messages,
2196  * which must be bypasses until the character is created.
2197  */
2198 static void calc_spells(void)
2199 {
2200         int                     i, j, k, levels;
2201         int                     num_allowed;
2202         int         num_boukyaku = 0;
2203
2204         const magic_type        *s_ptr;
2205         int which;
2206         int bonus = 0;
2207
2208
2209         cptr p;
2210
2211         /* Hack -- must be literate */
2212         if (!mp_ptr->spell_book) return;
2213
2214         /* Hack -- wait for creation */
2215         if (!character_generated) return;
2216
2217         /* Hack -- handle "xtra" mode */
2218         if (character_xtra) return;
2219
2220         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2221         {
2222                 p_ptr->new_spells = 0;
2223                 return;
2224         }
2225
2226         p = spell_category_name(mp_ptr->spell_book);
2227
2228         /* Determine the number of spells allowed */
2229         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2230
2231         /* Hack -- no negative spells */
2232         if (levels < 0) levels = 0;
2233
2234         /* Extract total allowed spells */
2235         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2236
2237         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2238         {
2239                 bonus = 4;
2240         }
2241         if (p_ptr->pclass == CLASS_SAMURAI)
2242         {
2243                 num_allowed = 32;
2244         }
2245         else if (p_ptr->realm2 == REALM_NONE)
2246         {
2247                 num_allowed = (num_allowed+1)/2;
2248                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2249         }
2250         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2251         {
2252                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2253         }
2254         else
2255         {
2256                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2257         }
2258
2259         /* Count the number of spells we know */
2260         for (j = 0; j < 64; j++)
2261         {
2262                 /* Count known spells */
2263                 if ((j < 32) ?
2264                     (p_ptr->spell_forgotten1 & (1L << j)) :
2265                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2266                 {
2267                         num_boukyaku++;
2268                 }
2269         }
2270
2271         /* See how many spells we must forget or may learn */
2272         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2273
2274         /* Forget spells which are too hard */
2275         for (i = 63; i >= 0; i--)
2276         {
2277                 /* Efficiency -- all done */
2278                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2279
2280                 /* Access the spell */
2281                 j = p_ptr->spell_order[i];
2282
2283                 /* Skip non-spells */
2284                 if (j >= 99) continue;
2285
2286
2287                 /* Get the spell */
2288                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2289                 {
2290                         if (j < 32)
2291                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2292                         else
2293                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2294                 }
2295                 else if (j < 32)
2296                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2297                 else
2298                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2299
2300                 /* Skip spells we are allowed to know */
2301                 if (s_ptr->slevel <= p_ptr->lev) continue;
2302
2303                 /* Is it known? */
2304                 if ((j < 32) ?
2305                     (p_ptr->spell_learned1 & (1L << j)) :
2306                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2307                 {
2308                         /* Mark as forgotten */
2309                         if (j < 32)
2310                         {
2311                                 p_ptr->spell_forgotten1 |= (1L << j);
2312                                 which = p_ptr->realm1;
2313                         }
2314                         else
2315                         {
2316                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317                                 which = p_ptr->realm2;
2318                         }
2319
2320                         /* No longer known */
2321                         if (j < 32)
2322                         {
2323                                 p_ptr->spell_learned1 &= ~(1L << j);
2324                                 which = p_ptr->realm1;
2325                         }
2326                         else
2327                         {
2328                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329                                 which = p_ptr->realm2;
2330                         }
2331
2332                         /* Message */
2333 #ifdef JP
2334                         msg_format("%sの%sを忘れてしまった。",
2335                                    do_spell(which, j%32, SPELL_NAME), p );
2336 #else
2337                         msg_format("You have forgotten the %s of %s.", p,
2338                         do_spell(which, j%32, SPELL_NAME));
2339 #endif
2340
2341
2342                         /* One more can be learned */
2343                         p_ptr->new_spells++;
2344                 }
2345         }
2346
2347
2348         /* Forget spells if we know too many spells */
2349         for (i = 63; i >= 0; i--)
2350         {
2351                 /* Stop when possible */
2352                 if (p_ptr->new_spells >= 0) break;
2353
2354                 /* Efficiency -- all done */
2355                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2356
2357                 /* Get the (i+1)th spell learned */
2358                 j = p_ptr->spell_order[i];
2359
2360                 /* Skip unknown spells */
2361                 if (j >= 99) continue;
2362
2363                 /* Forget it (if learned) */
2364                 if ((j < 32) ?
2365                     (p_ptr->spell_learned1 & (1L << j)) :
2366                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2367                 {
2368                         /* Mark as forgotten */
2369                         if (j < 32)
2370                         {
2371                                 p_ptr->spell_forgotten1 |= (1L << j);
2372                                 which = p_ptr->realm1;
2373                         }
2374                         else
2375                         {
2376                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2377                                 which = p_ptr->realm2;
2378                         }
2379
2380                         /* No longer known */
2381                         if (j < 32)
2382                         {
2383                                 p_ptr->spell_learned1 &= ~(1L << j);
2384                                 which = p_ptr->realm1;
2385                         }
2386                         else
2387                         {
2388                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2389                                 which = p_ptr->realm2;
2390                         }
2391
2392                         /* Message */
2393 #ifdef JP
2394                         msg_format("%sの%sを忘れてしまった。",
2395                                    do_spell(which, j%32, SPELL_NAME), p );
2396 #else
2397                         msg_format("You have forgotten the %s of %s.", p,
2398                                    do_spell(which, j%32, SPELL_NAME));
2399 #endif
2400
2401
2402                         /* One more can be learned */
2403                         p_ptr->new_spells++;
2404                 }
2405         }
2406
2407
2408         /* Check for spells to remember */
2409         for (i = 0; i < 64; i++)
2410         {
2411                 /* None left to remember */
2412                 if (p_ptr->new_spells <= 0) break;
2413
2414                 /* Efficiency -- all done */
2415                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2416
2417                 /* Get the next spell we learned */
2418                 j = p_ptr->spell_order[i];
2419
2420                 /* Skip unknown spells */
2421                 if (j >= 99) break;
2422
2423                 /* Access the spell */
2424                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2425                 {
2426                         if (j < 32)
2427                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2428                         else
2429                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2430                 }
2431                 else if (j<32)
2432                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2433                 else
2434                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2435
2436                 /* Skip spells we cannot remember */
2437                 if (s_ptr->slevel > p_ptr->lev) continue;
2438
2439                 /* First set of spells */
2440                 if ((j < 32) ?
2441                     (p_ptr->spell_forgotten1 & (1L << j)) :
2442                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2443                 {
2444                         /* No longer forgotten */
2445                         if (j < 32)
2446                         {
2447                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2448                                 which = p_ptr->realm1;
2449                         }
2450                         else
2451                         {
2452                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2453                                 which = p_ptr->realm2;
2454                         }
2455
2456                         /* Known once more */
2457                         if (j < 32)
2458                         {
2459                                 p_ptr->spell_learned1 |= (1L << j);
2460                                 which = p_ptr->realm1;
2461                         }
2462                         else
2463                         {
2464                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2465                                 which = p_ptr->realm2;
2466                         }
2467
2468                         /* Message */
2469 #ifdef JP
2470                         msg_format("%sの%sを思い出した。",
2471                                    do_spell(which, j%32, SPELL_NAME), p );
2472 #else
2473                         msg_format("You have remembered the %s of %s.",
2474                                    p, do_spell(which, j%32, SPELL_NAME));
2475 #endif
2476
2477
2478                         /* One less can be learned */
2479                         p_ptr->new_spells--;
2480                 }
2481         }
2482
2483         k = 0;
2484
2485         if (p_ptr->realm2 == REALM_NONE)
2486         {
2487                 /* Count spells that can be learned */
2488                 for (j = 0; j < 32; j++)
2489                 {
2490                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2491                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2492
2493                         /* Skip spells we cannot remember */
2494                         if (s_ptr->slevel > p_ptr->lev) continue;
2495
2496                         /* Skip spells we already know */
2497                         if (p_ptr->spell_learned1 & (1L << j))
2498                         {
2499                                 continue;
2500                         }
2501
2502                         /* Count it */
2503                         k++;
2504                 }
2505                 if (k > 32) k = 32;
2506                 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2507         }
2508
2509         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2510
2511         /* Spell count changed */
2512         if (p_ptr->old_spells != p_ptr->new_spells)
2513         {
2514                 /* Message if needed */
2515                 if (p_ptr->new_spells)
2516                 {
2517                         /* Message */
2518 #ifdef JP
2519                         if( p_ptr->new_spells < 10 ){
2520                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2521                         }else{
2522                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2523                         }
2524 #else
2525                         msg_format("You can learn %d more %s%s.",
2526                                    p_ptr->new_spells, p,
2527                                    (p_ptr->new_spells != 1) ? "s" : "");
2528 #endif
2529
2530                 }
2531
2532                 /* Save the new_spells value */
2533                 p_ptr->old_spells = p_ptr->new_spells;
2534
2535                 /* Redraw Study Status */
2536                 p_ptr->redraw |= (PR_STUDY);
2537
2538                 /* Redraw object recall */
2539                 p_ptr->window |= (PW_OBJECT);
2540         }
2541 }
2542
2543 /*!
2544  * @brief プレイヤーの最大MPを計算する /
2545  * Calculate maximum mana.  You do not need to know any spells.
2546  * Note that mana is lowered by heavy (or inappropriate) armor.
2547  * @return なし
2548  * @details
2549  * This function induces status messages.
2550  */
2551 static void calc_mana(void)
2552 {
2553         int             msp, levels, cur_wgt, max_wgt;
2554
2555         object_type     *o_ptr;
2556
2557
2558         /* Hack -- Must be literate */
2559         if (!mp_ptr->spell_book) return;
2560
2561         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2562             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2563             (p_ptr->pclass == CLASS_BLUE_MAGE))
2564         {
2565                 levels = p_ptr->lev;
2566         }
2567         else
2568         {
2569                 if(mp_ptr->spell_first > p_ptr->lev)
2570                 {
2571                         /* Save new mana */
2572                         p_ptr->msp = 0;
2573
2574                         /* Display mana later */
2575                         p_ptr->redraw |= (PR_MANA);
2576                         return;
2577                 }
2578
2579                 /* Extract "effective" player level */
2580                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2581         }
2582
2583         if (p_ptr->pclass == CLASS_SAMURAI)
2584         {
2585                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2586                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2587         }
2588         else
2589         {
2590                 /* Extract total mana */
2591                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2592
2593                 /* Hack -- usually add one mana */
2594                 if (msp) msp++;
2595
2596                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2597
2598                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2599
2600                 /* Hack: High mages have a 25% mana bonus */
2601                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2602
2603                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2604         }
2605
2606         /* Only mages are affected */
2607         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2608         {
2609                 u32b flgs[TR_FLAG_SIZE];
2610
2611                 /* Assume player is not encumbered by gloves */
2612                 p_ptr->cumber_glove = FALSE;
2613
2614                 /* Get the gloves */
2615                 o_ptr = &inventory[INVEN_HANDS];
2616
2617                 /* Examine the gloves */
2618                 object_flags(o_ptr, flgs);
2619
2620                 /* Normal gloves hurt mage-type spells */
2621                 if (o_ptr->k_idx &&
2622                     !(have_flag(flgs, TR_FREE_ACT)) &&
2623                         !(have_flag(flgs, TR_DEC_MANA)) &&
2624                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2625                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2626                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2627                 {
2628                         /* Encumbered */
2629                         p_ptr->cumber_glove = TRUE;
2630
2631                         /* Reduce mana */
2632                         msp = (3 * msp) / 4;
2633                 }
2634         }
2635
2636
2637         /* Assume player not encumbered by armor */
2638         p_ptr->cumber_armor = FALSE;
2639
2640         /* Weigh the armor */
2641         cur_wgt = 0;
2642         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2643         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2644         cur_wgt += inventory[INVEN_BODY].weight;
2645         cur_wgt += inventory[INVEN_HEAD].weight;
2646         cur_wgt += inventory[INVEN_OUTER].weight;
2647         cur_wgt += inventory[INVEN_HANDS].weight;
2648         cur_wgt += inventory[INVEN_FEET].weight;
2649
2650         /* Subtract a percentage of maximum mana. */
2651         switch (p_ptr->pclass)
2652         {
2653                 /* For these classes, mana is halved if armour 
2654                  * is 30 pounds over their weight limit. */
2655                 case CLASS_MAGE:
2656                 case CLASS_HIGH_MAGE:
2657                 case CLASS_BLUE_MAGE:
2658                 case CLASS_MONK:
2659                 case CLASS_FORCETRAINER:
2660                 case CLASS_SORCERER:
2661                 {
2662                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2663                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2664                         break;
2665                 }
2666
2667                 /* Mana halved if armour is 40 pounds over weight limit. */
2668                 case CLASS_PRIEST:
2669                 case CLASS_BARD:
2670                 case CLASS_TOURIST:
2671                 {
2672                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2673                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2674                         break;
2675                 }
2676
2677                 case CLASS_MINDCRAFTER:
2678                 case CLASS_BEASTMASTER:
2679                 case CLASS_MIRROR_MASTER:
2680                 {
2681                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2682                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2683                         break;
2684                 }
2685
2686                 /* Mana halved if armour is 50 pounds over weight limit. */
2687                 case CLASS_ROGUE:
2688                 case CLASS_RANGER:
2689                 case CLASS_RED_MAGE:
2690                 case CLASS_WARRIOR_MAGE:
2691                 {
2692                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2693                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2694                         break;
2695                 }
2696
2697                 /* Mana halved if armour is 60 pounds over weight limit. */
2698                 case CLASS_PALADIN:
2699                 case CLASS_CHAOS_WARRIOR:
2700                 {
2701                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2702                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2703                         break;
2704                 }
2705
2706                 /* For new classes created, but not yet added to this formula. */
2707                 default:
2708                 {
2709                         break;
2710                 }
2711         }
2712
2713         /* Determine the weight allowance */
2714         max_wgt = mp_ptr->spell_weight;
2715
2716         /* Heavy armor penalizes mana by a percentage.  -LM- */
2717         if ((cur_wgt - max_wgt) > 0)
2718         {
2719                 /* Encumbered */
2720                 p_ptr->cumber_armor = TRUE;
2721
2722                 /* Subtract a percentage of maximum mana. */
2723                 switch (p_ptr->pclass)
2724                 {
2725                         /* For these classes, mana is halved if armour 
2726                          * is 30 pounds over their weight limit. */
2727                         case CLASS_MAGE:
2728                         case CLASS_HIGH_MAGE:
2729                         case CLASS_BLUE_MAGE:
2730                         {
2731                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2732                                 break;
2733                         }
2734
2735                         /* Mana halved if armour is 40 pounds over weight limit. */
2736                         case CLASS_PRIEST:
2737                         case CLASS_MINDCRAFTER:
2738                         case CLASS_BEASTMASTER:
2739                         case CLASS_BARD:
2740                         case CLASS_FORCETRAINER:
2741                         case CLASS_TOURIST:
2742                         case CLASS_MIRROR_MASTER:
2743                         {
2744                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2745                                 break;
2746                         }
2747
2748                         case CLASS_SORCERER:
2749                         {
2750                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2751                                 break;
2752                         }
2753
2754                         /* Mana halved if armour is 50 pounds over weight limit. */
2755                         case CLASS_ROGUE:
2756                         case CLASS_RANGER:
2757                         case CLASS_MONK:
2758                         case CLASS_RED_MAGE:
2759                         {
2760                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2761                                 break;
2762                         }
2763
2764                         /* Mana halved if armour is 60 pounds over weight limit. */
2765                         case CLASS_PALADIN:
2766                         case CLASS_CHAOS_WARRIOR:
2767                         case CLASS_WARRIOR_MAGE:
2768                         {
2769                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2770                                 break;
2771                         }
2772
2773                         case CLASS_SAMURAI:
2774                         {
2775                                 p_ptr->cumber_armor = FALSE;
2776                                 break;
2777                         }
2778
2779                         /* For new classes created, but not yet added to this formula. */
2780                         default:
2781                         {
2782                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2783                                 break;
2784                         }
2785                 }
2786         }
2787
2788         /* Mana can never be negative */
2789         if (msp < 0) msp = 0;
2790
2791
2792         /* Maximum mana has changed */
2793         if (p_ptr->msp != msp)
2794         {
2795                 /* Enforce maximum */
2796                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2797                 {
2798                         p_ptr->csp = msp;
2799                         p_ptr->csp_frac = 0;
2800                 }
2801
2802 #ifdef JP
2803                 /* レベルアップの時は上昇量を表示する */
2804                 if ((level_up == 1) && (msp > p_ptr->msp))
2805                 {
2806                         msg_format("最大マジック・ポイントが %d 増加した!",
2807                                    (msp - p_ptr->msp));
2808                 }
2809 #endif
2810                 /* Save new mana */
2811                 p_ptr->msp = msp;
2812
2813                 /* Display mana later */
2814                 p_ptr->redraw |= (PR_MANA);
2815
2816                 /* Window stuff */
2817                 p_ptr->window |= (PW_PLAYER);
2818                 p_ptr->window |= (PW_SPELL);
2819         }
2820
2821
2822         /* Hack -- handle "xtra" mode */
2823         if (character_xtra) return;
2824
2825         /* Take note when "glove state" changes */
2826         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2827         {
2828                 /* Message */
2829                 if (p_ptr->cumber_glove)
2830                 {
2831                         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."));
2832                 }
2833                 else
2834                 {
2835                         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."));
2836                 }
2837
2838                 /* Save it */
2839                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2840         }
2841
2842
2843         /* Take note when "armor state" changes */
2844         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2845         {
2846                 /* Message */
2847                 if (p_ptr->cumber_armor)
2848                 {
2849                         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."));
2850                 }
2851                 else
2852                 {
2853                         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."));
2854                 }
2855
2856                 /* Save it */
2857                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2858         }
2859 }
2860
2861
2862
2863 /*!
