OSDN Git Service

empty_hands()の戻り値の意味を記号定数化. 不等号を使っていた部分は論理
[hengband/hengband.git] / src / xtra1.c
1
2 /* File: misc.c */
3
4 /*
5  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6  *
7  * This software may be copied and distributed for educational, research,
8  * and not for profit purposes provided that this copyright and statement
9  * are included in all such copies.  Other copyrights may also apply.
10  */
11
12 /* Purpose: misc code */
13
14 #include "angband.h"
15
16
17
18
19 /*
20  * Converts stat num into a six-char (right justified) string
21  */
22 void cnv_stat(int val, char *out_val)
23 {
24         /* Above 18 */
25         if (val > 18)
26         {
27                 int bonus = (val - 18);
28
29                 if (bonus >= 220)
30                 {
31                         sprintf(out_val, "18/%3s", "***");
32                 }
33                 else if (bonus >= 100)
34                 {
35                         sprintf(out_val, "18/%03d", bonus);
36                 }
37                 else
38                 {
39                         sprintf(out_val, " 18/%02d", bonus);
40                 }
41         }
42
43         /* From 3 to 18 */
44         else
45         {
46                 sprintf(out_val, "    %2d", val);
47         }
48 }
49
50
51
52 /*
53  * Modify a stat value by a "modifier", return new value
54  *
55  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56  * Or even: 18/13, 18/23, 18/33, ..., 18/220
57  *
58  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59  * Or even: 18/13, 18/03, 18, 17, ..., 3
60  */
61 s16b modify_stat_value(int value, int amount)
62 {
63         int    i;
64
65         /* Reward */
66         if (amount > 0)
67         {
68                 /* Apply each point */
69                 for (i = 0; i < amount; i++)
70                 {
71                         /* One point at a time */
72                         if (value < 18) value++;
73
74                         /* Ten "points" at a time */
75                         else value += 10;
76                 }
77         }
78
79         /* Penalty */
80         else if (amount < 0)
81         {
82                 /* Apply each point */
83                 for (i = 0; i < (0 - amount); i++)
84                 {
85                         /* Ten points at a time */
86                         if (value >= 18+10) value -= 10;
87
88                         /* Hack -- prevent weirdness */
89                         else if (value > 18) value = 18;
90
91                         /* One point at a time */
92                         else if (value > 3) value--;
93                 }
94         }
95
96         /* Return new value */
97         return (value);
98 }
99
100
101
102 /*
103  * Print character info at given row, column in a 13 char field
104  */
105 static void prt_field(cptr info, int row, int col)
106 {
107         /* Dump 13 spaces to clear */
108         c_put_str(TERM_WHITE, "             ", row, col);
109
110         /* Dump the info itself */
111         c_put_str(TERM_L_BLUE, info, row, col);
112 }
113
114
115 /*
116  *  Whether daytime or not
117  */
118 bool is_daytime(void)
119 {
120         s32b len = TURNS_PER_TICK * TOWN_DAWN;
121         if ((turn % len) < (len / 2))
122                 return TRUE;
123         else
124                 return FALSE;
125 }
126
127 /*
128  * Extract day, hour, min
129  */
130 void extract_day_hour_min(int *day, int *hour, int *min)
131 {
132         s32b len = TURNS_PER_TICK * TOWN_DAWN;
133         s32b tick = turn % len + len / 4;
134
135         switch (p_ptr->start_race)
136         {
137         case RACE_VAMPIRE:
138         case RACE_SKELETON:
139         case RACE_ZOMBIE:
140         case RACE_SPECTRE:
141                 *day = (turn - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4)) / len + 1;
142                 break;
143         default:
144                 *day = (turn + (TURNS_PER_TICK * TOWN_DAWN / 4)) / len + 1;
145                 break;
146         }
147         *hour = (24 * tick / len) % 24;
148         *min = (1440 * tick / len) % 60;
149 }
150
151 /*
152  * Print time
153  */
154 void prt_time(void)
155 {
156         int day, hour, min;
157
158         /* Dump 13 spaces to clear */
159         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
160
161         extract_day_hour_min(&day, &hour, &min);
162
163         /* Dump the info itself */
164         c_put_str(TERM_WHITE, format(
165 #ifdef JP
166                 "%2dÆüÌÜ",
167 #else
168                 "Day %-2d",
169 #endif
170                 day), ROW_DAY, COL_DAY);
171         
172         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 }
174
175
176 cptr map_name(void)
177 {
178         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 #ifdef JP
181                 return "¥¯¥¨¥¹¥È";
182 #else
183                 return "Quest";
184 #endif
185         else if (p_ptr->wild_mode)
186 #ifdef JP
187                 return "ÃϾå";
188 #else
189                 return "Surface";
190 #endif
191         else if (p_ptr->inside_arena)
192 #ifdef JP
193                 return "¥¢¥ê¡¼¥Ê";
194 #else
195                 return "Arena";
196 #endif
197         else if (p_ptr->inside_battle)
198 #ifdef JP
199                 return "Æ®µ»¾ì";
200 #else
201                 return "Monster Arena";
202 #endif
203         else if (!dun_level && p_ptr->town_num)
204                 return town[p_ptr->town_num].name;
205         else
206                 return d_name+d_info[dungeon_type].name;
207 }
208
209 /*
210  * Print dungeon
211  */
212 static void prt_dungeon(void)
213 {
214         cptr dungeon_name;
215         int col;
216
217         /* Dump 13 spaces to clear */
218         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
219
220         dungeon_name = map_name();
221
222         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223         if (col < 0) col = 0;
224
225         /* Dump the info itself */
226         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
227                   ROW_DUNGEON, col);
228 }
229
230
231
232
233 /*
234  * Print character stat in given row, column
235  */
236 static void prt_stat(int stat)
237 {
238         char tmp[32];
239
240         /* Display "injured" stat */
241         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
242         {
243                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244                 cnv_stat(p_ptr->stat_use[stat], tmp);
245                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246         }
247
248         /* Display "healthy" stat */
249         else
250         {
251                 put_str(stat_names[stat], ROW_STAT + stat, 0);
252                 cnv_stat(p_ptr->stat_use[stat], tmp);
253                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254         }
255
256         /* Indicate natural maximum */
257         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258         {
259 #ifdef JP
260                 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261                 put_str("!", ROW_STAT + stat, 5);
262 #else
263                 put_str("!", ROW_STAT + stat, 3);
264 #endif
265
266         }
267 }
268
269
270 /*
271  *  Data structure for status bar
272  */
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
279 #define BAR_AFRAID 6
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
306 #define BAR_TOUKI 33
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
325 #define BAR_ALTER 52
326
327
328 static struct {
329         byte attr;
330         cptr sstr;
331         cptr lstr;
332 } bar[]
333 #ifdef JP
334 = {
335         {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
336         {TERM_VIOLET, "¸¸", "¸¸³Ð"},
337         {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
338         {TERM_RED, "áã", "Ëãáã"},
339         {TERM_VIOLET, "Íð", "º®Íð"},
340         {TERM_GREEN, "ÆÇ", "ÆÇ"},
341         {TERM_BLUE, "¶²", "¶²ÉÝ"},
342         {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
343         {TERM_SLATE, "È¿", "È¿¼Í"},
344         {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
345         {TERM_L_DARK, "Í©", "Í©ÂÎ"},
346         {TERM_SLATE, "¼Ù", "ËɼÙ"},
347         {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
348         {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
349         {TERM_L_UMBER, "¿­", "¿­¤Ó"},
350         {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
351         {TERM_L_BLUE, "ʬ", "ʬ¿È"},
352         {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
353         {TERM_YELLOW, "µæ", "µæ¶Ë"},
354         {TERM_YELLOW, "̵", "̵Ũ"},
355         {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
356         {TERM_GREEN, "»À", "ÂÑ»À"},
357         {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
358         {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
359         {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
360         {TERM_RED, "²Ð", "ÂѲÐ"},
361         {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
362         {TERM_SLATE, "Îä", "ÂÑÎä"},
363         {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
364         {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
365         {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
366         {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
367         {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
368         {TERM_WHITE, "Æ®", "Æ®µ¤"},
369         {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
370         {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
371         {TERM_WHITE, "½Ë", "½ËÊ¡"},
372         {TERM_WHITE, "ͦ", "ͦ"},
373         {TERM_RED, "¶¸", "¶¸Íð"},
374         {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
375         {TERM_WHITE, "Îä", "Ëâ·õÎä"},
376         {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
377         {TERM_SLATE, "»À", "Ëâ·õ»À"},
378         {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
