OSDN Git Service

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