2864  * @brief プレイヤーの最大HPを計算する /
2865  * Calculate the players (maximal) hit points
2866  * Adjust current hitpoints if necessary
2867  * @return なし
2868  * @details
2869  */
2870 static void calc_hitpoints(void)
2871 {
2872         int bonus, mhp;
2873         byte tmp_hitdie;
2874
2875         /* Un-inflate "half-hitpoint bonus per level" value */
2876         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2877
2878         /* Calculate hitpoints */
2879         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2880
2881         if (p_ptr->mimic_form)
2882         {
2883                 if (p_ptr->pclass == CLASS_SORCERER)
2884                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2885                 else
2886                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2887                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2888         }
2889
2890         if (p_ptr->pclass == CLASS_SORCERER)
2891         {
2892                 if (p_ptr->lev < 30)
2893                         mhp = (mhp * (45+p_ptr->lev) / 100);
2894                 else
2895                         mhp = (mhp * 75 / 100);
2896                 bonus = (bonus * 65 / 100);
2897         }
2898
2899         mhp += bonus;
2900
2901         if (p_ptr->pclass == CLASS_BERSERKER)
2902         {
2903                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2904         }
2905
2906         /* Always have at least one hitpoint per level */
2907         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2908
2909         /* Factor in the hero / superhero settings */
2910         if (IS_HERO()) mhp += 10;
2911         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2912         if (p_ptr->tsuyoshi) mhp += 50;
2913
2914         /* Factor in the hex spell settings */
2915         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2916         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2917
2918         /* New maximum hitpoints */
2919         if (p_ptr->mhp != mhp)
2920         {
2921                 /* Enforce maximum */
2922                 if (p_ptr->chp >= mhp)
2923                 {
2924                         p_ptr->chp = mhp;
2925                         p_ptr->chp_frac = 0;
2926                 }
2927
2928 #ifdef JP
2929                 /* レベルアップの時は上昇量を表示する */
2930                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2931                 {
2932                         msg_format("最大ヒット・ポイントが %d 増加した!",
2933                                    (mhp - p_ptr->mhp) );
2934                 }
2935 #endif
2936                 /* Save the new max-hitpoints */
2937                 p_ptr->mhp = mhp;
2938
2939                 /* Display hitpoints (later) */
2940                 p_ptr->redraw |= (PR_HP);
2941
2942                 /* Window stuff */
2943                 p_ptr->window |= (PW_PLAYER);
2944         }
2945 }
2946
2947 /*!
2948  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2949  * @return なし
2950  * @details
2951  * SWD: Experimental modification: multiple light sources have additive effect.
2952  */
2953 static void calc_torch(void)
2954 {
2955         int i, rad;
2956         object_type *o_ptr;
2957         u32b flgs[TR_FLAG_SIZE];
2958
2959         /* Assume no light */
2960         p_ptr->cur_lite = 0;
2961
2962         /* Loop through all wielded items */
2963         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2964         {
2965                 o_ptr = &inventory[i];
2966                 /* Skip empty slots */
2967                 if (!o_ptr->k_idx) continue;
2968                 
2969                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2970                 
2971                 /* Need Fuels */
2972                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2973                 {
2974                         if (o_ptr->tval == TV_LITE)
2975                         {
2976                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2977                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2978                         }
2979                 }
2980
2981                 /* Extract the flags */
2982                 object_flags(o_ptr, flgs);
2983
2984                 /* calc the lite_radius */
2985                 
2986                 rad = 0;
2987                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2988                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2989                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2990                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2991                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2992                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2993                 p_ptr->cur_lite += rad;
2994         }
2995
2996         /* max radius is 14 (was 5) without rewriting other code -- */
2997         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2998         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2999                 p_ptr->cur_lite = 1;
3000
3001         /*
3002          * check if the player doesn't have light radius, 
3003          * but does weakly glow as an intrinsic.
3004          */
3005         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3006
3007         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3008         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3009
3010         /* end experimental mods */
3011
3012         /* Notice changes in the "lite radius" */
3013         if (p_ptr->old_lite != p_ptr->cur_lite)
3014         {
3015                 /* Update stuff */
3016                 /* Hack -- PU_MON_LITE for monsters' darkness */
3017                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3018
3019                 /* Remember the old lite */
3020                 p_ptr->old_lite = p_ptr->cur_lite;
3021
3022                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3023                         set_superstealth(FALSE);
3024         }
3025 }
3026
3027
3028 /*!
3029  * @brief プレイヤーの所持重量制限を計算する /
3030  * Computes current weight limit.
3031  * @return 制限重量(ポンド)
3032  */
3033 u32b weight_limit(void)
3034 {
3035         u32b i;
3036
3037         /* Weight limit based only on strength */
3038         i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3039         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3040
3041         /* Return the result */
3042         return i;
3043 }
3044
3045 /*!
3046  * @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 /
3047  * @param i 判定する手のID(右手:0 左手:1)
3048  * @return 持っているならばTRUE
3049  */
3050 bool buki_motteruka(int i)
3051 {
3052         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3053 }
3054
3055 /*!
3056  * @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 /
3057  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3058  * @return 重すぎるならばTRUE
3059  */
3060 bool is_heavy_shoot(object_type *o_ptr)
3061 {
3062         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3063         /* It is hard to carholdry a heavy bow */
3064         return (hold < o_ptr->weight / 10);
3065 }
3066
3067 /*!
3068  * @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 /
3069  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3070  * @return 対応する矢/弾薬のベースアイテムID
3071  */
3072 int bow_tval_ammo(object_type *o_ptr)
3073 {
3074         /* Analyze the launcher */
3075         switch (o_ptr->sval)
3076         {
3077                 case SV_SLING:
3078                 {
3079                         return TV_SHOT;
3080                 }
3081
3082                 case SV_SHORT_BOW:
3083                 case SV_LONG_BOW:
3084                 case SV_NAMAKE_BOW:
3085                 {
3086                         return TV_ARROW;
3087                 }
3088
3089                 case SV_LIGHT_XBOW:
3090                 case SV_HEAVY_XBOW:
3091                 {
3092                         return TV_BOLT;
3093                 }
3094                 case SV_CRIMSON:
3095                 case SV_HARP:
3096                 {
3097                         return TV_NO_AMMO;
3098                 }
3099         }
3100         
3101         return 0;
3102 }
3103
3104 /*!
3105  * @brief 装備中の射撃武器の威力倍率を返す /
3106  * calcurate the fire rate of target object
3107  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3108  * @return 射撃倍率の値(100で1.00倍)
3109  */
3110 s16b calc_num_fire(object_type *o_ptr)
3111 {
3112         int extra_shots = 0;
3113         int i;
3114         int num = 0;
3115         int tval_ammo = bow_tval_ammo(o_ptr);
3116         object_type *q_ptr;
3117         u32b flgs[TR_FLAG_SIZE];
3118         
3119         /* Scan the usable inventory */
3120         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3121         {
3122                 q_ptr = &inventory[i];
3123
3124                 /* Skip non-objects */
3125                 if (!q_ptr->k_idx) continue;
3126                 
3127                 /* Do not apply current equip */
3128                 if (i == INVEN_BOW) continue;
3129
3130                 /* Extract the item flags */
3131                 object_flags(q_ptr, flgs);
3132
3133                 /* Boost shots */
3134                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3135         }
3136         
3137         object_flags(o_ptr, flgs);
3138         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3139         
3140         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3141         {
3142                 num = 100;
3143                 /* Extra shots */
3144                 num += (extra_shots * 100);
3145
3146                 /* Hack -- Rangers love Bows */
3147                 if ((p_ptr->pclass == CLASS_RANGER) && 
3148                                         (tval_ammo == TV_ARROW))
3149                 {
3150                         num += (p_ptr->lev * 4);
3151                 }
3152
3153                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3154                     (tval_ammo == TV_ARROW))
3155                 {
3156                         num += (p_ptr->lev * 3);
3157                 }
3158
3159                 if (p_ptr->pclass == CLASS_ARCHER)
3160                 {
3161                         if (tval_ammo == TV_ARROW)
3162                                 num += ((p_ptr->lev * 5)+50);
3163                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3164                                 num += (p_ptr->lev * 4);
3165                 }
3166
3167                 /*
3168                  * Addendum -- also "Reward" high level warriors,
3169                  * with _any_ missile weapon -- TY
3170                  */
3171                 if (p_ptr->pclass == CLASS_WARRIOR &&
3172                    (tval_ammo <= TV_BOLT) &&
3173                    (tval_ammo >= TV_SHOT))
3174                 {
3175                         num += (p_ptr->lev * 2);
3176                 }
3177                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3178                     (tval_ammo == TV_SHOT))
3179                 {
3180                         num += (p_ptr->lev * 4);
3181                 }
3182         }
3183         return num;
3184 }
3185
3186 /*!
3187  * @brief プレイヤーの全ステータスを更新する / 
3188  * Calculate the players current "state", taking into account
3189  * not only race/class intrinsics, but also objects being worn
3190  * and temporary spell effects.
3191  * @return なし
3192  * @details
3193  * <pre>
3194  * See also calc_mana() and calc_hitpoints().
3195  *
3196  * Take note of the new "speed code", in particular, a very strong
3197  * player will start slowing down as soon as he reaches 150 pounds,
3198  * but not until he reaches 450 pounds will he be half as fast as
3199  * a normal kobold.  This both hurts and helps the player, hurts
3200  * because in the old days a player could just avoid 300 pounds,
3201  * and helps because now carrying 300 pounds is not very painful.
3202  *
3203  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3204  * damage, since that would affect non-combat things.  These values
3205  * are actually added in later, at the appropriate place.
3206  *
3207  * This function induces various "status" messages.