379         {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
380         {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
381         {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
382         {TERM_L_BLUE, "²ó", "²óÉü"},
383         {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
384         {TERM_UMBER, "±£", "±£Ì©"},
385         {TERM_YELLOW, "±£", "Ķ±£Ì©"},
386         {TERM_WHITE, "µ¢", "µ¢´Ô"},
387         {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
388         {0, NULL, NULL}
389 };
390 #else
391 = {
392         {TERM_YELLOW, "Ts", "Tsuyoshi"},
393         {TERM_VIOLET, "Hu", "Hullc"},
394         {TERM_L_DARK, "Bl", "Blind"},
395         {TERM_RED, "Pa", "Paralyzed"},
396         {TERM_VIOLET, "Cf", "Confused"},
397         {TERM_GREEN, "Po", "Poisoned"},
398         {TERM_BLUE, "Af", "Afraid"},
399         {TERM_L_BLUE, "Lv", "Levit"},
400         {TERM_SLATE, "Rf", "Reflect"},
401         {TERM_SLATE, "Pw", "PassWall"},
402         {TERM_L_DARK, "Wr", "Wraith"},
403         {TERM_SLATE, "Ev", "PrtEvl"},
404         {TERM_VIOLET, "Kw", "Kawarimi"},
405         {TERM_YELLOW, "Md", "MgcArm"},
406         {TERM_L_UMBER, "Eh", "Expand"},
407         {TERM_WHITE, "Ss", "StnSkn"},
408         {TERM_L_BLUE, "Ms", "MltShdw"},
409         {TERM_SLATE, "Rm", "ResMag"},
410         {TERM_YELLOW, "Ul", "Ultima"},
411         {TERM_YELLOW, "Iv", "Invuln"},
412         {TERM_L_GREEN, "IAc", "ImmAcid"},
413         {TERM_GREEN, "Ac", "Acid"},
414         {TERM_L_BLUE, "IEl", "ImmElec"},
415         {TERM_BLUE, "El", "Elec"},
416         {TERM_L_RED, "IFi", "ImmFire"},
417         {TERM_RED, "Fi", "Fire"},
418         {TERM_WHITE, "ICo", "ImmCold"},
419         {TERM_SLATE, "Co", "Cold"},
420         {TERM_GREEN, "Po", "Pois"},
421         {TERM_L_DARK, "Nt", "Nthr"},
422         {TERM_L_BLUE, "Ti", "Time"},
423         {TERM_L_DARK, "Mr", "Mirr"},
424         {TERM_L_RED, "SFi", "SFire"},
425         {TERM_WHITE, "Fo", "Force"},
426         {TERM_WHITE, "Ho", "Holy"},
427         {TERM_VIOLET, "Ee", "EyeEye"},
428         {TERM_WHITE, "Bs", "Bless"},
429         {TERM_WHITE, "He", "Hero"},
430         {TERM_RED, "Br", "Berserk"},
431         {TERM_L_RED, "BFi", "BFire"},
432         {TERM_WHITE, "BCo", "BCold"},
433         {TERM_L_BLUE, "BEl", "BElec"},
434         {TERM_SLATE, "BAc", "BAcid"},
435         {TERM_L_GREEN, "BPo", "BPois"},
436         {TERM_RED, "TCf", "TchCnf"},
437         {TERM_L_BLUE, "Se", "SInv"},
438         {TERM_ORANGE, "Te", "Telepa"},
439         {TERM_L_BLUE, "Rg", "Regen"},
440         {TERM_L_RED, "If", "Infr"},
441         {TERM_UMBER, "Sl", "Stealth"},
442         {TERM_YELLOW, "Stlt", "Stealth"},
443         {TERM_WHITE, "Rc", "Recall"},
444         {TERM_WHITE, "Al", "Alter"},
445         {0, NULL, NULL}
446 };
447 #endif
448
449 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
450 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
451
452
453 /*
454  *  Show status bar
455  */
456 static void prt_status(void)
457 {
458         u32b bar_flags[2];
459         int wid, hgt, row_statbar, max_col_statbar;
460         int i, col = 0, num = 0;
461         int space = 2;
462
463         Term_get_size(&wid, &hgt);
464         row_statbar = hgt + ROW_STATBAR;
465         max_col_statbar = wid + MAX_COL_STATBAR;
466
467         Term_erase(0, row_statbar, max_col_statbar);
468
469         bar_flags[0] = bar_flags[1] = 0L;
470
471         /* Tsuyoshi  */
472         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
473
474         /* Hallucinating */
475         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
476
477         /* Blindness */
478         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
479
480         /* Paralysis */
481         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
482
483         /* Confusion */
484         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
485
486         /* Posioned */
487         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
488
489         /* Times see-invisible */
490         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
491
492         /* Timed esp */
493         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
494
495         /* Timed regenerate */
496         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
497
498         /* Timed infra-vision */
499         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
500
501         /* Protection from evil */
502         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
503
504         /* Invulnerability */
505         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
506
507         /* Wraith form */
508         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
509
510         /* Kabenuke */
511         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
512
513         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
514
515         /* Heroism */
516         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
517
518         /* Super Heroism / berserk */
519         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
520
521         /* Blessed */
522         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
523
524         /* Shield */
525         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
526
527         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
528
529         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
530         
531         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
532
533         /* Oppose Acid */
534         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
535         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
536
537         /* Oppose Lightning */
538         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
539         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
540
541         /* Oppose Fire */
542         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
543         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
544
545         /* Oppose Cold */
546         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
547         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
548
549         /* Oppose Poison */
550         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
551
552         /* Word of Recall */
553         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
554
555         /* Alter realiry */
556         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
557
558         /* Afraid */
559         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
560
561         /* Resist time */
562         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
563
564         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
565
566         /* Confusing Hands */
567         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
568
569         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
570
571         /* Ultimate-resistance */
572         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
573
574         /* tim levitation */
575         if (p_ptr->tim_ffall) ADD_FLG(BAR_LEVITATE);
576
577         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
578
579         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
580
581         /* Mahouken */
582         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
583         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
584         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
585         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
586         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
587         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
588
589         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
590
591         /* tim stealth */
592         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
593
594         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
595
596         /* Holy aura */
597         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
598
599         /* An Eye for an Eye */
600         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
601
602         /* Calcurate length */
603         for (i = 0; bar[i].sstr; i++)
604         {
605                 if (IS_FLG(i))
606                 {
607                         col += strlen(bar[i].lstr) + 1;
608                         num++;
609                 }
610         }
611
612         /* If there are not excess spaces for long strings, use short one */
613         if (col - 1 > max_col_statbar)
614         {
615                 space = 0;
616                 col = 0;
617
618                 for (i = 0; bar[i].sstr; i++)
619                 {
620                         if (IS_FLG(i))
621                         {
622                                 col += strlen(bar[i].sstr);
623                         }
624                 }
625
626                 /* If there are excess spaces for short string, use more */
627                 if (col - 1 <= max_col_statbar - (num-1))
628                 {
629                         space = 1;
630                         col += num - 1;
631                 }
632         }
633
634
635         /* Centering display column */
636         col = (max_col_statbar - col) / 2;
637
638         /* Display status bar */
639         for (i = 0; bar[i].sstr; i++)
640         {
641                 if (IS_FLG(i))
642                 {
643                         cptr str;
644                         if (space == 2) str = bar[i].lstr;
645                         else str = bar[i].sstr;
646
647                         c_put_str(bar[i].attr, str, row_statbar, col);
648                         col += strlen(str);
649                         if (space > 0) col++;
650                         if (col > max_col_statbar) break;
651                 }
652         }
653 }
654
655
656
657 /*
658  * Prints "title", including "wizard" or "winner" as needed.