3208  * </pre>
3209  */
3210 void calc_bonuses(void)
3211 {
3212         int             i, j, hold, neutral[2];
3213         int             new_speed;
3214         int             default_hand = 0;
3215         int             empty_hands_status = empty_hands(TRUE);
3216         int             extra_blows[2];
3217         object_type     *o_ptr;
3218         u32b flgs[TR_FLAG_SIZE];
3219         bool            omoi = FALSE;
3220         bool            yoiyami = FALSE;
3221         bool            down_saving = FALSE;
3222 #if 0
3223         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3224 #endif
3225         bool            have_sw = FALSE, have_kabe = FALSE;
3226         bool            easy_2weapon = FALSE;
3227         bool            riding_levitation = FALSE;
3228         s16b this_o_idx, next_o_idx = 0;
3229         const player_race *tmp_rp_ptr;
3230
3231         /* Save the old vision stuff */
3232         bool old_telepathy = p_ptr->telepathy;
3233         bool old_esp_animal = p_ptr->esp_animal;
3234         bool old_esp_undead = p_ptr->esp_undead;
3235         bool old_esp_demon = p_ptr->esp_demon;
3236         bool old_esp_orc = p_ptr->esp_orc;
3237         bool old_esp_troll = p_ptr->esp_troll;
3238         bool old_esp_giant = p_ptr->esp_giant;
3239         bool old_esp_dragon = p_ptr->esp_dragon;
3240         bool old_esp_human = p_ptr->esp_human;
3241         bool old_esp_evil = p_ptr->esp_evil;
3242         bool old_esp_good = p_ptr->esp_good;
3243         bool old_esp_nonliving = p_ptr->esp_nonliving;
3244         bool old_esp_unique = p_ptr->esp_unique;
3245         bool old_see_inv = p_ptr->see_inv;
3246         bool old_mighty_throw = p_ptr->mighty_throw;
3247
3248         /* Save the old armor class */
3249         bool old_dis_ac = p_ptr->dis_ac;
3250         bool old_dis_to_a = p_ptr->dis_to_a;
3251
3252
3253         /* Clear extra blows/shots */
3254         extra_blows[0] = extra_blows[1] = 0;
3255
3256         /* Clear the stat modifiers */
3257         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3258
3259
3260         /* Clear the Displayed/Real armor class */
3261         p_ptr->dis_ac = p_ptr->ac = 0;
3262
3263         /* Clear the Displayed/Real Bonuses */
3264         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3265         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3266         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3267         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3268         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3269         p_ptr->dis_to_a = p_ptr->to_a = 0;
3270         p_ptr->to_h_m = 0;
3271         p_ptr->to_d_m = 0;
3272
3273         p_ptr->to_m_chance = 0;
3274
3275         /* Clear the Extra Dice Bonuses */
3276         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3277         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3278
3279         /* Start with "normal" speed */
3280         new_speed = 110;
3281
3282         /* Start with a single blow per turn */
3283         p_ptr->num_blow[0] = 1;
3284         p_ptr->num_blow[1] = 1;
3285
3286         /* Start with a single shot per turn */
3287         p_ptr->num_fire = 100;
3288
3289         /* Reset the "xtra" tval */
3290         p_ptr->tval_xtra = 0;
3291
3292         /* Reset the "ammo" tval */
3293         p_ptr->tval_ammo = 0;
3294
3295         /* Clear all the flags */
3296         p_ptr->cursed = 0L;
3297         p_ptr->bless_blade = FALSE;
3298         p_ptr->xtra_might = FALSE;
3299         p_ptr->impact[0] = FALSE;
3300         p_ptr->impact[1] = FALSE;
3301         p_ptr->pass_wall = FALSE;
3302         p_ptr->kill_wall = FALSE;
3303         p_ptr->dec_mana = FALSE;
3304         p_ptr->easy_spell = FALSE;
3305         p_ptr->heavy_spell = FALSE;
3306         p_ptr->see_inv = FALSE;
3307         p_ptr->free_act = FALSE;
3308         p_ptr->slow_digest = FALSE;
3309         p_ptr->regenerate = FALSE;
3310         p_ptr->can_swim = FALSE;
3311         p_ptr->levitation = FALSE;
3312         p_ptr->hold_exp = FALSE;
3313         p_ptr->telepathy = FALSE;
3314         p_ptr->esp_animal = FALSE;
3315         p_ptr->esp_undead = FALSE;
3316         p_ptr->esp_demon = FALSE;
3317         p_ptr->esp_orc = FALSE;
3318         p_ptr->esp_troll = FALSE;
3319         p_ptr->esp_giant = FALSE;
3320         p_ptr->esp_dragon = FALSE;
3321         p_ptr->esp_human = FALSE;
3322         p_ptr->esp_evil = FALSE;
3323         p_ptr->esp_good = FALSE;
3324         p_ptr->esp_nonliving = FALSE;
3325         p_ptr->esp_unique = FALSE;
3326         p_ptr->lite = FALSE;
3327         p_ptr->sustain_str = FALSE;
3328         p_ptr->sustain_int = FALSE;
3329         p_ptr->sustain_wis = FALSE;
3330         p_ptr->sustain_con = FALSE;
3331         p_ptr->sustain_dex = FALSE;
3332         p_ptr->sustain_chr = FALSE;
3333         p_ptr->resist_acid = FALSE;
3334         p_ptr->resist_elec = FALSE;
3335         p_ptr->resist_fire = FALSE;
3336         p_ptr->resist_cold = FALSE;
3337         p_ptr->resist_pois = FALSE;
3338         p_ptr->resist_conf = FALSE;
3339         p_ptr->resist_sound = FALSE;
3340         p_ptr->resist_lite = FALSE;
3341         p_ptr->resist_dark = FALSE;
3342         p_ptr->resist_chaos = FALSE;
3343         p_ptr->resist_disen = FALSE;
3344         p_ptr->resist_shard = FALSE;
3345         p_ptr->resist_nexus = FALSE;
3346         p_ptr->resist_blind = FALSE;
3347         p_ptr->resist_neth = FALSE;
3348         p_ptr->resist_time = FALSE;
3349         p_ptr->resist_fear = FALSE;
3350         p_ptr->reflect = FALSE;
3351         p_ptr->sh_fire = FALSE;
3352         p_ptr->sh_elec = FALSE;
3353         p_ptr->sh_cold = FALSE;
3354         p_ptr->anti_magic = FALSE;
3355         p_ptr->anti_tele = FALSE;
3356         p_ptr->warning = FALSE;
3357         p_ptr->mighty_throw = FALSE;
3358         p_ptr->see_nocto = FALSE;
3359
3360         p_ptr->immune_acid = FALSE;
3361         p_ptr->immune_elec = FALSE;
3362         p_ptr->immune_fire = FALSE;
3363         p_ptr->immune_cold = FALSE;
3364
3365         p_ptr->ryoute = FALSE;
3366         p_ptr->migite = FALSE;
3367         p_ptr->hidarite = FALSE;
3368         p_ptr->no_flowed = FALSE;
3369
3370         p_ptr->align = friend_align;
3371
3372         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3373         else tmp_rp_ptr = &race_info[p_ptr->prace];
3374
3375         /* Base infravision (purely racial) */
3376         p_ptr->see_infra = tmp_rp_ptr->infra;
3377
3378         /* Base skill -- disarming */
3379         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3380
3381         /* Base skill -- magic devices */
3382         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3383
3384         /* Base skill -- saving throw */
3385         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3386
3387         /* Base skill -- stealth */
3388         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3389
3390         /* Base skill -- searching ability */
3391         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3392
3393         /* Base skill -- searching frequency */
3394         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3395
3396         /* Base skill -- combat (normal) */
3397         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3398
3399         /* Base skill -- combat (shooting) */
3400         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3401
3402         /* Base skill -- combat (throwing) */
3403         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3404
3405         /* Base skill -- digging */
3406         p_ptr->skill_dig = 0;
3407
3408         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3409         if (buki_motteruka(INVEN_LARM))
3410         {
3411                 p_ptr->hidarite = TRUE;
3412                 if (!p_ptr->migite) default_hand = 1;
3413         }
3414
3415         if (CAN_TWO_HANDS_WIELDING())
3416         {
3417                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3418                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3419                 {
3420                         p_ptr->ryoute = TRUE;
3421                 }
3422                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3423                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3424                 {
3425                         p_ptr->ryoute = TRUE;
3426                 }
3427                 else
3428                 {
3429                         switch (p_ptr->pclass)
3430                         {
3431                         case CLASS_MONK:
3432                         case CLASS_FORCETRAINER:
3433                         case CLASS_BERSERKER:
3434                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3435                                 {
3436                                         p_ptr->migite = TRUE;
3437                                         p_ptr->ryoute = TRUE;
3438                                 }
3439                                 break;
3440                         }
3441                 }
3442         }
3443
3444         if (!p_ptr->migite && !p_ptr->hidarite)
3445         {
3446                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3447                 else if (empty_hands_status == EMPTY_HAND_LARM)
3448                 {
3449                         p_ptr->hidarite = TRUE;
3450                         default_hand = 1;
3451                 }
3452         }
3453
3454         if (p_ptr->special_defense & KAMAE_MASK)
3455         {
3456                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3457                 {
3458                         set_action(ACTION_NONE);
3459                 }
3460         }
3461
3462         switch (p_ptr->pclass)
3463         {
3464                 case CLASS_WARRIOR:
3465                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3466                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3467                         break;
3468                 case CLASS_PALADIN:
3469                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3470                         break;
3471                 case CLASS_CHAOS_WARRIOR:
3472                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3473                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3474                         break;
3475                 case CLASS_MINDCRAFTER:
3476                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3477                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3478                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3479                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3480                         break;
3481                 case CLASS_MONK:
3482                 case CLASS_FORCETRAINER:
3483                         /* Unencumbered Monks become faster every 10 levels */
3484                         if (!(heavy_armor()))
3485                         {
3486                                 if (!(prace_is_(RACE_KLACKON) ||
3487                                       prace_is_(RACE_SPRITE) ||
3488                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3489                                         new_speed += (p_ptr->lev) / 10;
3490
3491                                 /* Free action if unencumbered at level 25 */
3492                                 if  (p_ptr->lev > 24)
3493                                         p_ptr->free_act = TRUE;
3494                         }
3495                         break;
3496                 case CLASS_SORCERER:
3497                         p_ptr->to_a -= 50;
3498                         p_ptr->dis_to_a -= 50;
3499                         break;
3500                 case CLASS_BARD:
3501                         p_ptr->resist_sound = TRUE;
3502                         break;
3503                 case CLASS_SAMURAI:
3504                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3505                         break;
3506                 case CLASS_BERSERKER:
3507                         p_ptr->shero = 1;
3508                         p_ptr->sustain_str = TRUE;
3509                         p_ptr->sustain_dex = TRUE;
3510                         p_ptr->sustain_con = TRUE;
3511                         p_ptr->regenerate = TRUE;
3512                         p_ptr->free_act = TRUE;
3513                         new_speed += 2;
3514                         if (p_ptr->lev > 29) new_speed++;
3515                         if (p_ptr->lev > 39) new_speed++;
3516                         if (p_ptr->lev > 44) new_speed++;
3517                         if (p_ptr->lev > 49) new_speed++;
3518                         p_ptr->to_a += 10+p_ptr->lev/2;
3519                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3520                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3521                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3522                         p_ptr->redraw |= PR_STATUS;
3523                         break;
3524                 case CLASS_MIRROR_MASTER:
3525                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3526                         break;
3527                 case CLASS_NINJA:
3528                         /* Unencumbered Ninjas become faster every 10 levels */
3529                         if (heavy_armor())
3530                         {
3531                                 new_speed -= (p_ptr->lev) / 10;
3532                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3533                         }
3534                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3535                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3536                         {
3537                                 new_speed += 3;
3538                                 if (!(prace_is_(RACE_KLACKON) ||
3539                                       prace_is_(RACE_SPRITE) ||
3540                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3541                                         new_speed += (p_ptr->lev) / 10;
3542                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3543
3544                                 /* Free action if unencumbered at level 25 */
3545                                 if  (p_ptr->lev > 24)
3546                                         p_ptr->free_act = TRUE;
3547                         }
3548                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3549                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3550                         {
3551                                 p_ptr->to_a += p_ptr->lev/2+5;
3552                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3553                         }
3554                         p_ptr->slow_digest = TRUE;
3555                         p_ptr->resist_fear = TRUE;
3556                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3557                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3558                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3559                         if (p_ptr->lev > 44)
3560                         {
3561                                 p_ptr->oppose_pois = 1;
3562                                 p_ptr->redraw |= PR_STATUS;
3563                         }
3564                         p_ptr->see_nocto = TRUE;
3565                         break;
3566         }
3567
3568         /***** Races ****/
3569         if (p_ptr->mimic_form)
3570         {
3571                 switch (p_ptr->mimic_form)
3572                 {
3573                 case MIMIC_DEMON:
3574                         p_ptr->hold_exp = TRUE;
3575                         p_ptr->resist_chaos = TRUE;
3576                         p_ptr->resist_neth = TRUE;
3577                         p_ptr->resist_fire = TRUE;
3578                         p_ptr->oppose_fire = 1;
3579                         p_ptr->see_inv=TRUE;
3580                         new_speed += 3;
3581                         p_ptr->redraw |= PR_STATUS;
3582                         p_ptr->to_a += 10;
3583                         p_ptr->dis_to_a += 10;
3584                         p_ptr->align -= 200;
3585                         break;
3586                 case MIMIC_DEMON_LORD:
3587                         p_ptr->hold_exp = TRUE;
3588                         p_ptr->resist_chaos = TRUE;
3589                         p_ptr->resist_neth = TRUE;
3590                         p_ptr->immune_fire = TRUE;
3591                         p_ptr->resist_acid = TRUE;
3592                         p_ptr->resist_fire = TRUE;
3593                         p_ptr->resist_cold = TRUE;
3594                         p_ptr->resist_elec = TRUE;
3595                         p_ptr->resist_pois = TRUE;
3596                         p_ptr->resist_conf = TRUE;
3597                         p_ptr->resist_disen = TRUE;
3598                         p_ptr->resist_nexus = TRUE;
3599                         p_ptr->resist_fear = TRUE;
3600                         p_ptr->sh_fire = TRUE;
3601                         p_ptr->see_inv = TRUE;
3602                         p_ptr->telepathy = TRUE;
3603                         p_ptr->levitation = TRUE;
3604                         p_ptr->kill_wall = TRUE;
3605                         new_speed += 5;
3606                         p_ptr->to_a += 20;
3607                         p_ptr->dis_to_a += 20;
3608                         p_ptr->align -= 200;
3609                         break;
3610                 case MIMIC_VAMPIRE:
3611                         p_ptr->resist_dark = TRUE;
3612                         p_ptr->hold_exp = TRUE;
3613                         p_ptr->resist_neth = TRUE;
3614                         p_ptr->resist_cold = TRUE;
3615                         p_ptr->resist_pois = TRUE;
3616                         p_ptr->see_inv = TRUE;
3617                         new_speed += 3;
3618                         p_ptr->to_a += 10;
3619                         p_ptr->dis_to_a += 10;
3620                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3621                         break;
3622                 }
3623         }
3624         else
3625         {
3626                 switch (p_ptr->prace)
3627                 {
3628                 case RACE_ELF:
3629                         p_ptr->resist_lite = TRUE;
3630                         break;
3631                 case RACE_HOBBIT:
3632                         p_ptr->hold_exp = TRUE;
3633                         break;
3634                 case RACE_GNOME:
3635                         p_ptr->free_act = TRUE;
3636                         break;
3637                 case RACE_DWARF:
3638                         p_ptr->resist_blind = TRUE;
3639                         break;
3640                 case RACE_HALF_ORC:
3641                         p_ptr->resist_dark = TRUE;
3642                         break;
3643                 case RACE_HALF_TROLL:
3644                         p_ptr->sustain_str = TRUE;
3645
3646                         if (p_ptr->lev > 14)
3647                         {
3648                                 /* High level trolls heal fast... */
3649                                 p_ptr->regenerate = TRUE;
3650
3651                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3652                                 {
3653                                         p_ptr->slow_digest = TRUE;
3654                                         /* Let's not make Regeneration
3655                                          * a disadvantage for the poor warriors who can
3656                                          * never learn a spell that satisfies hunger (actually
3657                                          * neither can rogues, but half-trolls are not
3658                                          * supposed to play rogues) */
3659                                 }
3660                         }
3661                         break;
3662                 case RACE_AMBERITE:
3663                         p_ptr->sustain_con = TRUE;
3664                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3665                         break;
3666                 case RACE_HIGH_ELF:
3667                         p_ptr->resist_lite = TRUE;
3668                         p_ptr->see_inv = TRUE;
3669                         break;
3670                 case RACE_BARBARIAN:
3671                         p_ptr->resist_fear = TRUE;
3672                         break;
3673                 case RACE_HALF_OGRE:
3674                         p_ptr->resist_dark = TRUE;
3675                         p_ptr->sustain_str = TRUE;
3676                         break;
3677                 case RACE_HALF_GIANT:
3678                         p_ptr->sustain_str = TRUE;
3679                         p_ptr->resist_shard = TRUE;
3680                         break;
3681                 case RACE_HALF_TITAN:
3682                         p_ptr->resist_chaos = TRUE;
3683                         break;
3684                 case RACE_CYCLOPS:
3685                         p_ptr->resist_sound = TRUE;
3686                         break;
3687                 case RACE_YEEK:
3688                         p_ptr->resist_acid = TRUE;
3689                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3690                         break;
3691                 case RACE_KLACKON:
3692                         p_ptr->resist_conf = TRUE;
3693                         p_ptr->resist_acid = TRUE;
3694
3695                         /* Klackons become faster */
3696                         new_speed += (p_ptr->lev) / 10;
3697                         break;
3698                 case RACE_KOBOLD:
3699                         p_ptr->resist_pois = TRUE;
3700                         break;
3701                 case RACE_NIBELUNG:
3702                         p_ptr->resist_disen = TRUE;
3703                         p_ptr->resist_dark = TRUE;
3704                         break;
3705                 case RACE_DARK_ELF:
3706                         p_ptr->resist_dark = TRUE;
3707                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3708                         break;
3709                 case RACE_DRACONIAN:
3710                         p_ptr->levitation = TRUE;
3711                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3712                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3713                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3714                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3715                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3716                         break;
3717                 case RACE_MIND_FLAYER:
3718                         p_ptr->sustain_int = TRUE;
3719                         p_ptr->sustain_wis = TRUE;
3720                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3721                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3722                         break;
3723                 case RACE_IMP:
3724                         p_ptr->resist_fire = TRUE;
3725                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3726                         break;
3727                 case RACE_GOLEM:
3728                         p_ptr->slow_digest = TRUE;
3729                         p_ptr->free_act = TRUE;
3730                         p_ptr->see_inv = TRUE;
3731                         p_ptr->resist_pois = TRUE;
3732                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3733                         break;
3734                 case RACE_SKELETON:
3735                         p_ptr->resist_shard = TRUE;
3736                         p_ptr->hold_exp = TRUE;
3737                         p_ptr->see_inv = TRUE;
3738                         p_ptr->resist_pois = TRUE;
3739                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3740                         break;
3741                 case RACE_ZOMBIE:
3742                         p_ptr->resist_neth = TRUE;
3743                         p_ptr->hold_exp = TRUE;
3744                         p_ptr->see_inv = TRUE;
3745                         p_ptr->resist_pois = TRUE;
3746                         p_ptr->slow_digest = TRUE;
3747                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3748                         break;
3749                 case RACE_VAMPIRE:
3750                         p_ptr->resist_dark = TRUE;
3751                         p_ptr->hold_exp = TRUE;
3752                         p_ptr->resist_neth = TRUE;
3753                         p_ptr->resist_cold = TRUE;
3754                         p_ptr->resist_pois = TRUE;
3755                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3756                         break;
3757                 case RACE_SPECTRE:
3758                         p_ptr->levitation = TRUE;
3759                         p_ptr->free_act = TRUE;
3760                         p_ptr->resist_neth = TRUE;
3761                         p_ptr->hold_exp = TRUE;
3762                         p_ptr->see_inv = TRUE;
3763                         p_ptr->resist_pois = TRUE;
3764                         p_ptr->slow_digest = TRUE;
3765                         p_ptr->resist_cold = TRUE;
3766                         p_ptr->pass_wall = TRUE;
3767                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3768                         break;
3769                 case RACE_SPRITE:
3770                         p_ptr->levitation = TRUE;
3771                         p_ptr->resist_lite = TRUE;
3772
3773                         /* Sprites become faster */
3774                         new_speed += (p_ptr->lev) / 10;
3775                         break;
3776                 case RACE_BEASTMAN:
3777                         p_ptr->resist_conf  = TRUE;
3778                         p_ptr->resist_sound = TRUE;
3779                         break;
3780                 case RACE_ENT:
3781                         /* Ents dig like maniacs, but only with their hands. */
3782                         if (!inventory[INVEN_RARM].k_idx) 
3783                                 p_ptr->skill_dig += p_ptr->lev * 10;
3784                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3785                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3786                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3787                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3788
3789                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3790                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3791                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3792
3793                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3794                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3795                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3796                         break;
3797                 case RACE_ANGEL:
3798                         p_ptr->levitation = TRUE;
3799                         p_ptr->see_inv = TRUE;
3800                         p_ptr->align += 200;
3801                         break;
3802                 case RACE_DEMON:
3803                         p_ptr->resist_fire  = TRUE;
3804                         p_ptr->resist_neth  = TRUE;
3805                         p_ptr->hold_exp = TRUE;
3806                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3807                         if (p_ptr->lev > 44)
3808                         {
3809                                 p_ptr->oppose_fire = 1;
3810                                 p_ptr->redraw |= PR_STATUS;
3811                         }
3812                         p_ptr->align -= 200;
3813                         break;
3814                 case RACE_DUNADAN:
3815                         p_ptr->sustain_con = TRUE;
3816                         break;
3817                 case RACE_S_FAIRY:
3818                         p_ptr->levitation = TRUE;
3819                         break;
3820                 case RACE_KUTAR:
3821                         p_ptr->resist_conf = TRUE;
3822                         break;
3823                 case RACE_ANDROID:
3824                         p_ptr->slow_digest = TRUE;
3825                         p_ptr->free_act = TRUE;
3826                         p_ptr->resist_pois = TRUE;
3827                         p_ptr->hold_exp = TRUE;
3828                         break;
3829                 default:
3830                         /* Do nothing */
3831                         ;
3832                 }
3833         }
3834
3835         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3836         {
3837                 p_ptr->see_inv = TRUE;
3838                 p_ptr->free_act = TRUE;
3839                 p_ptr->slow_digest = TRUE;
3840                 p_ptr->regenerate = TRUE;
3841                 p_ptr->levitation = TRUE;
3842                 p_ptr->hold_exp = TRUE;
3843                 p_ptr->telepathy = TRUE;
3844                 p_ptr->lite = TRUE;
3845                 p_ptr->sustain_str = TRUE;
3846                 p_ptr->sustain_int = TRUE;
3847                 p_ptr->sustain_wis = TRUE;
3848                 p_ptr->sustain_con = TRUE;
3849                 p_ptr->sustain_dex = TRUE;
3850                 p_ptr->sustain_chr = TRUE;
3851                 p_ptr->resist_acid = TRUE;
3852                 p_ptr->resist_elec = TRUE;
3853                 p_ptr->resist_fire = TRUE;
3854                 p_ptr->resist_cold = TRUE;
3855                 p_ptr->resist_pois = TRUE;
3856                 p_ptr->resist_conf = TRUE;
3857                 p_ptr->resist_sound = TRUE;
3858                 p_ptr->resist_lite = TRUE;
3859                 p_ptr->resist_dark = TRUE;
3860                 p_ptr->resist_chaos = TRUE;
3861                 p_ptr->resist_disen = TRUE;
3862                 p_ptr->resist_shard = TRUE;
3863                 p_ptr->resist_nexus = TRUE;
3864                 p_ptr->resist_blind = TRUE;
3865                 p_ptr->resist_neth = TRUE;
3866                 p_ptr->resist_fear = TRUE;
3867                 p_ptr->reflect = TRUE;
3868                 p_ptr->sh_fire = TRUE;
3869                 p_ptr->sh_elec = TRUE;
3870                 p_ptr->sh_cold = TRUE;
3871                 p_ptr->to_a += 100;
3872                 p_ptr->dis_to_a += 100;
3873         }
3874         /* Temporary shield */
3875         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3876         {
3877                 p_ptr->to_a += 50;
3878                 p_ptr->dis_to_a += 50;
3879         }
3880
3881         if (p_ptr->tim_res_nether)
3882         {
3883                 p_ptr->resist_neth = TRUE;
3884         }
3885         if (p_ptr->tim_sh_fire)
3886         {
3887                 p_ptr->sh_fire = TRUE;
3888         }
3889         if (p_ptr->tim_res_time)
3890         {
3891                 p_ptr->resist_time = TRUE;
3892         }
3893
3894         /* Sexy Gal */
3895         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3896         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3897         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3898         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3899
3900         /* Lucky man */
3901         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3902
3903         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3904         {
3905                 p_ptr->resist_blind = TRUE;
3906                 p_ptr->resist_conf  = TRUE;
3907                 p_ptr->hold_exp = TRUE;
3908                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3909
3910                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3911                         /* Munchkin become faster */
3912                         new_speed += (p_ptr->lev) / 10 + 5;
3913         }
3914
3915         if (music_singing(MUSIC_WALL))
3916         {
3917                 p_ptr->kill_wall = TRUE;
3918         }
3919
3920         /* Hack -- apply racial/class stat maxes */
3921         /* Apply the racial modifiers */
3922         for (i = 0; i < 6; i++)
3923         {
3924                 /* Modify the stats for "race" */
3925                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3926         }
3927
3928
3929         /* I'm adding the mutations here for the lack of a better place... */
3930         if (p_ptr->muta3)
3931         {
3932                 /* Hyper Strength */
3933                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3934                 {
3935                         p_ptr->stat_add[A_STR] += 4;
3936                 }
3937
3938                 /* Puny */
3939                 if (p_ptr->muta3 & MUT3_PUNY)
3940                 {
3941                         p_ptr->stat_add[A_STR] -= 4;
3942                 }
3943
3944                 /* Living computer */
3945                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3946                 {
3947                         p_ptr->stat_add[A_INT] += 4;
3948                         p_ptr->stat_add[A_WIS] += 4;
3949                 }
3950
3951                 /* Moronic */
3952                 if (p_ptr->muta3 & MUT3_MORONIC)
3953                 {
3954                         p_ptr->stat_add[A_INT] -= 4;
3955                         p_ptr->stat_add[A_WIS] -= 4;
3956                 }
3957
3958                 if (p_ptr->muta3 & MUT3_RESILIENT)
3959                 {
3960                         p_ptr->stat_add[A_CON] += 4;
3961                 }
3962
3963                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3964                 {
3965                         p_ptr->stat_add[A_CON] += 2;
3966                         new_speed -= 2;
3967                 }
3968
3969                 if (p_ptr->muta3 & MUT3_ALBINO)
3970                 {
3971                         p_ptr->stat_add[A_CON] -= 4;
3972                 }
3973
3974                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3975                 {
3976                         p_ptr->stat_add[A_CON] -= 2;
3977                         p_ptr->stat_add[A_CHR] -= 1;
3978                         p_ptr->regenerate = FALSE;
3979                         /* Cancel innate regeneration */
3980                 }
3981
3982                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3983                 {
3984                         p_ptr->stat_add[A_CHR] -= 4;
3985                 }
3986
3987                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3988                 {
3989                         p_ptr->stat_add[A_CHR] -= 1;
3990                 }
3991
3992                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3993                 {
3994                         p_ptr->skill_fos += 15;
3995                         p_ptr->skill_srh += 15;
3996                 }
3997
3998                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3999                 {
4000                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
4001                 }
4002
4003                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
4004                 {
4005                         p_ptr->skill_stl -= 3;
4006                 }
4007
4008                 if (p_ptr->muta3 & MUT3_INFRAVIS)
4009                 {
4010                         p_ptr->see_infra += 3;
4011                 }
4012
4013                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4014                 {
4015                         new_speed += 3;
4016                 }
4017
4018                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4019                 {
4020                         new_speed -= 3;
4021                 }
4022
4023                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4024                 {
4025                         p_ptr->sh_elec = TRUE;
4026                 }
4027
4028                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4029                 {
4030                         p_ptr->sh_fire = TRUE;
4031                         p_ptr->lite = TRUE;
4032                 }
4033
4034                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4035                 {
4036                         p_ptr->stat_add[A_CHR] -= 2;
4037                         p_ptr->to_a += 5;
4038                         p_ptr->dis_to_a += 5;
4039                 }
4040
4041                 if (p_ptr->muta3 & MUT3_SCALES)
4042                 {
4043                         p_ptr->stat_add[A_CHR] -= 1;
4044                         p_ptr->to_a += 10;
4045                         p_ptr->dis_to_a += 10;
4046                 }
4047
4048                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4049                 {
4050                         p_ptr->stat_add[A_DEX] -= 1;
4051                         p_ptr->to_a += 25;
4052                         p_ptr->dis_to_a += 25;
4053                 }
4054
4055                 if (p_ptr->muta3 & MUT3_WINGS)
4056                 {
4057                         p_ptr->levitation = TRUE;
4058                 }
4059
4060                 if (p_ptr->muta3 & MUT3_FEARLESS)
4061                 {
4062                         p_ptr->resist_fear = TRUE;
4063                 }
4064
4065                 if (p_ptr->muta3 & MUT3_REGEN)
4066                 {
4067                         p_ptr->regenerate = TRUE;
4068                 }
4069
4070                 if (p_ptr->muta3 & MUT3_ESP)
4071                 {
4072                         p_ptr->telepathy = TRUE;
4073                 }
4074
4075                 if (p_ptr->muta3 & MUT3_LIMBER)
4076                 {
4077                         p_ptr->stat_add[A_DEX] += 3;
4078                 }
4079
4080                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4081                 {
4082                         p_ptr->stat_add[A_DEX] -= 3;
4083                 }
4084
4085                 if (p_ptr->muta3 & MUT3_MOTION)
4086                 {
4087                         p_ptr->free_act = TRUE;
4088                         p_ptr->skill_stl += 1;
4089                 }
4090
4091                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4092                 {
4093                         p_ptr->stat_add[A_CHR] = 0;
4094                 }
4095         }
4096
4097         if (p_ptr->tsuyoshi)
4098         {
4099                 p_ptr->stat_add[A_STR] += 4;
4100                 p_ptr->stat_add[A_CON] += 4;
4101         }
4102
4103         /* Scan the usable inventory */
4104         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4105         {
4106                 int bonus_to_h, bonus_to_d;
4107                 o_ptr = &inventory[i];
4108
4109                 /* Skip non-objects */
4110                 if (!o_ptr->k_idx) continue;
4111
4112                 /* Extract the item flags */
4113                 object_flags(o_ptr, flgs);
4114
4115                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4116                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4117
4118                 /* Affect stats */
4119                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4120                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4121                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4122                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4123                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4124                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4125
4126                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4127
4128                 /* Affect stealth */
4129                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4130
4131                 /* Affect searching ability (factor of five) */
4132                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4133
4134                 /* Affect searching frequency (factor of five) */
4135                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4136
4137                 /* Affect infravision */
4138                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4139
4140                 /* Affect digging (factor of 20) */
4141                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4142
4143                 /* Affect speed */
4144                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4145
4146                 /* Affect blows */
4147                 if (have_flag(flgs, TR_BLOWS))
4148                 {
4149                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4150                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4151                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4152                 }
4153
4154                 /* Hack -- cause earthquakes */
4155                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4156
4157                 /* Various flags */
4158                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4159                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4160                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4161                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4162                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4163                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4164                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4165                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4166                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4167                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4168                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4169                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4170                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4171                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4172                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4173                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4174                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4175                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4176                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4177                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4178                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4179                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4180                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4181                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4182                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4183                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4184                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4185                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4186                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4187                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4188                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4189                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4190                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4191                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4192                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4193
4194                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4195                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4196                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4197                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4198                 if (have_flag(flgs, TR_WARNING)){
4199                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4200                           p_ptr->warning = TRUE;
4201                 }
4202
4203                 if (have_flag(flgs, TR_TELEPORT))
4204                 {
4205                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4206                         else
4207                         {
4208                                 cptr insc = quark_str(o_ptr->inscription);
4209
4210                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4211                                 {
4212                                         /*
4213                                          * {.} will stop random teleportation.