659  */
660 static void prt_title(void)
661 {
662         cptr p = "";
663         char str[14];
664
665         /* Wizard */
666         if (p_ptr->wizard)
667         {
668 #ifdef JP
669                 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
670                 p = "[¥¦¥£¥¶¡¼¥É]";
671 #else
672                 p = "[=-WIZARD-=]";
673 #endif
674
675         }
676
677         /* Winner */
678         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
679         {
680                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
681                 {
682 #ifdef JP
683                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
684                         p = "*¿¿¡¦¾¡Íø¼Ô*";
685 #else
686                         p = "*TRUEWINNER*";
687 #endif
688                 }
689                 else
690                 {
691 #ifdef JP
692                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
693                         p = "***¾¡Íø¼Ô***";
694 #else
695                         p = "***WINNER***";
696 #endif
697                 }
698         }
699
700         /* Normal */
701         else
702         {
703                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
704                 p = str;
705         }
706
707         prt_field(p, ROW_TITLE, COL_TITLE);
708 }
709
710
711 /*
712  * Prints level
713  */
714 static void prt_level(void)
715 {
716         char tmp[32];
717
718 #ifdef JP
719         sprintf(tmp, "%5d", p_ptr->lev);
720 #else
721         sprintf(tmp, "%6d", p_ptr->lev);
722 #endif
723
724
725         if (p_ptr->lev >= p_ptr->max_plv)
726         {
727 #ifdef JP
728                 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
729                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
730 #else
731                 put_str("LEVEL ", ROW_LEVEL, 0);
732                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
733 #endif
734
735         }
736         else
737         {
738 #ifdef JP
739                 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
740                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
741 #else
742                 put_str("Level ", ROW_LEVEL, 0);
743                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
744 #endif
745
746         }
747 }
748
749
750 /*
751  * Display the experience
752  */
753 static void prt_exp(void)
754 {
755         char out_val[32];
756
757 #ifdef JP
758 (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
759 #else
760         (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
761 #endif
762
763
764         if (p_ptr->exp >= p_ptr->max_exp)
765         {
766 #ifdef JP
767                 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
768                 else put_str("·Ð¸³ ", ROW_EXP, 0);
769                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
770 #else
771                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
772                 else put_str("EXP ", ROW_EXP, 0);
773                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
774 #endif
775
776         }
777         else
778         {
779 #ifdef JP
780                 put_str("x·Ð¸³", ROW_EXP, 0);
781                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
782 #else
783                 put_str("Exp ", ROW_EXP, 0);
784                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
785 #endif
786
787         }
788 }
789
790
791 /*
792  * Prints current gold
793  */
794 static void prt_gold(void)
795 {
796         char tmp[32];
797
798 #ifdef JP
799         put_str("¡ð ", ROW_GOLD, COL_GOLD);
800 #else
801         put_str("AU ", ROW_GOLD, COL_GOLD);
802 #endif
803
804         sprintf(tmp, "%9ld", (long)p_ptr->au);
805         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
806 }
807
808
809
810 /*
811  * Prints current AC
812  */
813 static void prt_ac(void)
814 {
815         char tmp[32];
816
817 #ifdef JP
818 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
819         put_str(" £Á£Ã(     )", ROW_AC, COL_AC);
820         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
821         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
822 #else
823         put_str("Cur AC ", ROW_AC, COL_AC);
824         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
825         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
826 #endif
827
828 }
829
830
831 /*
832  * Prints Cur/Max hit points
833  */
834 static void prt_hp(void)
835 {
836 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
837         char tmp[32];
838   
839         byte color;
840   
841         /* ¥¿¥¤¥È¥ë */
842 /*      put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
843
844         put_str("HP", ROW_CURHP, COL_CURHP);
845
846         /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
847         sprintf(tmp, "%4d", p_ptr->chp);
848
849         if (p_ptr->chp >= p_ptr->mhp)
850         {
851                 color = TERM_L_GREEN;
852         }
853         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
854         {
855                 color = TERM_YELLOW;
856         }
857         else
858         {
859                 color = TERM_RED;
860         }
861
862         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
863
864         /* ¶èÀÚ¤ê */
865         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
866
867         /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
868         sprintf(tmp, "%4d", p_ptr->mhp);
869         color = TERM_L_GREEN;
870
871         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
872 }
873
874
875 /*
876  * Prints players max/cur spell points
877  */
878 static void prt_sp(void)
879 {
880 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
881         char tmp[32];
882         byte color;
883
884
885         /* Do not show mana unless it matters */
886         if (!mp_ptr->spell_book) return;
887
888         /* ¥¿¥¤¥È¥ë */
889 /*      put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
890
891 #ifdef JP
892         put_str("MP", ROW_CURSP, COL_CURSP);
893 #else
894         put_str("SP", ROW_CURSP, COL_CURSP);
895 #endif
896
897         /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
898         sprintf(tmp, "%4d", p_ptr->csp);
899
900         if (p_ptr->csp >= p_ptr->msp)
901         {
902                 color = TERM_L_GREEN;
903         }
904         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
905         {
906                 color = TERM_YELLOW;
907         }
908         else
909         {
910                 color = TERM_RED;
911         }
912
913         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
914
915         /* ¶èÀÚ¤ê */
916         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
917
918         /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
919         sprintf(tmp, "%4d", p_ptr->msp);
920         color = TERM_L_GREEN;
921
922         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
923 }
924
925
926 /*
927  * Prints depth in stat area
928  */
929 static void prt_depth(void)
930 {
931         char depths[32];
932         int wid, hgt, row_depth, col_depth;
933
934         Term_get_size(&wid, &hgt);
935         col_depth = wid + COL_DEPTH;
936         row_depth = hgt + ROW_DEPTH;
937
938         if (!dun_level)
939         {
940 #ifdef JP
941                 strcpy(depths, "ÃϾå");
942 #else
943                 strcpy(depths, "Surf.");
944 #endif
945         }
946         else if (p_ptr->inside_quest && !dungeon_type)
947         {
948 #ifdef JP
949 strcpy(depths, "ÃϾå");
950 #else
951                 strcpy(depths, "Quest");
952 #endif
953
954         }
955         else if (depth_in_feet)
956         {
957 #ifdef JP
958 (void)sprintf(depths, "%d ft", dun_level * 50);
959 #else
960                 (void)sprintf(depths, "%d ft", dun_level * 50);
961 #endif
962
963         }
964         else
965         {
966 #ifdef JP
967 sprintf(depths, "%d ³¬", dun_level);
968 #else
969                 (void)sprintf(depths, "Lev %d", dun_level);
970 #endif
971
972         }
973
974         /* Right-Adjust the "depth", and clear old values */
975         prt(format("%7s", depths), row_depth, col_depth);
976 }
977
978
979 /*
980  * Prints status of hunger
981  */
982 static void prt_hunger(void)
983 {
984         /* Fainting / Starving */
985         if (p_ptr->food < PY_FOOD_FAINT)
986         {
987 #ifdef JP
988                 c_put_str(TERM_RED, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
989 #else
990                 c_put_str(TERM_RED, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
991 #endif
992
993         }
994
995         /* Weak */
996         else if (p_ptr->food < PY_FOOD_WEAK)
997         {
998 #ifdef JP
999                 c_put_str(TERM_ORANGE, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1000 #else
1001                 c_put_str(TERM_ORANGE, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1002 #endif
1003
1004         }
1005
1006         /* Hungry */
1007         else if (p_ptr->food < PY_FOOD_ALERT)
1008         {
1009 #ifdef JP
1010                 c_put_str(TERM_YELLOW, "¶õÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1011 #else
1012                 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1013 #endif
1014
1015         }
1016
1017         /* Normal */
1018         else if (p_ptr->food < PY_FOOD_FULL)
1019         {
1020                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1021         }
1022
1023         /* Full */
1024         else if (p_ptr->food < PY_FOOD_MAX)
1025         {
1026 #ifdef JP
1027                 c_put_str(TERM_L_GREEN, "ËþÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1028 #else
1029                 c_put_str(TERM_L_GREEN, "Full  ", ROW_HUNGRY, COL_HUNGRY);
1030 #endif
1031
1032         }
1033
1034         /* Gorged */
1035         else
1036         {
1037 #ifdef JP
1038                 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1039 #else
1040                 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1041 #endif
1042
1043         }
1044 }
1045
1046
1047 /*
1048  * Prints Searching, Resting, Paralysis, or 'count' status
1049  * Display is always exactly 10 characters wide (see below)
1050  *
1051  * This function was a major bottleneck when resting, so a lot of
1052  * the text formatting code was optimized in place below.
1053  */
1054 static void prt_state(void)
1055 {
1056         byte attr = TERM_WHITE;
1057
1058         char text[5];
1059
1060         /* Repeating */
1061         if (command_rep)
1062         {
1063                 if (command_rep > 999)
1064                 {
1065 #ifdef JP
1066 sprintf(text, "%2d00", command_rep / 100);
1067 #else
1068                         (void)sprintf(text, "%2d00", command_rep / 100);
1069 #endif
1070
1071                 }
1072                 else
1073                 {
1074 #ifdef JP
1075 sprintf(text, "  %2d", command_rep);
1076 #else
1077                         (void)sprintf(text, "  %2d", command_rep);
1078 #endif
1079
1080                 }
1081         }
1082
1083         /* Action */
1084         else
1085         {
1086                 switch(p_ptr->action)
1087                 {
1088                         case ACTION_SEARCH:
1089                         {
1090 #ifdef JP
1091                                 strcpy(text, "õº÷");
1092 #else
1093                                 strcpy(text, "Sear");
1094 #endif
1095                                 break;
1096                         }
1097                         case ACTION_REST:
1098                         {
1099                                 int i;
1100
1101                                 /* Start with "Rest" */
1102 #ifdef JP
1103                                 strcpy(text, "    ");
1104 #else
1105                                 strcpy(text, "    ");
1106 #endif
1107
1108
1109                                 /* Extensive (timed) rest */
1110                                 if (resting >= 1000)
1111                                 {
1112                                         i = resting / 100;
1113                                         text[3] = '0';
1114                                         text[2] = '0';
1115                                         text[1] = '0' + (i % 10);
1116                                         text[0] = '0' + (i / 10);
1117                                 }
1118
1119                                 /* Long (timed) rest */