4214                                          */
4215                                 }
4216                                 else
4217                                 {
4218                                         /* Controlled random teleportation */
4219                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4220                                 }
4221                         }
4222                 }
4223
4224                 /* Immunity flags */
4225                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4226                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4227                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4228                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4229
4230                 /* Resistance flags */
4231                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4232                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4233                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4234                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4235                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4236                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4237                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4238                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4239                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4240                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4241                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4242                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4243                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4244                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4245                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4246                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4247
4248                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4249                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4250                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4251                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4252                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4253                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4254
4255                 /* Sustain flags */
4256                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4257                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4258                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4259                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4260                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4261                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4262
4263                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4264                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4265                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4266                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4267                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4268                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4269                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4270
4271                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4272                 {
4273                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4274                         {
4275                                 p_ptr->to_m_chance += 10;
4276                         }
4277                         else
4278                         {
4279                                 p_ptr->to_m_chance += 3;
4280                         }
4281                 }
4282
4283                 if (o_ptr->tval == TV_CAPTURE) continue;
4284
4285                 /* Modify the base armor class */
4286                 p_ptr->ac += o_ptr->ac;
4287
4288                 /* The base armor class is always known */
4289                 p_ptr->dis_ac += o_ptr->ac;
4290
4291                 /* Apply the bonuses to armor class */
4292                 p_ptr->to_a += o_ptr->to_a;
4293
4294                 /* Apply the mental bonuses to armor class, if known */
4295                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4296
4297                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4298                 {
4299                         int slot = i - INVEN_RARM;
4300                         if (slot < 2)
4301                         {
4302                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4303                                 {
4304                                         p_ptr->to_h[slot] -= 15;
4305                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4306                                 }
4307                                 else
4308                                 {
4309                                         p_ptr->to_h[slot] -= 5;
4310                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4311                                 }
4312                         }
4313                         else
4314                         {
4315                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4316                                 {
4317                                         p_ptr->to_h_b -= 15;
4318                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4319                                 }
4320                                 else
4321                                 {
4322                                         p_ptr->to_h_b -= 5;
4323                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4324                                 }
4325                         }
4326                 }
4327
4328                 if (o_ptr->curse_flags & TRC_LOW_AC)
4329                 {
4330                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4331                         {
4332                                 p_ptr->to_a -= 30;
4333                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4334                         }
4335                         else
4336                         {
4337                                 p_ptr->to_a -= 10;
4338                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4339                         }
4340                 }
4341
4342                 /* Hack -- do not apply "weapon" bonuses */
4343                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4344                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4345
4346                 /* Hack -- do not apply "bow" bonuses */
4347                 if (i == INVEN_BOW) continue;
4348
4349                 bonus_to_h = o_ptr->to_h;
4350                 bonus_to_d = o_ptr->to_d;
4351
4352                 if (p_ptr->pclass == CLASS_NINJA)
4353                 {
4354                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4355                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4356                 }
4357
4358                 /* To Bow and Natural attack */
4359
4360                 /* Apply the bonuses to hit/damage */
4361                 p_ptr->to_h_b += bonus_to_h;
4362                 p_ptr->to_h_m += bonus_to_h;
4363                 p_ptr->to_d_m += bonus_to_d;
4364
4365                 /* Apply the mental bonuses tp hit/damage, if known */
4366                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4367
4368                 /* To Melee */
4369                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4370                 {
4371                         /* Apply the bonuses to hit/damage */
4372                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4373                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4374
4375                         /* Apply the mental bonuses tp hit/damage, if known */
4376                         if (object_is_known(o_ptr))
4377                         {
4378                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4379                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4380                         }
4381                 }
4382                 else if (p_ptr->migite && p_ptr->hidarite)
4383                 {
4384                         /* Apply the bonuses to hit/damage */
4385                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4386                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4387                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4388                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4389
4390                         /* Apply the mental bonuses tp hit/damage, if known */
4391                         if (object_is_known(o_ptr))
4392                         {
4393                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4394                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4395                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4396                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4397                         }
4398                 }
4399                 else
4400                 {
4401                         /* Apply the bonuses to hit/damage */
4402                         p_ptr->to_h[default_hand] += bonus_to_h;
4403                         p_ptr->to_d[default_hand] += bonus_to_d;
4404
4405                         /* Apply the mental bonuses to hit/damage, if known */
4406                         if (object_is_known(o_ptr))
4407                         {
4408                                 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4409                                 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4410                         }
4411                 }
4412         }
4413
4414         if (old_mighty_throw != p_ptr->mighty_throw)
4415         {
4416                 /* Redraw average damege display of Shuriken */
4417                 p_ptr->window |= PW_INVEN;
4418         }
4419
4420         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4421
4422         /* Monks get extra ac for armour _not worn_ */
4423         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4424         {
4425                 if (!(inventory[INVEN_BODY].k_idx))
4426                 {
4427                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4428                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4429                 }
4430                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4431                 {
4432                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4433                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4434                 }
4435                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4436                 {
4437                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4438                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4439                 }
4440                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4441                 {
4442                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4443                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4444                 }
4445                 if (!(inventory[INVEN_HANDS].k_idx))
4446                 {
4447                         p_ptr->to_a += (p_ptr->lev / 2);
4448                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4449                 }
4450                 if (!(inventory[INVEN_FEET].k_idx))
4451                 {
4452                         p_ptr->to_a += (p_ptr->lev / 3);
4453                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4454                 }
4455                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4456                 {
4457                         p_ptr->stat_add[A_STR] += 2;
4458                         p_ptr->stat_add[A_DEX] += 2;
4459                         p_ptr->stat_add[A_CON] -= 3;
4460                 }
4461                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4462                 {
4463                 }
4464                 else if (p_ptr->special_defense & KAMAE_GENBU)
4465                 {
4466                         p_ptr->stat_add[A_INT] -= 1;
4467                         p_ptr->stat_add[A_WIS] -= 1;
4468                         p_ptr->stat_add[A_DEX] -= 2;
4469                         p_ptr->stat_add[A_CON] += 3;
4470                 }
4471                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4472                 {
4473                         p_ptr->stat_add[A_STR] -= 2;
4474                         p_ptr->stat_add[A_INT] += 1;
4475                         p_ptr->stat_add[A_WIS] += 1;
4476                         p_ptr->stat_add[A_DEX] += 2;
4477                         p_ptr->stat_add[A_CON] -= 2;
4478                 }
4479         }
4480
4481         if (p_ptr->special_defense & KATA_KOUKIJIN)
4482         {
4483                 for (i = 0; i < 6; i++)
4484                         p_ptr->stat_add[i] += 5;
4485                 p_ptr->to_a -= 50;
4486                 p_ptr->dis_to_a -= 50;
4487         }
4488
4489         /* Hack -- aura of fire also provides light */
4490         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4491
4492         /* Golems also get an intrinsic AC bonus */
4493         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4494         {
4495                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4496                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4497         }
4498
4499         /* Hex bonuses */
4500         if (p_ptr->realm1 == REALM_HEX)
4501         {
4502                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4503                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4504                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4505                 if (hex_spelling(HEX_BUILDING))
4506                 {
4507                         p_ptr->stat_add[A_STR] += 4;
4508                         p_ptr->stat_add[A_DEX] += 4;
4509                         p_ptr->stat_add[A_CON] += 4;
4510                 }
4511                 if (hex_spelling(HEX_DEMON_AURA))
4512                 {
4513                         p_ptr->sh_fire = TRUE;
4514                         p_ptr->regenerate = TRUE;
4515                 }
4516                 if (hex_spelling(HEX_ICE_ARMOR))
4517                 {
4518                         p_ptr->sh_cold = TRUE; 
4519                         p_ptr->to_a += 30;
4520                         p_ptr->dis_to_a += 30;
4521                 }
4522                 if (hex_spelling(HEX_SHOCK_CLOAK))
4523                 {
4524                         p_ptr->sh_elec = TRUE;
4525                         new_speed += 3;
4526                 }
4527                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4528                 {
4529                         int ac = 0;
4530                         o_ptr = &inventory[i];
4531                         if (!o_ptr->k_idx) continue;
4532                         if (!object_is_armour(o_ptr)) continue;
4533                         if (!object_is_cursed(o_ptr)) continue;
4534                         ac += 5;
4535                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4536                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4537                         p_ptr->to_a += ac;
4538                         p_ptr->dis_to_a += ac;
4539                 }
4540         }
4541
4542         /* Calculate stats */
4543         for (i = 0; i < 6; i++)
4544         {
4545                 int top, use, ind;
4546
4547                 /* Extract the new "stat_use" value for the stat */
4548                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4549
4550                 /* Notice changes */
4551                 if (p_ptr->stat_top[i] != top)
4552                 {
4553                         /* Save the new value */
4554                         p_ptr->stat_top[i] = top;
4555
4556                         /* Redisplay the stats later */
4557                         p_ptr->redraw |= (PR_STATS);
4558
4559                         /* Window stuff */
4560                         p_ptr->window |= (PW_PLAYER);
4561                 }
4562
4563
4564                 /* Extract the new "stat_use" value for the stat */
4565                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4566
4567                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4568                 {
4569                         /* 10 to 18/90 charisma, guaranteed, based on level */
4570                         if (use < 8 + 2 * p_ptr->lev)
4571                         {
4572                                 use = 8 + 2 * p_ptr->lev;
4573                         }
4574                 }
4575
4576                 /* Notice changes */
4577                 if (p_ptr->stat_use[i] != use)
4578                 {
4579                         /* Save the new value */
4580                         p_ptr->stat_use[i] = use;
4581
4582                         /* Redisplay the stats later */
4583                         p_ptr->redraw |= (PR_STATS);
4584
4585                         /* Window stuff */
4586                         p_ptr->window |= (PW_PLAYER);
4587                 }
4588
4589
4590                 /* Values: 3, 4, ..., 17 */
4591                 if (use <= 18) ind = (use - 3);
4592
4593                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4594                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4595
4596                 /* Range: 18/220+ */
4597                 else ind = (37);
4598
4599                 /* Notice changes */
4600                 if (p_ptr->stat_ind[i] != ind)
4601                 {
4602                         /* Save the new index */
4603                         p_ptr->stat_ind[i] = ind;
4604
4605                         /* Change in CON affects Hitpoints */
4606                         if (i == A_CON)
4607                         {
4608                                 p_ptr->update |= (PU_HP);
4609                         }
4610
4611                         /* Change in INT may affect Mana/Spells */
4612                         else if (i == A_INT)
4613                         {
4614                                 if (mp_ptr->spell_stat == A_INT)
4615                                 {
4616                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4617                                 }
4618                         }
4619
4620                         /* Change in WIS may affect Mana/Spells */
4621                         else if (i == A_WIS)
4622                         {
4623                                 if (mp_ptr->spell_stat == A_WIS)
4624                                 {
4625                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4626                                 }
4627                         }
4628
4629                         /* Change in WIS may affect Mana/Spells */
4630                         else if (i == A_CHR)
4631                         {
4632                                 if (mp_ptr->spell_stat == A_CHR)
4633                                 {
4634                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4635                                 }
4636                         }
4637
4638                         /* Window stuff */
4639                         p_ptr->window |= (PW_PLAYER);
4640                 }
4641         }
4642
4643
4644         /* Apply temporary "stun" */
4645         if (p_ptr->stun > 50)
4646         {
4647                 p_ptr->to_h[0] -= 20;
4648                 p_ptr->to_h[1] -= 20;
4649                 p_ptr->to_h_b  -= 20;
4650                 p_ptr->to_h_m  -= 20;
4651                 p_ptr->dis_to_h[0] -= 20;
4652                 p_ptr->dis_to_h[1] -= 20;
4653                 p_ptr->dis_to_h_b  -= 20;
4654                 p_ptr->to_d[0] -= 20;
4655                 p_ptr->to_d[1] -= 20;
4656                 p_ptr->to_d_m -= 20;
4657                 p_ptr->dis_to_d[0] -= 20;
4658                 p_ptr->dis_to_d[1] -= 20;
4659         }
4660         else if (p_ptr->stun)
4661         {
4662                 p_ptr->to_h[0] -= 5;
4663                 p_ptr->to_h[1] -= 5;
4664                 p_ptr->to_h_b -= 5;
4665                 p_ptr->to_h_m -= 5;
4666                 p_ptr->dis_to_h[0] -= 5;
4667                 p_ptr->dis_to_h[1] -= 5;
4668                 p_ptr->dis_to_h_b -= 5;
4669                 p_ptr->to_d[0] -= 5;
4670                 p_ptr->to_d[1] -= 5;
4671                 p_ptr->to_d_m -= 5;
4672                 p_ptr->dis_to_d[0] -= 5;
4673                 p_ptr->dis_to_d[1] -= 5;
4674         }
4675
4676         /* Wraith form */
4677         if (p_ptr->wraith_form)
4678         {
4679                 p_ptr->reflect = TRUE;
4680                 p_ptr->pass_wall = TRUE;
4681         }
4682
4683         if (p_ptr->kabenuke)
4684         {
4685                 p_ptr->pass_wall = TRUE;
4686         }
4687
4688         /* Temporary blessing */
4689         if (IS_BLESSED())
4690         {
4691                 p_ptr->to_a += 5;
4692                 p_ptr->dis_to_a += 5;
4693                 p_ptr->to_h[0] += 10;
4694                 p_ptr->to_h[1] += 10;
4695                 p_ptr->to_h_b  += 10;
4696                 p_ptr->to_h_m  += 10;
4697                 p_ptr->dis_to_h[0] += 10;
4698                 p_ptr->dis_to_h[1] += 10;
4699                 p_ptr->dis_to_h_b += 10;
4700         }
4701
4702         if (p_ptr->magicdef)
4703         {
4704                 p_ptr->resist_blind = TRUE;
4705                 p_ptr->resist_conf = TRUE;
4706                 p_ptr->reflect = TRUE;
4707                 p_ptr->free_act = TRUE;
4708                 p_ptr->levitation = TRUE;
4709         }
4710
4711         /* Temporary "Hero" */
4712         if (IS_HERO())
4713         {
4714                 p_ptr->to_h[0] += 12;
4715                 p_ptr->to_h[1] += 12;
4716                 p_ptr->to_h_b  += 12;
4717                 p_ptr->to_h_m  += 12;
4718                 p_ptr->dis_to_h[0] += 12;
4719                 p_ptr->dis_to_h[1] += 12;
4720                 p_ptr->dis_to_h_b  += 12;
4721         }
4722
4723         /* Temporary "Beserk" */
4724         if (p_ptr->shero)
4725         {
4726                 p_ptr->to_h[0] += 12;
4727                 p_ptr->to_h[1] += 12;
4728                 p_ptr->to_h_b  -= 12;
4729                 p_ptr->to_h_m  += 12;
4730                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4731                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4732                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4733                 p_ptr->dis_to_h[0] += 12;
4734                 p_ptr->dis_to_h[1] += 12;
4735                 p_ptr->dis_to_h_b  -= 12;
4736                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4737                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4738                 p_ptr->to_a -= 10;
4739                 p_ptr->dis_to_a -= 10;
4740                 p_ptr->skill_stl -= 7;
4741                 p_ptr->skill_dev -= 20;
4742                 p_ptr->skill_sav -= 30;
4743                 p_ptr->skill_srh -= 15;
4744                 p_ptr->skill_fos -= 15;
4745                 p_ptr->skill_tht -= 20;
4746                 p_ptr->skill_dig += 30;
4747         }
4748
4749         /* Temporary "fast" */
4750         if (IS_FAST())
4751         {
4752                 new_speed += 10;
4753         }
4754
4755         /* Temporary "slow" */
4756         if (p_ptr->slow)
4757         {
4758                 new_speed -= 10;
4759         }
4760
4761         /* Temporary "telepathy" */
4762         if (IS_TIM_ESP())
4763         {
4764                 p_ptr->telepathy = TRUE;
4765         }
4766
4767         if (p_ptr->ele_immune)
4768         {
4769                 if (p_ptr->special_defense & DEFENSE_ACID)
4770                         p_ptr->immune_acid = TRUE;
4771                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4772                         p_ptr->immune_elec = TRUE;
4773                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4774                         p_ptr->immune_fire = TRUE;
4775                 else if (p_ptr->special_defense & DEFENSE_COLD)
4776                         p_ptr->immune_cold = TRUE;
4777         }
4778
4779         /* Temporary see invisible */
4780         if (p_ptr->tim_invis)
4781         {
4782                 p_ptr->see_inv = TRUE;
4783         }
4784
4785         /* Temporary infravision boost */
4786         if (p_ptr->tim_infra)
4787         {
4788                 p_ptr->see_infra+=3;
4789         }
4790
4791         /* Temporary regeneration boost */
4792         if (p_ptr->tim_regen)
4793         {
4794                 p_ptr->regenerate = TRUE;
4795         }
4796
4797         /* Temporary levitation */
4798         if (p_ptr->tim_levitation)
4799         {
4800                 p_ptr->levitation = TRUE;
4801         }
4802
4803         /* Temporary reflection */
4804         if (p_ptr->tim_reflect)
4805         {
4806                 p_ptr->reflect = TRUE;
4807         }
4808
4809         /* Hack -- Hero/Shero -> Res fear */
4810         if (IS_HERO() || p_ptr->shero)
4811         {
4812                 p_ptr->resist_fear = TRUE;
4813         }
4814
4815
4816         /* Hack -- Telepathy Change */
4817         if (p_ptr->telepathy != old_telepathy)
4818         {
4819                 p_ptr->update |= (PU_MONSTERS);
4820         }
4821
4822         if ((p_ptr->esp_animal != old_esp_animal) ||
4823             (p_ptr->esp_undead != old_esp_undead) ||
4824             (p_ptr->esp_demon != old_esp_demon) ||
4825             (p_ptr->esp_orc != old_esp_orc) ||
4826             (p_ptr->esp_troll != old_esp_troll) ||
4827             (p_ptr->esp_giant != old_esp_giant) ||
4828             (p_ptr->esp_dragon != old_esp_dragon) ||
4829             (p_ptr->esp_human != old_esp_human) ||
4830             (p_ptr->esp_evil != old_esp_evil) ||
4831             (p_ptr->esp_good != old_esp_good) ||
4832             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4833             (p_ptr->esp_unique != old_esp_unique))
4834         {
4835                 p_ptr->update |= (PU_MONSTERS);
4836         }
4837
4838         /* Hack -- See Invis Change */
4839         if (p_ptr->see_inv != old_see_inv)
4840         {
4841                 p_ptr->update |= (PU_MONSTERS);
4842         }
4843
4844         /* Bloating slows the player down (a little) */
4845         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4846
4847         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4848
4849         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4850             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4851         {
4852                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4853                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4854         }
4855
4856         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4857         {
4858                 int penalty1, penalty2;
4859                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4860                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4861                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4862                 {
4863                         penalty1 = penalty1 / 2 - 5;
4864                         penalty2 = penalty2 / 2 - 5;
4865                         new_speed += 7;
4866                         p_ptr->to_a += 10;
4867                         p_ptr->dis_to_a += 10;
4868                 }
4869                 if (easy_2weapon)
4870                 {
4871                         if (penalty1 > 0) penalty1 /= 2;
4872                         if (penalty2 > 0) penalty2 /= 2;
4873                 }
4874                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4875                 {
4876                         penalty1 = MAX(0, penalty1 - 10);
4877                         penalty2 = MAX(0, penalty2 - 10);
4878                 }
4879                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4880                 {
4881                         penalty1 = MIN(0, penalty1);
4882                         penalty2 = MIN(0, penalty2);
4883                         p_ptr->to_a += 10;
4884                         p_ptr->dis_to_a += 10;
4885                 }
4886                 else
4887                 {
4888                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4889                                 penalty1 /= 2;
4890                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4891                                 penalty2 /= 2;
4892                 }
4893                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4894                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4895                 p_ptr->to_h[0] -= penalty1;
4896                 p_ptr->to_h[1] -= penalty2;
4897                 p_ptr->dis_to_h[0] -= penalty1;
4898                 p_ptr->dis_to_h[1] -= penalty2;
4899         }
4900
4901         /* Extract the current weight (in tenth pounds) */
4902         j = p_ptr->total_weight;
4903
4904         if (!p_ptr->riding)
4905         {
4906                 /* Extract the "weight limit" (in tenth pounds) */
4907                 i = (int)weight_limit();
4908         }
4909         else
4910         {
4911                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4912                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4913                 int speed = riding_m_ptr->mspeed;
4914
4915                 if (riding_m_ptr->mspeed > 110)
4916                 {
4917                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4918                         if (new_speed < 110) new_speed = 110;
4919                 }
4920                 else
4921                 {
4922                         new_speed = speed;
4923                 }
4924                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4925                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4926                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4927                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4928                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4929
4930                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4931                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4932
4933                 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;
4934
4935                 /* Extract the "weight limit" */
4936                 i = 1500 + riding_r_ptr->level * 25;
4937         }
4938
4939         /* XXX XXX XXX Apply "encumbrance" from weight */
4940         if (j > i) new_speed -= ((j - i) / (i / 5));
4941
4942         /* Searching slows the player down */
4943         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4944
4945         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4946         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4947         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4948         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4949         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4950         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4951         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4952         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4953         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4954         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4955         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4956         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4957         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4958
4959         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4960         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4961         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4962         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4963         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4964         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4965         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4966         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4967         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4968         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4969
4970
4971         /* Obtain the "hold" value */
4972         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4973
4974
4975         /* Examine the "current bow" */
4976         o_ptr = &inventory[INVEN_BOW];
4977
4978         /* It is hard to carholdry a heavy bow */
4979         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4980         if (p_ptr->heavy_shoot)
4981         {
4982                 /* Hard to wield a heavy bow */
4983                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4984                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4985         }
4986
4987         /* Compute "extra shots" if needed */
4988         if (o_ptr->k_idx)
4989         {
4990                 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
4991
4992                 /* Apply special flags */
4993                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4994                 {
4995                         /* Extra shots */
4996                         p_ptr->num_fire = calc_num_fire(o_ptr);
4997
4998                         /* Snipers love Cross bows */
4999                         if ((p_ptr->pclass == CLASS_SNIPER) &&
5000                                 (p_ptr->tval_ammo == TV_BOLT))
5001                         {
5002                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
5003                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
5004                         }
5005                 }
5006         }
5007
5008         if (p_ptr->ryoute) hold *= 2;
5009
5010         for(i = 0 ; i < 2 ; i++)
5011         {
5012                 /* Examine the "main weapon" */
5013                 o_ptr = &inventory[INVEN_RARM+i];
5014
5015                 object_flags(o_ptr, flgs);
5016
5017                 /* Assume not heavy */
5018                 p_ptr->heavy_wield[i] = FALSE;
5019                 p_ptr->icky_wield[i] = FALSE;
5020                 p_ptr->riding_wield[i] = FALSE;
5021
5022                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5023                 /* It is hard to hold a heavy weapon */
5024                 if (hold < o_ptr->weight / 10)
5025                 {
5026                         /* Hard to wield a heavy weapon */
5027                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5028                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5029
5030                         /* Heavy weapon */
5031                         p_ptr->heavy_wield[i] = TRUE;
5032                 }
5033                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5034
5035                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5036                 {
5037                         p_ptr->to_a += 5;
5038                         p_ptr->dis_to_a += 5;
5039                 }
5040
5041                 /* Normal weapons */
5042                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5043                 {
5044                         int str_index, dex_index;
5045
5046                         int num = 0, wgt = 0, mul = 0, div = 0;
5047
5048                         /* Analyze the class */
5049                         switch (p_ptr->pclass)
5050                         {
5051                                 /* Warrior */
5052                                 case CLASS_WARRIOR:
5053                                         num = 6; wgt = 70; mul = 5; break;
5054
5055                                 /* Berserker */
5056                                 case CLASS_BERSERKER:
5057                                         num = 6; wgt = 70; mul = 7; break;
5058
5059                                 /* Mage */
5060                                 case CLASS_MAGE:
5061                                 case CLASS_HIGH_MAGE:
5062                                 case CLASS_BLUE_MAGE:
5063                                         num = 3; wgt = 100; mul = 2; break;
5064
5065                                 /* Priest, Mindcrafter, Magic-Eater */
5066                                 case CLASS_PRIEST:
5067                                 case CLASS_MAGIC_EATER:
5068                                 case CLASS_MINDCRAFTER:
5069                                         num = 5; wgt = 100; mul = 3; break;
5070
5071                                 /* Rogue */
5072                                 case CLASS_ROGUE:
5073                                         num = 5; wgt = 40; mul = 3; break;
5074
5075                                 /* Ranger */
5076                                 case CLASS_RANGER:
5077                                         num = 5; wgt = 70; mul = 4; break;
5078
5079                                 /* Paladin */
5080                                 case CLASS_PALADIN:
5081                                 case CLASS_SAMURAI:
5082                                         num = 5; wgt = 70; mul = 4; break;
5083
5084                                 /* Weaponsmith */
5085                                 case CLASS_SMITH:
5086                                         num = 5; wgt = 150; mul = 5; break;
5087
5088                                 /* Warrior-Mage */
5089                                 case CLASS_WARRIOR_MAGE:
5090                                 case CLASS_RED_MAGE:
5091                                         num = 5; wgt = 70; mul = 3; break;
5092
5093                                 /* Chaos Warrior */
5094                                 case CLASS_CHAOS_WARRIOR:
5095                                         num = 5; wgt = 70; mul = 4; break;
5096
5097                                 /* Monk */
5098                                 case CLASS_MONK:
5099                                         num = 5; wgt = 60; mul = 3; break;
5100
5101                                 /* Tourist */
5102                                 case CLASS_TOURIST:
5103                                         num = 4; wgt = 100; mul = 3; break;
5104
5105                                 /* Imitator */
5106                                 case CLASS_IMITATOR:
5107                                         num = 5; wgt = 70; mul = 4; break;
5108
5109                                 /* Beastmaster */
5110                                 case CLASS_BEASTMASTER:
5111                                         num = 5; wgt = 70; mul = 3; break;
5112
5113                                 /* Cavalry */
5114                                 case CLASS_CAVALRY:
5115                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5116                                         else {num = 5; wgt = 100; mul = 3;}
5117                                         break;
5118
5119                                 /* Sorcerer */
5120                                 case CLASS_SORCERER:
5121                                         num = 1; wgt = 1; mul = 1; break;
5122
5123                                 /* Archer, Bard, Sniper */
5124                                 case CLASS_ARCHER:
5125                                 case CLASS_BARD:
5126                                 case CLASS_SNIPER:
5127                                         num = 4; wgt = 70; mul = 2; break;
5128
5129                                 /* ForceTrainer */
5130                                 case CLASS_FORCETRAINER:
5131                                         num = 4; wgt = 60; mul = 2; break;
5132
5133                                 /* Mirror Master */
5134                                 case CLASS_MIRROR_MASTER:
5135                                         num = 3; wgt = 100; mul = 3; break;
5136
5137                                 /* Ninja */
5138                                 case CLASS_NINJA:
5139                                         num = 4; wgt = 20; mul = 1; break;
5140                         }
5141
5142                         /* Hex - extra mights gives +1 bonus to max blows */
5143                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5144
5145                         /* Enforce a minimum "weight" (tenth pounds) */
5146                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5147
5148                         /* Access the strength vs weight */
5149                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5150
5151                         if (p_ptr->ryoute && !omoi) str_index++;
5152                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5153
5154                         /* Maximal value */
5155                         if (str_index > 11) str_index = 11;
5156
5157                         /* Index by dexterity */
5158                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5159
5160                         /* Maximal value */
5161                         if (dex_index > 11) dex_index = 11;
5162
5163                         /* Use the blows table */
5164                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5165
5166                         /* Maximal value */
5167                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5168
5169                         /* Add in the "bonus blows" */
5170                         p_ptr->num_blow[i] += extra_blows[i];
5171
5172
5173                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5174                         else if (p_ptr->pclass == CLASS_BERSERKER)
5175                         {
5176                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5177                         }
5178                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5179
5180                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5181
5182                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5183
5184
5185                         /* Require at least one blow */
5186                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5187
5188                         /* Boost digging skill by weapon weight */
5189                         p_ptr->skill_dig += (o_ptr->weight / 10);
5190                 }
5191
5192                 /* Assume okay */
5193                 /* Priest weapon penalty for non-blessed edged weapons */
5194                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5195                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5196                 {
5197                         /* Reduce the real bonuses */
5198                         p_ptr->to_h[i] -= 2;
5199                         p_ptr->to_d[i] -= 2;
5200
5201                         /* Reduce the mental bonuses */
5202                         p_ptr->dis_to_h[i] -= 2;
5203                         p_ptr->dis_to_d[i] -= 2;
5204
5205                         /* Icky weapon */
5206                         p_ptr->icky_wield[i] = TRUE;
5207                 }
5208                 else if (p_ptr->pclass == CLASS_BERSERKER)
5209                 {
5210                         p_ptr->to_h[i] += p_ptr->lev/5;
5211                         p_ptr->to_d[i] += p_ptr->lev/6;
5212                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5213                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5214                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5215                         {
5216                                 p_ptr->to_h[i] += p_ptr->lev/5;
5217                                 p_ptr->to_d[i] += p_ptr->lev/6;
5218                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5219                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5220                         }
5221                 }
5222                 else if (p_ptr->pclass == CLASS_SORCERER)
5223                 {
5224                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5225                         {
5226                                 /* Reduce the real bonuses */
5227                                 p_ptr->to_h[i] -= 200;
5228                                 p_ptr->to_d[i] -= 200;
5229
5230                                 /* Reduce the mental bonuses */
5231                                 p_ptr->dis_to_h[i] -= 200;
5232                                 p_ptr->dis_to_d[i] -= 200;
5233
5234                                 /* Icky weapon */
5235                                 p_ptr->icky_wield[i] = TRUE;
5236                         }
5237                         else
5238                         {
5239                                 /* Reduce the real bonuses */
5240                                 p_ptr->to_h[i] -= 30;
5241                                 p_ptr->to_d[i] -= 10;
5242
5243                                 /* Reduce the mental bonuses */
5244                                 p_ptr->dis_to_h[i] -= 30;
5245                                 p_ptr->dis_to_d[i] -= 10;
5246                         }
5247                 }
5248                 /* Hex bonuses */
5249                 if (p_ptr->realm1 == REALM_HEX)
5250                 {
5251                         if (object_is_cursed(o_ptr))
5252                         {
5253                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5254                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5255                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5256                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5257                                 if (hex_spelling(HEX_RUNESWORD))
5258                                 {
5259                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5260                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5261                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5262                                 }
5263                         }
5264                 }