1120                                 else if (resting >= 100)
1121                                 {
1122                                         i = resting;
1123                                         text[3] = '0' + (i % 10);
1124                                         i = i / 10;
1125                                         text[2] = '0' + (i % 10);
1126                                         text[1] = '0' + (i / 10);
1127                                 }
1128
1129                                 /* Medium (timed) rest */
1130                                 else if (resting >= 10)
1131                                 {
1132                                         i = resting;
1133                                         text[3] = '0' + (i % 10);
1134                                         text[2] = '0' + (i / 10);
1135                                 }
1136
1137                                 /* Short (timed) rest */
1138                                 else if (resting > 0)
1139                                 {
1140                                         i = resting;
1141                                         text[3] = '0' + (i);
1142                                 }
1143
1144                                 /* Rest until healed */
1145                                 else if (resting == -1)
1146                                 {
1147                                         text[0] = text[1] = text[2] = text[3] = '*';
1148                                 }
1149
1150                                 /* Rest until done */
1151                                 else if (resting == -2)
1152                                 {
1153                                         text[0] = text[1] = text[2] = text[3] = '&';
1154                                 }
1155                                 break;
1156                         }
1157                         case ACTION_LEARN:
1158                         {
1159 #ifdef JP
1160                                 strcpy(text, "³Ø½¬");
1161 #else
1162                                 strcpy(text, "lear");
1163 #endif
1164                                 if (new_mane) attr = TERM_L_RED;
1165                                 break;
1166                         }
1167                         case ACTION_FISH:
1168                         {
1169 #ifdef JP
1170                                 strcpy(text, "Äà¤ê");
1171 #else
1172                                 strcpy(text, "fish");
1173 #endif
1174                                 break;
1175                         }
1176                         case ACTION_KAMAE:
1177                         {
1178                                 int i;
1179                                 for (i = 0; i < MAX_KAMAE; i++)
1180                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1181                                 switch (i)
1182                                 {
1183                                         case 0: attr = TERM_GREEN;break;
1184                                         case 1: attr = TERM_WHITE;break;
1185                                         case 2: attr = TERM_L_BLUE;break;
1186                                         case 3: attr = TERM_L_RED;break;
1187                                 }
1188                                 strcpy(text, kamae_shurui[i].desc);
1189                                 break;
1190                         }
1191                         case ACTION_KATA:
1192                         {
1193                                 int i;
1194                                 for (i = 0; i < MAX_KATA; i++)
1195                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1196                                 strcpy(text, kata_shurui[i].desc);
1197                                 break;
1198                         }
1199                         case ACTION_SING:
1200                         {
1201 #ifdef JP
1202                                 strcpy(text, "²Î  ");
1203 #else
1204                                 strcpy(text, "Sing");
1205 #endif
1206                                 break;
1207                         }
1208                         case ACTION_HAYAGAKE:
1209                         {
1210 #ifdef JP
1211                                 strcpy(text, "®¶î");
1212 #else
1213                                 strcpy(text, "Fast");
1214 #endif
1215                                 break;
1216                         }
1217                         default:
1218                         {
1219                                 strcpy(text, "    ");
1220                                 break;
1221                         }
1222                 }
1223         }
1224
1225         /* Display the info (or blanks) */
1226         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1227 }
1228
1229
1230 /*
1231  * Prints the speed of a character.                     -CJS-
1232  */
1233 static void prt_speed(void)
1234 {
1235         int i = p_ptr->pspeed;
1236         bool is_fast = IS_FAST();
1237
1238         byte attr = TERM_WHITE;
1239         char buf[32] = "";
1240         int wid, hgt, row_speed, col_speed;
1241
1242         Term_get_size(&wid, &hgt);
1243         col_speed = wid + COL_SPEED;
1244         row_speed = hgt + ROW_SPEED;
1245
1246         /* Hack -- Visually "undo" the Search Mode Slowdown */
1247         if (p_ptr->action == ACTION_SEARCH) i += 10;
1248
1249         /* Fast */
1250         if (i > 110)
1251         {
1252                 if (p_ptr->riding)
1253                 {
1254                         if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1255                         else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1256                         else attr = TERM_GREEN;
1257                 }
1258                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1259                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1260                 else attr = TERM_L_GREEN;
1261 #ifdef JP
1262                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1263 #else
1264                 sprintf(buf, "Fast(+%d)", (i - 110));
1265 #endif
1266
1267         }
1268
1269         /* Slow */
1270         else if (i < 110)
1271         {
1272                 if (p_ptr->riding)
1273                 {
1274                         if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
1275                         else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
1276                         else attr = TERM_RED;
1277                 }
1278                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1279                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1280                 else attr = TERM_L_UMBER;
1281 #ifdef JP
1282                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1283 #else
1284                 sprintf(buf, "Slow(-%d)", (110 - i));
1285 #endif
1286         }
1287         else if (p_ptr->riding)
1288         {
1289                 attr = TERM_GREEN;
1290 #ifdef JP
1291                 strcpy(buf, "¾èÇÏÃæ");
1292 #else
1293                 strcpy(buf, "Riding");
1294 #endif
1295         }
1296
1297         /* Display the speed */
1298         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1299 }
1300
1301
1302 static void prt_study(void)
1303 {
1304         int wid, hgt, row_study, col_study;
1305
1306         Term_get_size(&wid, &hgt);
1307         col_study = wid + COL_STUDY;
1308         row_study = hgt + ROW_STUDY;
1309
1310         if (p_ptr->new_spells)
1311         {
1312 #ifdef JP
1313                 put_str("³Ø½¬", row_study, col_study);
1314 #else
1315                 put_str("Stud", row_study, col_study);
1316 #endif
1317
1318         }
1319         else
1320         {
1321                 put_str("    ", row_study, col_study);
1322         }
1323 }
1324
1325
1326 static void prt_mane(void)
1327 {
1328         int wid, hgt, row_study, col_study;
1329
1330         Term_get_size(&wid, &hgt);
1331         col_study = wid + COL_STUDY;
1332         row_study = hgt + ROW_STUDY;
1333
1334         if (p_ptr->pclass == CLASS_IMITATOR)
1335         {
1336                 if (p_ptr->mane_num)
1337                 {
1338                         byte attr;
1339                         if (new_mane) attr = TERM_L_RED;
1340                         else attr = TERM_WHITE;
1341 #ifdef JP
1342                         c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1343 #else
1344                         c_put_str(attr, "Mane", row_study, col_study);
1345 #endif
1346                 }
1347                 else
1348                 {
1349                         put_str("    ", row_study, col_study);
1350                 }
1351         }
1352 }
1353
1354
1355 static void prt_cut(void)
1356 {
1357         int c = p_ptr->cut;
1358
1359         if (c > 1000)
1360         {
1361 #ifdef JP
1362                 c_put_str(TERM_L_RED, "Ã×Ì¿½ý      ", ROW_CUT, COL_CUT);
1363 #else
1364                 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1365 #endif
1366
1367         }
1368         else if (c > 200)
1369         {
1370 #ifdef JP
1371                 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê  ", ROW_CUT, COL_CUT);
1372 #else
1373                 c_put_str(TERM_RED, "Deep gash   ", ROW_CUT, COL_CUT);
1374 #endif
1375
1376         }
1377         else if (c > 100)
1378         {
1379 #ifdef JP
1380                 c_put_str(TERM_RED, "½Å½ý        ", ROW_CUT, COL_CUT);
1381 #else
1382                 c_put_str(TERM_RED, "Severe cut  ", ROW_CUT, COL_CUT);
1383 #endif
1384
1385         }
1386         else if (c > 50)
1387         {
1388 #ifdef JP
1389                 c_put_str(TERM_ORANGE, "ÂçÊѤʽý    ", ROW_CUT, COL_CUT);
1390 #else
1391                 c_put_str(TERM_ORANGE, "Nasty cut   ", ROW_CUT, COL_CUT);
1392 #endif
1393
1394         }
1395         else if (c > 25)
1396         {
1397 #ifdef JP
1398                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý    ", ROW_CUT, COL_CUT);
1399 #else
1400                 c_put_str(TERM_ORANGE, "Bad cut     ", ROW_CUT, COL_CUT);
1401 #endif
1402
1403         }
1404         else if (c > 10)
1405         {
1406 #ifdef JP
1407                 c_put_str(TERM_YELLOW, "·Ú½ý        ", ROW_CUT, COL_CUT);
1408 #else
1409                 c_put_str(TERM_YELLOW, "Light cut   ", ROW_CUT, COL_CUT);
1410 #endif
1411
1412         }
1413         else if (c)
1414         {
1415 #ifdef JP
1416                 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý    ", ROW_CUT, COL_CUT);
1417 #else
1418                 c_put_str(TERM_YELLOW, "Graze       ", ROW_CUT, COL_CUT);
1419 #endif
1420
1421         }
1422         else
1423         {
1424                 put_str("            ", ROW_CUT, COL_CUT);
1425         }
1426 }
1427
1428
1429
1430 static void prt_stun(void)
1431 {
1432         int s = p_ptr->stun;
1433
1434         if (s > 100)
1435         {
1436 #ifdef JP
1437                 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ  ", ROW_STUN, COL_STUN);
1438 #else
1439                 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1440 #endif
1441
1442         }
1443         else if (s > 50)
1444         {
1445 #ifdef JP
1446                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û°  ", ROW_STUN, COL_STUN);
1447 #else
1448                 c_put_str(TERM_ORANGE, "Heavy stun  ", ROW_STUN, COL_STUN);
1449 #endif
1450
1451         }
1452         else if (s)
1453         {
1454 #ifdef JP
1455                 c_put_str(TERM_ORANGE, "ۯ۰        ", ROW_STUN, COL_STUN);
1456 #else
1457                 c_put_str(TERM_ORANGE, "Stun        ", ROW_STUN, COL_STUN);
1458 #endif
1459
1460         }
1461         else
1462         {
1463                 put_str("            ", ROW_STUN, COL_STUN);
1464         }
1465 }
1466
1467
1468
1469 /*
1470  * Redraw the "monster health bar"      -DRS-
1471  * Rather extensive modifications by    -BEN-
1472  *
1473  * The "monster health bar" provides visual feedback on the "health"
1474  * of the monster currently being "tracked".  There are several ways
1475  * to "track" a monster, including targetting it, attacking it, and
1476  * affecting it (and nobody else) with a ranged attack.
1477  *
1478  * Display the monster health bar (affectionately known as the
1479  * "health-o-meter").  Clear health bar if nothing is being tracked.
1480  * Auto-track current target monster when bored.  Note that the
1481  * health-bar stops tracking any monster that "disappears".
1482  */
1483 static void health_redraw(bool riding)
1484 {
1485
1486 #ifdef DRS_SHOW_HEALTH_BAR
1487
1488         s16b health_who;
1489         int row, col;
1490         monster_type *m_ptr;
1491
1492         if (riding)
1493         {
1494                 health_who = p_ptr->riding;
1495                 row = ROW_RIDING_INFO;
1496                 col = COL_RIDING_INFO;
1497         }
1498         else
1499         {
1500                 health_who = p_ptr->health_who;
1501                 row = ROW_INFO;
1502                 col = COL_INFO;
1503         }
1504
1505         m_ptr = &m_list[health_who];
1506
1507         /* Not tracking */
1508         if (!health_who)
1509         {
1510                 /* Erase the health bar */
1511                 Term_erase(col, row, 12);
1512         }
1513
1514         /* Tracking an unseen monster */
1515         else if (!m_ptr->ml)
1516         {
1517                 /* Indicate that the monster health is "unknown" */
1518                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1519         }
1520
1521         /* Tracking a hallucinatory monster */
1522         else if (p_ptr->image)
1523         {
1524                 /* Indicate that the monster health is "unknown" */
1525                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1526         }
1527
1528         /* Tracking a dead monster (???) */
1529         else if (m_ptr->hp < 0)
1530         {
1531                 /* Indicate that the monster health is "unknown" */
1532                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1533         }
1534
1535         /* Tracking a visible monster */
1536         else
1537         {
1538                 /* Extract the "percent" of health */
1539                 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1540                 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1541
1542                 /* Convert percent into "health" */
1543                 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1544
1545                 /* Default to almost dead */
1546                 byte attr = TERM_RED;
1547
1548                 /* Invulnerable */
1549                 if (m_ptr->invulner) attr = TERM_WHITE;
1550
1551                 /* Asleep */
1552                 else if (m_ptr->csleep) attr = TERM_BLUE;
1553
1554                 /* Afraid */
1555                 else if (m_ptr->monfear) attr = TERM_VIOLET;
1556
1557                 /* Healthy */
1558                 else if (pct >= 100) attr = TERM_L_GREEN;
1559
1560                 /* Somewhat Wounded */
1561                 else if (pct >= 60) attr = TERM_YELLOW;
1562
1563                 /* Wounded */
1564                 else if (pct >= 25) attr = TERM_ORANGE;
1565
1566                 /* Badly wounded */
1567                 else if (pct >= 10) attr = TERM_L_RED;
1568
1569                 /* Default to "unknown" */
1570                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1571
1572                 /* Dump the current "health" (use '*' symbols) */
1573                 Term_putstr(col + 1, row, len, attr, "**********");
1574         }
1575
1576 #endif
1577
1578 }
1579
1580
1581
1582 /*
1583  * Display basic info (mostly left of map)
1584  */
1585 static void prt_frame_basic(void)
1586 {
1587         int i;
1588
1589         /* Race and Class */
1590         if (p_ptr->mimic_form)
1591                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1592         else
1593         {
1594                 char str[14];
1595                 my_strcpy(str, rp_ptr->title, sizeof(str));
1596                 prt_field(str, ROW_RACE, COL_RACE);
1597         }
1598 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1599 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1600
1601
1602         /* Title */
1603         prt_title();
1604
1605         /* Level/Experience */
1606         prt_level();
1607         prt_exp();
1608
1609         /* All Stats */
1610         for (i = 0; i < 6; i++) prt_stat(i);
1611
1612         /* Armor */
1613         prt_ac();
1614
1615         /* Hitpoints */
1616         prt_hp();
1617
1618         /* Spellpoints */
1619         prt_sp();
1620
1621         /* Gold */
1622         prt_gold();
1623
1624         /* Current depth */
1625         prt_depth();
1626
1627         /* Special */
1628         health_redraw(FALSE);
1629         health_redraw(TRUE);
1630 }
1631
1632
1633 /*
1634  * Display extra info (mostly below map)
1635  */
1636 static void prt_frame_extra(void)
1637 {
1638         /* Cut/Stun */
1639         prt_cut();
1640         prt_stun();
1641
1642         /* Food */
1643         prt_hunger();
1644
1645         /* State */
1646         prt_state();
1647
1648         /* Speed */
1649         prt_speed();
1650
1651         /* Study spells */
1652         prt_study();
1653
1654         prt_mane();
1655
1656         prt_status();
1657 }
1658
1659
1660 /*
1661  * Hack -- display inventory in sub-windows
1662  */
1663 static void fix_inven(void)
1664 {
1665         int j;
1666
1667         /* Scan windows */
1668         for (j = 0; j < 8; j++)
1669         {
1670                 term *old = Term;
1671
1672                 /* No window */
1673                 if (!angband_term[j]) continue;
1674
1675                 /* No relevant flags */
1676                 if (!(window_flag[j] & (PW_INVEN))) continue;
1677
1678                 /* Activate */
1679                 Term_activate(angband_term[j]);
1680
1681                 /* Display inventory */
1682                 display_inven();
1683
1684                 /* Fresh */
1685                 Term_fresh();
1686
1687                 /* Restore */
1688                 Term_activate(old);
1689         }
1690 }
1691
1692
1693
1694 /*
1695  * Hack -- display equipment in sub-windows
1696  */
1697 static void fix_equip(void)
1698 {
1699         int j;
1700
1701         /* Scan windows */
1702         for (j = 0; j < 8; j++)
1703         {
1704                 term *old = Term;
1705
1706                 /* No window */
1707                 if (!angband_term[j]) continue;
1708
1709                 /* No relevant flags */
1710                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1711
1712                 /* Activate */
1713                 Term_activate(angband_term[j]);
1714
1715                 /* Display equipment */
1716                 display_equip();
1717
1718                 /* Fresh */
1719                 Term_fresh();
1720
1721                 /* Restore */
1722                 Term_activate(old);
1723         }
1724 }
1725
1726
1727 /*
1728  * Hack -- display equipment in sub-windows
1729  */
1730 static void fix_spell(void)
1731 {
1732         int j;
1733
1734         /* Scan windows */
1735         for (j = 0; j < 8; j++)
1736         {
1737                 term *old = Term;
1738
1739                 /* No window */
1740                 if (!angband_term[j]) continue;
1741
1742                 /* No relevant flags */
1743                 if (!(window_flag[j] & (PW_SPELL))) continue;
1744
1745                 /* Activate */
1746                 Term_activate(angband_term[j]);
1747
1748                 /* Display spell list */
1749                 display_spell_list();
1750
1751                 /* Fresh */
1752                 Term_fresh();
1753
1754                 /* Restore */
1755                 Term_activate(old);
1756         }
1757 }
1758
1759
1760 /*
1761  * Hack -- display character in sub-windows
1762  */
1763 static void fix_player(void)
1764 {
1765         int j;
1766
1767         /* Scan windows */
1768         for (j = 0; j < 8; j++)
1769         {
1770                 term *old = Term;
1771
1772                 /* No window */
1773                 if (!angband_term[j]) continue;
1774
1775                 /* No relevant flags */
1776                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1777
1778                 /* Activate */
1779                 Term_activate(angband_term[j]);
1780
1781                 update_playtime();
1782
1783                 /* Display player */
1784                 display_player(0);
1785
1786                 /* Fresh */
1787                 Term_fresh();
1788
1789                 /* Restore */
1790                 Term_activate(old);
1791         }
1792 }
1793
1794
1795
1796 /*
1797  * Hack -- display recent messages in sub-windows
1798  *
1799  * XXX XXX XXX Adjust for width and split messages
1800  */
1801 static void fix_message(void)
1802 {
1803         int j, i;
1804         int w, h;
1805         int x, y;
1806
1807         /* Scan windows */
1808         for (j = 0; j < 8; j++)
1809         {
1810                 term *old = Term;
1811
1812                 /* No window */
1813                 if (!angband_term[j]) continue;
1814
1815                 /* No relevant flags */
1816                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1817
1818                 /* Activate */
1819                 Term_activate(angband_term[j]);
1820
1821                 /* Get size */
1822                 Term_get_size(&w, &h);
1823
1824                 /* Dump messages */
1825                 for (i = 0; i < h; i++)
1826                 {
1827                         /* Dump the message on the appropriate line */
1828                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1829
1830                         /* Cursor */
1831                         Term_locate(&x, &y);
1832
1833                         /* Clear to end of line */
1834                         Term_erase(x, y, 255);
1835                 }
1836
1837                 /* Fresh */
1838                 Term_fresh();
1839
1840                 /* Restore */
1841                 Term_activate(old);
1842         }
1843 }
1844
1845
1846 /*
1847  * Hack -- display overhead view in sub-windows
1848  *
1849  * Note that the "player" symbol does NOT appear on the map.