5265                 if (p_ptr->riding)
5266                 {
5267                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5268                         {
5269                                 p_ptr->to_h[i] +=15;
5270                                 p_ptr->dis_to_h[i] +=15;
5271                                 p_ptr->to_dd[i] += 2;
5272                         }
5273                         else if (!(have_flag(flgs, TR_RIDING)))
5274                         {
5275                                 int penalty;
5276                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5277                                 {
5278                                         penalty = 5;
5279                                 }
5280                                 else
5281                                 {
5282                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5283                                         penalty += 30;
5284                                         if (penalty < 30) penalty = 30;
5285                                 }
5286                                 p_ptr->to_h[i] -= penalty;
5287                                 p_ptr->dis_to_h[i] -= penalty;
5288
5289                                 /* Riding weapon */
5290                                 p_ptr->riding_wield[i] = TRUE;
5291                         }
5292                 }
5293         }
5294
5295         if (p_ptr->riding)
5296         {
5297                 int penalty = 0;
5298
5299                 p_ptr->riding_ryoute = FALSE;
5300
5301                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5302                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5303                 {
5304                         switch (p_ptr->pclass)
5305                         {
5306                         case CLASS_MONK:
5307                         case CLASS_FORCETRAINER:
5308                         case CLASS_BERSERKER:
5309                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5310                                         p_ptr->riding_ryoute = TRUE;
5311                                 break;
5312                         }
5313                 }
5314
5315                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5316                 {
5317                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5318                 }
5319                 else
5320                 {
5321                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5322                         penalty += 30;
5323                         if (penalty < 30) penalty = 30;
5324                 }
5325                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5326                 p_ptr->to_h_b -= penalty;
5327                 p_ptr->dis_to_h_b -= penalty;
5328         }
5329
5330         /* Different calculation for monks with empty hands */
5331         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5332                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5333         {
5334                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5335                 p_ptr->num_blow[0] = 0;
5336
5337                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5338                 {
5339                         if (blow_base > 18) p_ptr->num_blow[0]++;
5340                         if (blow_base > 31) p_ptr->num_blow[0]++;
5341                         if (blow_base > 44) p_ptr->num_blow[0]++;
5342                         if (blow_base > 58) p_ptr->num_blow[0]++;
5343                         if (p_ptr->magic_num1[0])
5344                         {
5345                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5346                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5347                         }
5348                 }
5349                 else
5350                 {
5351                         if (blow_base > 12) p_ptr->num_blow[0]++;
5352                         if (blow_base > 22) p_ptr->num_blow[0]++;
5353                         if (blow_base > 31) p_ptr->num_blow[0]++;
5354                         if (blow_base > 39) p_ptr->num_blow[0]++;
5355                         if (blow_base > 46) p_ptr->num_blow[0]++;
5356                         if (blow_base > 53) p_ptr->num_blow[0]++;
5357                         if (blow_base > 59) p_ptr->num_blow[0]++;
5358                 }
5359
5360                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5361                         p_ptr->num_blow[0] /= 2;
5362                 else
5363                 {
5364                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5365                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5366
5367                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5368                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5369                 }
5370
5371                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5372                 {
5373                         p_ptr->to_a -= 40;
5374                         p_ptr->dis_to_a -= 40;
5375                         
5376                 }
5377                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5378                 {
5379                         p_ptr->to_a -= 50;
5380                         p_ptr->dis_to_a -= 50;
5381                         p_ptr->resist_acid = TRUE;
5382                         p_ptr->resist_fire = TRUE;
5383                         p_ptr->resist_elec = TRUE;
5384                         p_ptr->resist_cold = TRUE;
5385                         p_ptr->resist_pois = TRUE;
5386                         p_ptr->sh_fire = TRUE;
5387                         p_ptr->sh_elec = TRUE;
5388                         p_ptr->sh_cold = TRUE;
5389                         p_ptr->levitation = TRUE;
5390                 }
5391                 else if (p_ptr->special_defense & KAMAE_GENBU)
5392                 {
5393                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5394                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5395                         p_ptr->reflect = TRUE;
5396                         p_ptr->num_blow[0] -= 2;
5397                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5398                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5399                 }
5400                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5401                 {
5402                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5403                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5404
5405                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5406                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5407                         p_ptr->num_blow[0] /= 2;
5408                         p_ptr->levitation = TRUE;
5409                 }
5410
5411                 p_ptr->num_blow[0] += 1+extra_blows[0];
5412         }
5413
5414         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5415
5416         monk_armour_aux = FALSE;
5417
5418         if (heavy_armor())
5419         {
5420                 monk_armour_aux = TRUE;
5421         }
5422
5423         for (i = 0; i < 2; i++)
5424         {
5425                 if (buki_motteruka(INVEN_RARM+i))
5426                 {
5427                         int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5428                         int sval = inventory[INVEN_RARM+i].sval;
5429
5430                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5431                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5432                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5433                         {
5434                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5435                                 {
5436                                         p_ptr->to_h[i] -= 40;
5437                                         p_ptr->dis_to_h[i] -= 40;
5438                                         p_ptr->icky_wield[i] = TRUE;
5439                                 }
5440                         }
5441                         else if (p_ptr->pclass == CLASS_NINJA)
5442                         {
5443                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5444                                 {
5445                                         p_ptr->to_h[i] -= 40;
5446                                         p_ptr->dis_to_h[i] -= 40;
5447                                         p_ptr->icky_wield[i] = TRUE;
5448                                         p_ptr->num_blow[i] /= 2;
5449                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5450                                 }
5451                         }
5452
5453                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5454                 }
5455         }
5456
5457         /* Maximum speed is (+99). (internally it's 110 + 99) */
5458         /* Temporary lightspeed forces to be maximum speed */
5459         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5460         {
5461                 new_speed = 209;
5462         }
5463
5464         /* Minimum speed is (-99). (internally it's 110 - 99) */
5465         if (new_speed < 11) new_speed = 11;
5466
5467         /* Display the speed (if needed) */
5468         if (p_ptr->pspeed != (byte)new_speed)
5469         {
5470                 p_ptr->pspeed = (byte)new_speed;
5471                 p_ptr->redraw |= (PR_SPEED);
5472         }
5473
5474         if (yoiyami)
5475         {
5476                 if (p_ptr->to_a > (0 - p_ptr->ac))
5477                         p_ptr->to_a = 0 - p_ptr->ac;
5478                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5479                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5480         }
5481
5482         /* Redraw armor (if needed) */
5483         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5484         {
5485                 /* Redraw */
5486                 p_ptr->redraw |= (PR_ARMOR);
5487
5488                 /* Window stuff */
5489                 p_ptr->window |= (PW_PLAYER);
5490         }
5491
5492
5493         if (p_ptr->ryoute && !omoi)
5494         {
5495                 int bonus_to_h=0, bonus_to_d=0;
5496                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5497                 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);
5498
5499                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5500                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5501                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5502                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5503         }
5504
5505         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;
5506
5507         /* Affect Skill -- stealth (bonus one) */
5508         p_ptr->skill_stl += 1;
5509
5510         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5511
5512         /* Affect Skill -- disarming (DEX and INT) */
5513         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5514         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5515
5516         /* Affect Skill -- magic devices (INT) */
5517         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5518
5519         /* Affect Skill -- saving throw (WIS) */
5520         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5521
5522         /* Affect Skill -- digging (STR) */
5523         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5524
5525         /* Affect Skill -- disarming (Level, by Class) */
5526         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5527
5528         /* Affect Skill -- magic devices (Level, by Class) */
5529         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5530
5531         /* Affect Skill -- saving throw (Level, by Class) */
5532         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5533
5534         /* Affect Skill -- stealth (Level, by Class) */
5535         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5536
5537         /* Affect Skill -- search ability (Level, by Class) */
5538         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5539
5540         /* Affect Skill -- search frequency (Level, by Class) */
5541         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5542
5543         /* Affect Skill -- combat (normal) (Level, by Class) */
5544         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5545
5546         /* Affect Skill -- combat (shooting) (Level, by Class) */
5547         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5548
5549         /* Affect Skill -- combat (throwing) (Level, by Class) */
5550         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5551
5552
5553         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5554         {
5555                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5556                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5557         }
5558
5559         /* Limit Skill -- stealth from 0 to 30 */
5560         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5561         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5562
5563         /* Limit Skill -- digging from 1 up */
5564         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5565
5566         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5567
5568         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5569
5570         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;
5571
5572         if (down_saving) p_ptr->skill_sav /= 2;
5573
5574         /* Hack -- Each elemental immunity includes resistance */
5575         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5576         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5577         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5578         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5579
5580         /* Determine player alignment */
5581         for (i = 0, j = 0; i < 8; i++)
5582         {
5583                 switch (p_ptr->vir_types[i])
5584                 {
5585                 case V_JUSTICE:
5586                         p_ptr->align += p_ptr->virtues[i] * 2;
5587                         break;
5588                 case V_CHANCE:
5589                         /* Do nothing */
5590                         break;
5591                 case V_NATURE:
5592                 case V_HARMONY:
5593                         neutral[j++] = i;
5594                         break;
5595                 case V_UNLIFE:
5596                         p_ptr->align -= p_ptr->virtues[i];
5597                         break;
5598                 default:
5599                         p_ptr->align += p_ptr->virtues[i];
5600                         break;
5601                 }
5602         }
5603
5604         for (i = 0; i < j; i++)
5605         {
5606                 if (p_ptr->align > 0)
5607                 {
5608                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5609                         if (p_ptr->align < 0) p_ptr->align = 0;
5610                 }
5611                 else if (p_ptr->align < 0)
5612                 {
5613                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5614                         if (p_ptr->align > 0) p_ptr->align = 0;
5615                 }
5616         }
5617
5618         /* Hack -- handle "xtra" mode */
5619         if (character_xtra) return;
5620
5621         /* Take note when "heavy bow" changes */
5622         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5623         {
5624                 /* Message */
5625                 if (p_ptr->heavy_shoot)
5626                 {
5627                         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."));
5628                 }
5629                 else if (inventory[INVEN_BOW].k_idx)
5630                 {
5631                         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."));
5632                 }
5633                 else
5634                 {
5635                         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."));
5636                 }
5637
5638                 /* Save it */
5639                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5640         }
5641
5642         for (i = 0 ; i < 2 ; i++)
5643         {
5644                 /* Take note when "heavy weapon" changes */
5645                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5646                 {
5647                         /* Message */
5648                         if (p_ptr->heavy_wield[i])
5649                         {
5650                                 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."));
5651                         }
5652                         else if (buki_motteruka(INVEN_RARM+i))
5653                         {
5654                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5655                         }
5656                         else if (p_ptr->heavy_wield[1-i])
5657                         {
5658                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5659                         }
5660                         else
5661                         {
5662                                 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."));
5663                         }
5664
5665                         /* Save it */
5666                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5667                 }
5668
5669                 /* Take note when "heavy weapon" changes */
5670                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5671                 {
5672                         /* Message */
5673                         if (p_ptr->riding_wield[i])
5674                         {
5675                                 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."));
5676                         }
5677                         else if (!p_ptr->riding)
5678                         {
5679                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5680                         }
5681                         else if (buki_motteruka(INVEN_RARM+i))
5682                         {
5683                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5684                         }
5685                         /* Save it */
5686                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5687                 }
5688
5689                 /* Take note when "illegal weapon" changes */
5690                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5691                 {
5692                         /* Message */
5693                         if (p_ptr->icky_wield[i])
5694                         {
5695                                 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."));
5696                                 if (hack_mind)
5697                                 {
5698                                         chg_virtue(V_FAITH, -1);
5699                                 }
5700                         }
5701                         else if (buki_motteruka(INVEN_RARM+i))
5702                         {
5703                                 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."));
5704                         }
5705                         else
5706                         {
5707                                 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."));
5708                         }
5709
5710                         /* Save it */
5711                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5712                 }
5713         }
5714
5715         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5716         {
5717                 /* Message */
5718                 if (p_ptr->riding_ryoute)
5719                 {
5720 #ifdef JP
5721                         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" : "");
5722 #else
5723                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5724 #endif
5725                 }
5726                 else
5727                 {
5728 #ifdef JP
5729                         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" : "");
5730 #else
5731                         msg_print("You began to control riding pet with one hand.");
5732 #endif
5733                 }
5734
5735                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5736         }
5737
5738         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5739         {
5740                 if (heavy_armor())
5741                 {
5742                         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."));
5743                         if (hack_mind)
5744                         {
5745                                 chg_virtue(V_HARMONY, -1);
5746                         }
5747                 }
5748                 else
5749                 {
5750                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5751                 }
5752                 
5753                 monk_notify_aux = monk_armour_aux;
5754         }
5755
5756         for (i = 0; i < INVEN_PACK; i++)
5757         {
5758 #if 0
5759                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5760                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5761 #endif
5762                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5763                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5764         }
5765
5766         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5767         {
5768                 /* Acquire object */
5769                 o_ptr = &o_list[this_o_idx];
5770
5771                 /* Acquire next object */
5772                 next_o_idx = o_ptr->next_o_idx;
5773
5774 #if 0
5775                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5776                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5777 #endif
5778                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5779                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5780         }
5781
5782         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5783 #if 0
5784         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5785         {
5786                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5787                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5788         }
5789
5790         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)))
5791         {
5792                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5793                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5794         }
5795 #endif
5796         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5797         {
5798                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5799                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5800         }
5801
5802         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5803         {
5804                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5805                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5806         }
5807 }
5808
5809
5810
5811 /*! 
5812  * @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"
5813  * @return なし
5814  * @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。
5815  */
5816 void notice_stuff(void)
5817 {
5818         /* Notice stuff */
5819         if (!p_ptr->notice) return;
5820
5821
5822         /* Actually do auto-destroy */
5823         if (p_ptr->notice & (PN_AUTODESTROY))
5824         {
5825                 p_ptr->notice &= ~(PN_AUTODESTROY);
5826                 autopick_delayed_alter();
5827         }
5828
5829         /* Combine the pack */
5830         if (p_ptr->notice & (PN_COMBINE))
5831         {
5832                 p_ptr->notice &= ~(PN_COMBINE);
5833                 combine_pack();
5834         }
5835
5836         /* Reorder the pack */
5837         if (p_ptr->notice & (PN_REORDER))
5838         {
5839                 p_ptr->notice &= ~(PN_REORDER);
5840                 reorder_pack();
5841         }
5842 }
5843
5844
5845 /*! 
5846  * @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"
5847  * @return なし
5848  * @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。
5849  */
5850 void update_stuff(void)
5851 {
5852         /* Update stuff */
5853         if (!p_ptr->update) return;
5854
5855
5856         if (p_ptr->update & (PU_BONUS))
5857         {
5858                 p_ptr->update &= ~(PU_BONUS);
5859                 calc_bonuses();
5860         }
5861
5862         if (p_ptr->update & (PU_TORCH))
5863         {
5864                 p_ptr->update &= ~(PU_TORCH);
5865                 calc_torch();
5866         }
5867
5868         if (p_ptr->update & (PU_HP))
5869         {
5870                 p_ptr->update &= ~(PU_HP);
5871                 calc_hitpoints();
5872         }
5873
5874         if (p_ptr->update & (PU_MANA))
5875         {
5876                 p_ptr->update &= ~(PU_MANA);
5877                 calc_mana();
5878         }
5879
5880         if (p_ptr->update & (PU_SPELLS))
5881         {
5882                 p_ptr->update &= ~(PU_SPELLS);
5883                 calc_spells();
5884         }
5885
5886
5887         /* Character is not ready yet, no screen updates */
5888         if (!character_generated) return;
5889
5890
5891         /* Character is in "icky" mode, no screen updates */
5892         if (character_icky) return;
5893
5894
5895         if (p_ptr->update & (PU_UN_LITE))
5896         {
5897                 p_ptr->update &= ~(PU_UN_LITE);
5898                 forget_lite();
5899         }
5900
5901         if (p_ptr->update & (PU_UN_VIEW))
5902         {
5903                 p_ptr->update &= ~(PU_UN_VIEW);
5904                 forget_view();
5905         }
5906
5907         if (p_ptr->update & (PU_VIEW))
5908         {
5909                 p_ptr->update &= ~(PU_VIEW);
5910                 update_view();
5911         }
5912
5913         if (p_ptr->update & (PU_LITE))
5914         {
5915                 p_ptr->update &= ~(PU_LITE);
5916                 update_lite();
5917         }
5918
5919
5920         if (p_ptr->update & (PU_FLOW))
5921         {
5922                 p_ptr->update &= ~(PU_FLOW);
5923                 update_flow();
5924         }
5925
5926         if (p_ptr->update & (PU_DISTANCE))
5927         {
5928                 p_ptr->update &= ~(PU_DISTANCE);
5929
5930                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5931                 /* p_ptr->update &= ~(PU_MONSTERS); */
5932
5933                 update_monsters(TRUE);
5934         }
5935
5936         if (p_ptr->update & (PU_MON_LITE))
5937         {
5938                 p_ptr->update &= ~(PU_MON_LITE);
5939                 update_mon_lite();
5940         }
5941
5942         /*
5943          * Mega-Hack -- Delayed visual update
5944          * Only used if update_view(), update_lite() or update_mon_lite() was called
5945          */
5946         if (p_ptr->update & (PU_DELAY_VIS))
5947         {
5948                 p_ptr->update &= ~(PU_DELAY_VIS);
5949                 delayed_visual_update();
5950         }
5951
5952         if (p_ptr->update & (PU_MONSTERS))
5953         {
5954                 p_ptr->update &= ~(PU_MONSTERS);
5955                 update_monsters(FALSE);
5956         }
5957 }
5958
5959
5960 /*! 
5961  * @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"
5962  * @return なし
5963  * @details 更新処理の対象はゲーム中の全描画処理
5964  */
5965 void redraw_stuff(void)
5966 {
5967         /* Redraw stuff */
5968         if (!p_ptr->redraw) return;
5969
5970
5971         /* Character is not ready yet, no screen updates */
5972         if (!character_generated) return;
5973
5974
5975         /* Character is in "icky" mode, no screen updates */
5976         if (character_icky) return;
5977
5978
5979
5980         /* Hack -- clear the screen */
5981         if (p_ptr->redraw & (PR_WIPE))
5982         {
5983                 p_ptr->redraw &= ~(PR_WIPE);
5984                 msg_print(NULL);
5985                 Term_clear();
5986         }
5987
5988
5989         if (p_ptr->redraw & (PR_MAP))
5990         {
5991                 p_ptr->redraw &= ~(PR_MAP);
5992                 prt_map();
5993         }
5994
5995
5996         if (p_ptr->redraw & (PR_BASIC))
5997         {
5998                 p_ptr->redraw &= ~(PR_BASIC);
5999                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
6000                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
6001                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
6002                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
6003                 prt_frame_basic();
6004                 prt_time();
6005                 prt_dungeon();
6006         }
6007
6008         if (p_ptr->redraw & (PR_EQUIPPY))
6009         {
6010                 p_ptr->redraw &= ~(PR_EQUIPPY);
6011                 print_equippy(); /* To draw / delete equippy chars */
6012         }
6013
6014         if (p_ptr->redraw & (PR_MISC))
6015         {
6016                 p_ptr->redraw &= ~(PR_MISC);
6017                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6018 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6019
6020         }
6021
6022         if (p_ptr->redraw & (PR_TITLE))
6023         {
6024                 p_ptr->redraw &= ~(PR_TITLE);
6025                 prt_title();
6026         }
6027
6028         if (p_ptr->redraw & (PR_LEV))
6029         {
6030                 p_ptr->redraw &= ~(PR_LEV);
6031                 prt_level();
6032         }
6033
6034         if (p_ptr->redraw & (PR_EXP))
6035         {
6036                 p_ptr->redraw &= ~(PR_EXP);
6037                 prt_exp();
6038         }
6039
6040         if (p_ptr->redraw & (PR_STATS))
6041         {
6042                 p_ptr->redraw &= ~(PR_STATS);
6043                 prt_stat(A_STR);
6044                 prt_stat(A_INT);
6045                 prt_stat(A_WIS);
6046                 prt_stat(A_DEX);
6047                 prt_stat(A_CON);
6048                 prt_stat(A_CHR);
6049         }
6050
6051         if (p_ptr->redraw & (PR_STATUS))
6052         {
6053                 p_ptr->redraw &= ~(PR_STATUS);
6054                 prt_status();
6055         }
6056
6057         if (p_ptr->redraw & (PR_ARMOR))
6058         {
6059                 p_ptr->redraw &= ~(PR_ARMOR);
6060                 prt_ac();
6061         }
6062
6063         if (p_ptr->redraw & (PR_HP))
6064         {
6065                 p_ptr->redraw &= ~(PR_HP);
6066                 prt_hp();
6067         }
6068
6069         if (p_ptr->redraw & (PR_MANA))
6070         {
6071                 p_ptr->redraw &= ~(PR_MANA);
6072                 prt_sp();
6073         }
6074
6075         if (p_ptr->redraw & (PR_GOLD))
6076         {
6077                 p_ptr->redraw &= ~(PR_GOLD);
6078                 prt_gold();
6079         }
6080
6081         if (p_ptr->redraw & (PR_DEPTH))
6082         {
6083                 p_ptr->redraw &= ~(PR_DEPTH);
6084                 prt_depth();
6085         }
6086
6087         if (p_ptr->redraw & (PR_HEALTH))
6088         {
6089                 p_ptr->redraw &= ~(PR_HEALTH);
6090                 health_redraw(FALSE);
6091         }
6092
6093         if (p_ptr->redraw & (PR_UHEALTH))
6094         {
6095                 p_ptr->redraw &= ~(PR_UHEALTH);
6096                 health_redraw(TRUE);
6097         }
6098
6099
6100         if (p_ptr->redraw & (PR_EXTRA))
6101         {
6102                 p_ptr->redraw &= ~(PR_EXTRA);
6103                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6104                 p_ptr->redraw &= ~(PR_HUNGER);
6105                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6106                 prt_frame_extra();
6107         }
6108
6109         if (p_ptr->redraw & (PR_CUT))
6110         {
6111                 p_ptr->redraw &= ~(PR_CUT);
6112                 prt_cut();
6113         }
6114
6115         if (p_ptr->redraw & (PR_STUN))
6116         {
6117                 p_ptr->redraw &= ~(PR_STUN);
6118                 prt_stun();
6119         }
6120
6121         if (p_ptr->redraw & (PR_HUNGER))
6122         {
6123                 p_ptr->redraw &= ~(PR_HUNGER);
6124                 prt_hunger();
6125         }
6126
6127         if (p_ptr->redraw & (PR_STATE))
6128         {
6129                 p_ptr->redraw &= ~(PR_STATE);
6130                 prt_state();
6131         }
6132
6133         if (p_ptr->redraw & (PR_SPEED))
6134         {
6135                 p_ptr->redraw &= ~(PR_SPEED);
6136                 prt_speed();
6137         }
6138
6139         if (p_ptr->pclass == CLASS_IMITATOR)
6140         {
6141                 if (p_ptr->redraw & (PR_IMITATION))
6142                 {
6143                         p_ptr->redraw &= ~(PR_IMITATION);
6144                         prt_imitation();
6145                 }
6146         }
6147         else if (p_ptr->redraw & (PR_STUDY))
6148         {
6149                 p_ptr->redraw &= ~(PR_STUDY);
6150                 prt_study();
6151         }
6152 }
6153
6154
6155 /*! 
6156  * @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"
6157  * @return なし
6158  * @details 更新処理の対象はサブウィンドウ全般
6159  */
6160 void window_stuff(void)
6161 {
6162         int j;
6163
6164         u32b mask = 0L;
6165
6166
6167         /* Nothing to do */
6168         if (!p_ptr->window) return;
6169
6170         /* Scan windows */
6171         for (j = 0; j < 8; j++)
6172         {
6173                 /* Save usable flags */
6174                 if (angband_term[j]) mask |= window_flag[j];
6175         }
6176
6177         /* Apply usable flags */
6178         p_ptr->window &= mask;
6179
6180         /* Nothing to do */
6181         if (!p_ptr->window) return;
6182
6183
6184         /* Display inventory */
6185         if (p_ptr->window & (PW_INVEN))
6186         {
6187                 p_ptr->window &= ~(PW_INVEN);
6188                 fix_inven();
6189         }
6190
6191         /* Display equipment */
6192         if (p_ptr->window & (PW_EQUIP))
6193         {
6194                 p_ptr->window &= ~(PW_EQUIP);
6195                 fix_equip();
6196         }
6197
6198         /* Display spell list */
6199         if (p_ptr->window & (PW_SPELL))
6200         {
6201                 p_ptr->window &= ~(PW_SPELL);
6202                 fix_spell();
6203         }
6204
6205         /* Display player */
6206         if (p_ptr->window & (PW_PLAYER))
6207         {
6208                 p_ptr->window &= ~(PW_PLAYER);
6209                 fix_player();
6210         }
6211         
6212         /* Display monster list */
6213         if (p_ptr->window & (PW_MONSTER_LIST))
6214         {
6215                 p_ptr->window &= ~(PW_MONSTER_LIST);
6216                 fix_monster_list();
6217         }
6218         
6219         /* Display overhead view */
6220         if (p_ptr->window & (PW_MESSAGE))
6221         {
6222                 p_ptr->window &= ~(PW_MESSAGE);
6223                 fix_message();
6224         }
6225
6226         /* Display overhead view */
6227         if (p_ptr->window & (PW_OVERHEAD))
6228         {
6229                 p_ptr->window &= ~(PW_OVERHEAD);
6230                 fix_overhead();
6231         }
6232
6233         /* Display overhead view */
6234         if (p_ptr->window & (PW_DUNGEON))
6235         {
6236                 p_ptr->window &= ~(PW_DUNGEON);
6237                 fix_dungeon();
6238         }
6239
6240         /* Display monster recall */
6241         if (p_ptr->window & (PW_MONSTER))
6242         {
6243                 p_ptr->window &= ~(PW_MONSTER);
6244                 fix_monster();
6245         }
6246
6247         /* Display object recall */
6248         if (p_ptr->window & (PW_OBJECT))
6249         {
6250                 p_ptr->window &= ~(PW_OBJECT);
6251                 fix_object();
6252         }
6253 }
6254
6255
6256 /*!
6257  * @brief 全更新処理をチェックして処理していく
6258  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6259  * @return なし
6260  */
6261 void handle_stuff(void)
6262 {
6263         /* Update stuff */
6264         if (p_ptr->update) update_stuff();
6265
6266         /* Redraw stuff */
6267         if (p_ptr->redraw) redraw_stuff();
6268
6269         /* Window stuff */
6270         if (p_ptr->window) window_stuff();
6271 }
6272
6273 /*!
6274  * @brief プレイヤーの現在開いている手の状態を返す
6275  * @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。
6276  * @return 開いている手のビットフラグ
6277  */
6278 s16b empty_hands(bool riding_control)
6279 {
6280         s16b status = EMPTY_HAND_NONE;
6281
6282         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6283         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6284
6285         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6286         {
6287                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6288                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6289         }
6290
6291         return status;
6292 }
6293
6294
6295 /*!
6296  * @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。
6297  * @return ペナルティが適用されるならばTRUE。
6298  */
6299 bool heavy_armor(void)
6300 {
6301         u16b monk_arm_wgt = 0;
6302
6303         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6304
6305         /* Weight the armor */
6306         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6307         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6308         monk_arm_wgt += inventory[INVEN_BODY].weight;
6309         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6310         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6311         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6312         monk_arm_wgt += inventory[INVEN_FEET].weight;
6313
6314         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6315 }
6316
6317 /*!
6318  * @brief 実ゲームプレイ時間を更新する
6319  */
6320 void update_playtime(void)
6321 {
6322         /* Check if the game has started */
6323         if (start_time != 0)
6324         {
6325                 u32b tmp = time(NULL);
6326                 playtime += (tmp - start_time);
6327                 start_time = tmp;
6328         }
6329 }