1850  */
1851 static void fix_overhead(void)
1852 {
1853         int j;
1854
1855         int cy, cx;
1856
1857         /* Scan windows */
1858         for (j = 0; j < 8; j++)
1859         {
1860                 term *old = Term;
1861                 int wid, hgt;
1862
1863                 /* No window */
1864                 if (!angband_term[j]) continue;
1865
1866                 /* No relevant flags */
1867                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
1868
1869                 /* Activate */
1870                 Term_activate(angband_term[j]);
1871
1872                 /* Full map in too small window is useless  */
1873                 Term_get_size(&wid, &hgt);
1874                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
1875                 {
1876                         /* Redraw map */
1877                         display_map(&cy, &cx);
1878
1879                         /* Fresh */
1880                         Term_fresh();
1881                 }
1882
1883                 /* Restore */
1884                 Term_activate(old);
1885         }
1886 }
1887
1888
1889 /*
1890  * Hack -- display dungeon view in sub-windows
1891  */
1892 static void fix_dungeon(void)
1893 {
1894         int j;
1895
1896         /* Scan windows */
1897         for (j = 0; j < 8; j++)
1898         {
1899                 term *old = Term;
1900
1901                 /* No window */
1902                 if (!angband_term[j]) continue;
1903
1904                 /* No relevant flags */
1905                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
1906
1907                 /* Activate */
1908                 Term_activate(angband_term[j]);
1909
1910                 /* Redraw dungeon view */
1911                 display_dungeon();
1912
1913                 /* Fresh */
1914                 Term_fresh();
1915
1916                 /* Restore */
1917                 Term_activate(old);
1918         }
1919 }
1920
1921
1922 /*
1923  * Hack -- display monster recall in sub-windows
1924  */
1925 static void fix_monster(void)
1926 {
1927         int j;
1928
1929         /* Scan windows */
1930         for (j = 0; j < 8; j++)
1931         {
1932                 term *old = Term;
1933
1934                 /* No window */
1935                 if (!angband_term[j]) continue;
1936
1937                 /* No relevant flags */
1938                 if (!(window_flag[j] & (PW_MONSTER))) continue;
1939
1940                 /* Activate */
1941                 Term_activate(angband_term[j]);
1942
1943                 /* Display monster race info */
1944                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
1945
1946                 /* Fresh */
1947                 Term_fresh();
1948
1949                 /* Restore */
1950                 Term_activate(old);
1951         }
1952 }
1953
1954
1955 /*
1956  * Hack -- display object recall in sub-windows
1957  */
1958 static void fix_object(void)
1959 {
1960         int j;
1961
1962         /* Scan windows */
1963         for (j = 0; j < 8; j++)
1964         {
1965                 term *old = Term;
1966
1967                 /* No window */
1968                 if (!angband_term[j]) continue;
1969
1970                 /* No relevant flags */
1971                 if (!(window_flag[j] & (PW_OBJECT))) continue;
1972
1973                 /* Activate */
1974                 Term_activate(angband_term[j]);
1975
1976                 /* Display monster race info */
1977                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
1978
1979                 /* Fresh */
1980                 Term_fresh();
1981
1982                 /* Restore */
1983                 Term_activate(old);
1984         }
1985 }
1986
1987
1988 /*
1989  * Calculate number of spells player should have, and forget,
1990  * or remember, spells until that number is properly reflected.
1991  *
1992  * Note that this function induces various "status" messages,
1993  * which must be bypasses until the character is created.
1994  */
1995 static void calc_spells(void)
1996 {
1997         int                     i, j, k, levels;
1998         int                     num_allowed;
1999         int                     num_boukyaku = 0;
2000
2001         magic_type              *s_ptr;
2002         int which;
2003         int bonus = 0;
2004
2005
2006         cptr p;
2007
2008         /* Hack -- must be literate */
2009         if (!mp_ptr->spell_book) return;
2010
2011         /* Hack -- wait for creation */
2012         if (!character_generated) return;
2013
2014         /* Hack -- handle "xtra" mode */
2015         if (character_xtra) return;
2016
2017         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2018         {
2019                 p_ptr->new_spells = 0;
2020                 return;
2021         }
2022
2023         p = spell_category_name(mp_ptr->spell_book);
2024
2025         /* Determine the number of spells allowed */
2026         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2027
2028         /* Hack -- no negative spells */
2029         if (levels < 0) levels = 0;
2030
2031         /* Extract total allowed spells */
2032         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2033
2034         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2035         {
2036                 bonus = 4;
2037         }
2038         if (p_ptr->pclass == CLASS_SAMURAI)
2039         {
2040                 num_allowed = 32;
2041         }
2042         else if (p_ptr->realm2 == REALM_NONE)
2043         {
2044                 num_allowed = (num_allowed+1)/2;
2045                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2046         }
2047         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2048         {
2049                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2050         }
2051         else
2052         {
2053                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2054         }
2055
2056         /* Count the number of spells we know */
2057         for (j = 0; j < 64; j++)
2058         {
2059                 /* Count known spells */
2060                 if ((j < 32) ?
2061                     (p_ptr->spell_forgotten1 & (1L << j)) :
2062                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2063                 {
2064                         num_boukyaku++;
2065                 }
2066         }
2067
2068         /* See how many spells we must forget or may learn */
2069         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2070
2071         /* Forget spells which are too hard */
2072         for (i = 63; i >= 0; i--)
2073         {
2074                 /* Efficiency -- all done */
2075                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2076
2077                 /* Access the spell */
2078                 j = p_ptr->spell_order[i];
2079
2080                 /* Skip non-spells */
2081                 if (j >= 99) continue;
2082
2083
2084                 /* Get the spell */
2085                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2086                 {
2087                         if (j < 32)
2088                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2089                         else
2090                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2091                 }
2092                 else if (j < 32)
2093                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2094                 else
2095                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2096
2097                 /* Skip spells we are allowed to know */
2098                 if (s_ptr->slevel <= p_ptr->lev) continue;
2099
2100                 /* Is it known? */
2101                 if ((j < 32) ?
2102                     (p_ptr->spell_learned1 & (1L << j)) :
2103                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2104                 {
2105                         /* Mark as forgotten */
2106                         if (j < 32)
2107                         {
2108                                 p_ptr->spell_forgotten1 |= (1L << j);
2109                                 which = p_ptr->realm1;
2110                         }
2111                         else
2112                         {
2113                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2114                                 which = p_ptr->realm2;
2115                         }
2116
2117                         /* No longer known */
2118                         if (j < 32)
2119                         {
2120                                 p_ptr->spell_learned1 &= ~(1L << j);
2121                                 which = p_ptr->realm1;
2122                         }
2123                         else
2124                         {
2125                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2126                                 which = p_ptr->realm2;
2127                         }
2128
2129                         /* Message */
2130 #ifdef JP
2131                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2132                                    spell_names[technic2magic(which)-1][j%32], p );
2133 #else
2134                         msg_format("You have forgotten the %s of %s.", p,
2135                         spell_names[technic2magic(which)-1][j%32]);
2136 #endif
2137
2138
2139                         /* One more can be learned */
2140                         p_ptr->new_spells++;
2141                 }
2142         }
2143
2144
2145         /* Forget spells if we know too many spells */
2146         for (i = 63; i >= 0; i--)
2147         {
2148                 /* Stop when possible */
2149                 if (p_ptr->new_spells >= 0) break;
2150
2151                 /* Efficiency -- all done */
2152                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2153
2154                 /* Get the (i+1)th spell learned */
2155                 j = p_ptr->spell_order[i];
2156
2157                 /* Skip unknown spells */
2158                 if (j >= 99) continue;
2159
2160                 /* Forget it (if learned) */
2161                 if ((j < 32) ?
2162                     (p_ptr->spell_learned1 & (1L << j)) :
2163                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2164                 {
2165                         /* Mark as forgotten */
2166                         if (j < 32)
2167                         {
2168                                 p_ptr->spell_forgotten1 |= (1L << j);
2169                                 which = p_ptr->realm1;
2170                         }
2171                         else
2172                         {
2173                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2174                                 which = p_ptr->realm2;
2175                         }
2176
2177                         /* No longer known */
2178                         if (j < 32)
2179                         {
2180                                 p_ptr->spell_learned1 &= ~(1L << j);
2181                                 which = p_ptr->realm1;
2182                         }
2183                         else
2184                         {
2185                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2186                                 which = p_ptr->realm2;
2187                         }
2188
2189                         /* Message */
2190 #ifdef JP
2191                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2192                                    spell_names[technic2magic(which)-1][j%32], p );
2193 #else
2194                         msg_format("You have forgotten the %s of %s.", p,
2195                                    spell_names[technic2magic(which)-1][j%32]);
2196 #endif
2197
2198
2199                         /* One more can be learned */
2200                         p_ptr->new_spells++;
2201                 }
2202         }
2203
2204
2205         /* Check for spells to remember */
2206         for (i = 0; i < 64; i++)
2207         {
2208                 /* None left to remember */
2209                 if (p_ptr->new_spells <= 0) break;
2210
2211                 /* Efficiency -- all done */
2212                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2213
2214                 /* Get the next spell we learned */
2215                 j = p_ptr->spell_order[i];
2216
2217                 /* Skip unknown spells */
2218                 if (j >= 99) break;
2219
2220                 /* Access the spell */
2221                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2222                 {
2223                         if (j < 32)
2224                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2225                         else
2226                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2227                 }
2228                 else if (j<32)
2229                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2230                 else
2231                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2232
2233                 /* Skip spells we cannot remember */
2234                 if (s_ptr->slevel > p_ptr->lev) continue;
2235
2236                 /* First set of spells */
2237                 if ((j < 32) ?
2238                     (p_ptr->spell_forgotten1 & (1L << j)) :
2239                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2240                 {
2241                         /* No longer forgotten */
2242                         if (j < 32)
2243                         {
2244                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2245                                 which = p_ptr->realm1;
2246                         }
2247                         else
2248                         {
2249                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2250                                 which = p_ptr->realm2;
2251                         }
2252
2253                         /* Known once more */
2254                         if (j < 32)
2255                         {
2256                                 p_ptr->spell_learned1 |= (1L << j);
2257                                 which = p_ptr->realm1;
2258                         }
2259                         else
2260                         {
2261                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2262                                 which = p_ptr->realm2;
2263                         }
2264
2265                         /* Message */
2266 #ifdef JP
2267                         msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2268                                    spell_names[technic2magic(which)-1][j%32], p );
2269 #else
2270                         msg_format("You have remembered the %s of %s.",
2271                                    p, spell_names[technic2magic(which)-1][j%32]);
2272 #endif
2273
2274
2275                         /* One less can be learned */
2276                         p_ptr->new_spells--;
2277                 }
2278         }
2279
2280         k = 0;
2281
2282         if (p_ptr->realm2 == REALM_NONE)
2283         {
2284                 /* Count spells that can be learned */
2285                 for (j = 0; j < 32; j++)
2286                 {
2287                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2288                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2289
2290                         /* Skip spells we cannot remember */
2291                         if (s_ptr->slevel > p_ptr->lev) continue;
2292
2293                         /* Skip spells we already know */
2294                         if (p_ptr->spell_learned1 & (1L << j))
2295                         {
2296                                 continue;
2297                         }
2298
2299                         /* Count it */
2300                         k++;
2301                 }
2302                 if (k>32) k = 32;
2303                 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2304         }
2305
2306         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2307
2308         /* Spell count changed */
2309         if (p_ptr->old_spells != p_ptr->new_spells)
2310         {
2311                 /* Message if needed */
2312                 if (p_ptr->new_spells)
2313                 {
2314                         /* Message */
2315 #ifdef JP
2316                         if( p_ptr->new_spells < 10 ){
2317                                 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2318                         }else{
2319                                 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2320                         }
2321 #else
2322                         msg_format("You can learn %d more %s%s.",
2323                                    p_ptr->new_spells, p,
2324                                    (p_ptr->new_spells != 1) ? "s" : "");
2325 #endif
2326
2327                 }
2328
2329                 /* Save the new_spells value */
2330                 p_ptr->old_spells = p_ptr->new_spells;
2331
2332                 /* Redraw Study Status */
2333                 p_ptr->redraw |= (PR_STUDY);
2334
2335                 /* Redraw object recall */
2336                 p_ptr->window |= (PW_OBJECT);
2337         }
2338 }
2339
2340
2341 /*
2342  * Calculate maximum mana.  You do not need to know any spells.
2343  * Note that mana is lowered by heavy (or inappropriate) armor.
2344  *
2345  * This function induces status messages.
2346  */
2347 static void calc_mana(void)
2348 {
2349         int             msp, levels, cur_wgt, max_wgt;
2350
2351         object_type     *o_ptr;
2352
2353
2354         /* Hack -- Must be literate */
2355         if (!mp_ptr->spell_book) return;
2356
2357         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2358             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2359             (p_ptr->pclass == CLASS_BLUE_MAGE))
2360         {
2361                 levels = p_ptr->lev;
2362         }
2363         else
2364         {
2365                 if(mp_ptr->spell_first > p_ptr->lev)
2366                 {
2367                         /* Save new mana */
2368                         p_ptr->msp = 0;
2369
2370                         /* Display mana later */
2371                         p_ptr->redraw |= (PR_MANA);
2372                         return;
2373                 }
2374
2375                 /* Extract "effective" player level */
2376                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2377         }
2378
2379         if (p_ptr->pclass == CLASS_SAMURAI)
2380         {
2381                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2382                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2383         }
2384         else
2385         {
2386                 /* Extract total mana */
2387                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2388
2389                 /* Hack -- usually add one mana */
2390                 if (msp) msp++;
2391
2392                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2393
2394                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2395
2396                 /* Hack: High mages have a 25% mana bonus */
2397                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2398
2399                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2400         }
2401
2402         /* Only mages are affected */
2403         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2404         {
2405                 u32b flgs[TR_FLAG_SIZE];
2406
2407                 /* Assume player is not encumbered by gloves */
2408                 p_ptr->cumber_glove = FALSE;
2409
2410                 /* Get the gloves */
2411                 o_ptr = &inventory[INVEN_HANDS];
2412
2413                 /* Examine the gloves */
2414                 object_flags(o_ptr, flgs);
2415
2416                 /* Normal gloves hurt mage-type spells */
2417                 if (o_ptr->k_idx &&
2418                     !(have_flag(flgs, TR_FREE_ACT)) &&
2419                     !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
2420                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2421                 {
2422                         /* Encumbered */
2423                         p_ptr->cumber_glove = TRUE;
2424
2425                         /* Reduce mana */
2426                         msp = (3 * msp) / 4;
2427                 }
2428         }
2429
2430
2431         /* Assume player not encumbered by armor */
2432         p_ptr->cumber_armor = FALSE;
2433
2434         /* Weigh the armor */
2435         cur_wgt = 0;
2436         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2437         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2438         cur_wgt += inventory[INVEN_BODY].weight;
2439         cur_wgt += inventory[INVEN_HEAD].weight;
2440         cur_wgt += inventory[INVEN_OUTER].weight;
2441         cur_wgt += inventory[INVEN_HANDS].weight;
2442         cur_wgt += inventory[INVEN_FEET].weight;
2443
2444         /* Subtract a percentage of maximum mana. */
2445         switch (p_ptr->pclass)
2446         {
2447                 /* For these classes, mana is halved if armour 
2448                  * is 30 pounds over their weight limit. */
2449                 case CLASS_MAGE:
2450                 case CLASS_HIGH_MAGE:
2451                 case CLASS_BLUE_MAGE:
2452                 case CLASS_MONK:
2453                 case CLASS_FORCETRAINER:
2454                 case CLASS_SORCERER:
2455                 {
2456                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2457                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2458                         break;
2459                 }
2460
2461                 /* Mana halved if armour is 40 pounds over weight limit. */
2462                 case CLASS_PRIEST:
2463                 case CLASS_BARD:
2464                 case CLASS_TOURIST:
2465                 {
2466                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2467                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2468                         break;
2469                 }
2470
2471                 case CLASS_MINDCRAFTER:
2472                 case CLASS_BEASTMASTER:
2473                 case CLASS_MIRROR_MASTER:
2474                 {
2475                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2476                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2477                         break;
2478                 }
2479
2480                 /* Mana halved if armour is 50 pounds over weight limit. */
2481                 case CLASS_ROGUE:
2482                 case CLASS_RANGER:
2483                 case CLASS_RED_MAGE:
2484                 case CLASS_WARRIOR_MAGE:
2485                 {
2486                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2487                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2488                         break;
2489                 }
2490
2491                 /* Mana halved if armour is 60 pounds over weight limit. */
2492                 case CLASS_PALADIN:
2493                 case CLASS_CHAOS_WARRIOR:
2494                 {
2495                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2496                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2497                         break;
2498                 }
2499
2500                 /* For new classes created, but not yet added to this formula. */
2501                 default:
2502                 {
2503                         break;
2504                 }
2505         }
2506
2507         /* Determine the weight allowance */
2508         max_wgt = mp_ptr->spell_weight;
2509
2510         /* Heavy armor penalizes mana by a percentage.  -LM- */
2511         if ((cur_wgt - max_wgt) > 0)
2512         {
2513                 /* Encumbered */
2514                 p_ptr->cumber_armor = TRUE;
2515
2516                 /* Subtract a percentage of maximum mana. */
2517                 switch (p_ptr->pclass)
2518                 {
2519                         /* For these classes, mana is halved if armour 
2520                          * is 30 pounds over their weight limit. */
2521                         case CLASS_MAGE:
2522                         case CLASS_HIGH_MAGE:
2523                         case CLASS_BLUE_MAGE:
2524                         {
2525                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2526                                 break;
2527                         }
2528
2529                         /* Mana halved if armour is 40 pounds over weight limit. */
2530                         case CLASS_PRIEST:
2531                         case CLASS_MINDCRAFTER:
2532                         case CLASS_BEASTMASTER:
2533                         case CLASS_BARD:
2534                         case CLASS_FORCETRAINER:
2535                         case CLASS_TOURIST:
2536                         case CLASS_MIRROR_MASTER:
2537                         {
2538                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2539                                 break;
2540                         }
2541
2542                         case CLASS_SORCERER:
2543                         {
2544                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2545                                 break;
2546                         }
2547
2548                         /* Mana halved if armour is 50 pounds over weight limit. */
2549                         case CLASS_ROGUE:
2550                         case CLASS_RANGER:
2551                         case CLASS_MONK:
2552                         case CLASS_RED_MAGE:
2553                         {
2554                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2555                                 break;
2556                         }
2557
2558                         /* Mana halved if armour is 60 pounds over weight limit. */
2559                         case CLASS_PALADIN:
2560                         case CLASS_CHAOS_WARRIOR:
2561                         case CLASS_WARRIOR_MAGE:
2562                         {
2563                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2564                                 break;
2565                         }
2566
2567                         case CLASS_SAMURAI:
2568                         {
2569                                 p_ptr->cumber_armor = FALSE;
2570                                 break;
2571                         }
2572
2573                         /* For new classes created, but not yet added to this formula. */
2574                         default:
2575                         {
2576                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2577                                 break;
2578                         }
2579                 }
2580         }
2581
2582         /* Mana can never be negative */
2583         if (msp < 0) msp = 0;
2584
2585
2586         /* Maximum mana has changed */
2587         if (p_ptr->msp != msp)
2588         {
2589                 /* Enforce maximum */
2590                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2591                 {
2592                         p_ptr->csp = msp;
2593                         p_ptr->csp_frac = 0;
2594                 }
2595
2596 #ifdef JP
2597                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2598                 if ((level_up == 1) && (msp > p_ptr->msp))
2599                 {
2600                         msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2601                                    (msp - p_ptr->msp));
2602                 }
2603 #endif
2604                 /* Save new mana */
2605                 p_ptr->msp = msp;
2606
2607                 /* Display mana later */
2608                 p_ptr->redraw |= (PR_MANA);
2609
2610                 /* Window stuff */
2611                 p_ptr->window |= (PW_PLAYER);
2612                 p_ptr->window |= (PW_SPELL);
2613         }
2614
2615
2616         /* Hack -- handle "xtra" mode */
2617         if (character_xtra) return;
2618
2619         /* Take note when "glove state" changes */
2620         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2621         {
2622                 /* Message */
2623                 if (p_ptr->cumber_glove)
2624                 {
2625 #ifdef JP
2626                         msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2627 #else
2628                         msg_print("Your covered hands feel unsuitable for spellcasting.");
2629 #endif
2630
2631                 }
2632                 else
2633                 {
2634 #ifdef JP
2635                         msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2636 #else
2637                         msg_print("Your hands feel more suitable for spellcasting.");
2638 #endif
2639
2640                 }
2641
2642                 /* Save it */
2643                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2644         }
2645
2646
2647         /* Take note when "armor state" changes */
2648         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2649         {
2650                 /* Message */
2651                 if (p_ptr->cumber_armor)
2652                 {
2653 #ifdef JP
2654                         msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤­¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2655 #else
2656                         msg_print("The weight of your equipment encumbers your movement.");
2657 #endif
2658
2659                 }
2660                 else
2661                 {
2662 #ifdef JP
2663                         msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2664 #else
2665                         msg_print("You feel able to move more freely.");
2666 #endif
2667
2668                 }
2669
2670                 /* Save it */
2671                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2672         }
2673 }
2674
2675
2676
2677 /*
2678  * Calculate the players (maximal) hit points
2679  * Adjust current hitpoints if necessary
2680  */
2681 static void calc_hitpoints(void)
2682 {
2683         int bonus, mhp;
2684         byte tmp_hitdie;
2685
2686         /* Un-inflate "half-hitpoint bonus per level" value */
2687         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2688
2689         /* Calculate hitpoints */
2690         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2691
2692         if (p_ptr->mimic_form)
2693         {
2694                 if (p_ptr->pclass == CLASS_SORCERER)
2695                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2696                 else
2697                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2698                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2699         }
2700
2701         if (p_ptr->pclass == CLASS_SORCERER)
2702         {
2703                 if (p_ptr->lev < 30)
2704                         mhp = (mhp * (45+p_ptr->lev) / 100);
2705                 else
2706                         mhp = (mhp * 75 / 100);
2707                 bonus = (bonus * 65 / 100);
2708         }
2709
2710         mhp += bonus;
2711
2712         if (p_ptr->pclass == CLASS_BERSERKER)
2713         {
2714                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2715         }
2716
2717         /* Always have at least one hitpoint per level */
2718         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2719
2720         /* Factor in the hero / superhero settings */
2721         if (IS_HERO()) mhp += 10;
2722         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2723         if (p_ptr->tsuyoshi) mhp += 50;
2724
2725         /* New maximum hitpoints */
2726         if (p_ptr->mhp != mhp)
2727         {
2728                 /* Enforce maximum */
2729                 if (p_ptr->chp >= mhp)
2730                 {
2731                         p_ptr->chp = mhp;
2732                         p_ptr->chp_frac = 0;
2733                 }
2734
2735 #ifdef JP
2736                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2737                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2738                 {
2739                         msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2740                                    (mhp - p_ptr->mhp) );
2741                 }
2742 #endif
2743                 /* Save the new max-hitpoints */
2744                 p_ptr->mhp = mhp;
2745
2746                 /* Display hitpoints (later) */
2747                 p_ptr->redraw |= (PR_HP);
2748
2749                 /* Window stuff */
2750                 p_ptr->window |= (PW_PLAYER);
2751         }
2752 }
2753
2754
2755
2756 /*
2757  * Extract and set the current "lite radius"
2758  *
2759  * SWD: Experimental modification: multiple light sources have additive effect.
2760  *
2761  */
2762 static void calc_torch(void)
2763 {
2764         int i;
2765         object_type *o_ptr;
2766         u32b flgs[TR_FLAG_SIZE];
2767
2768         /* Assume no light */
2769         p_ptr->cur_lite = 0;
2770
2771         /* Loop through all wielded items */
2772         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2773         {
2774                 o_ptr = &inventory[i];
2775
2776                 /* Examine actual lites */
2777                 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
2778                 {
2779                         if (o_ptr->name2 == EGO_LITE_DARKNESS)
2780                         {
2781                                 if (o_ptr->sval == SV_LITE_TORCH)
2782                                 {
2783                                         p_ptr->cur_lite -= 1;
2784                                 }
2785
2786                                 /* Lanterns (with fuel) provide more lite */
2787                                 else if (o_ptr->sval == SV_LITE_LANTERN)
2788                                 {
2789                                         p_ptr->cur_lite -= 2;
2790                                 }
2791
2792                                 else if (o_ptr->sval == SV_LITE_FEANOR)
2793                                 {
2794                                         p_ptr->cur_lite -= 3;
2795                                 }
2796                         }
2797                         /* Torches (with fuel) provide some lite */
2798                         else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
2799                         {
2800                                 p_ptr->cur_lite += 1;
2801                         }
2802
2803                         /* Lanterns (with fuel) provide more lite */
2804                         else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
2805                         {
2806                                 p_ptr->cur_lite += 2;
2807                         }
2808
2809                         else if (o_ptr->sval == SV_LITE_FEANOR)
2810                         {
2811                                 p_ptr->cur_lite += 2;
2812                         }
2813
2814                         /* Artifact Lites provide permanent, bright, lite */
2815                         else if (artifact_p(o_ptr))
2816                         {
2817                                 p_ptr->cur_lite += 3;
2818                         }
2819
2820                         if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2821                 }
2822                 else
2823                 {
2824                         /* Skip empty slots */
2825                         if (!o_ptr->k_idx) continue;
2826
2827                         /* Extract the flags */
2828                         object_flags(o_ptr, flgs);
2829
2830                         /* does this item glow? */
2831                         if (have_flag(flgs, TR_LITE))
2832                         {
2833                                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
2834                                 else p_ptr->cur_lite++;
2835                         }
2836                 }
2837
2838         }
2839
2840         /* max radius is 14 (was 5) without rewriting other code -- */
2841         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2842         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2843                 p_ptr->cur_lite = 1;
2844
2845         /*
2846          * check if the player doesn't have light radius, 
2847          * but does weakly glow as an intrinsic.
2848          */
2849         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2850
2851         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2852         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2853
2854         /* end experimental mods */
2855
2856         /* Notice changes in the "lite radius" */
2857         if (p_ptr->old_lite != p_ptr->cur_lite)
2858         {
2859                 /* Update the lite */
2860                 /* Hack -- PU_MON_LITE for monsters' darkness */
2861                 p_ptr->update |= (PU_LITE | PU_MON_LITE);
2862
2863                 /* Update the monsters */
2864                 p_ptr->update |= (PU_MONSTERS);
2865
2866                 /* Remember the old lite */
2867                 p_ptr->old_lite = p_ptr->cur_lite;
2868
2869                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2870                         set_superstealth(FALSE);
2871         }
2872 }
2873
2874
2875
2876 /*
2877  * Computes current weight limit.
2878  */
2879 static int weight_limit(void)
2880 {
2881         int i;
2882
2883         /* Weight limit based only on strength */
2884         i = adj_str_wgt[p_ptr->stat_ind[A_STR]] * 100;
2885         if (p_ptr->pclass == CLASS_BERSERKER) i = i*3/2;
2886
2887         /* Return the result */
2888         return (i);
2889 }
2890
2891
2892 bool buki_motteruka(int i)
2893 {
2894         return ((inventory[i].k_idx && inventory[i].tval >= TV_DIGGING && inventory[i].tval <= TV_SWORD) ? TRUE : FALSE);
2895 }
2896
2897 /*
2898  * Calculate the players current "state", taking into account
2899  * not only race/class intrinsics, but also objects being worn
2900  * and temporary spell effects.
2901  *
2902  * See also calc_mana() and calc_hitpoints().
2903  *
2904  * Take note of the new "speed code", in particular, a very strong
2905  * player will start slowing down as soon as he reaches 150 pounds,
2906  * but not until he reaches 450 pounds will he be half as fast as
2907  * a normal kobold.  This both hurts and helps the player, hurts
2908  * because in the old days a player could just avoid 300 pounds,
2909  * and helps because now carrying 300 pounds is not very painful.
2910  *
2911  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
2912  * damage, since that would affect non-combat things.  These values
2913  * are actually added in later, at the appropriate place.
2914  *
2915  * This function induces various "status" messages.
2916  */
2917 void calc_bonuses(void)
2918 {
2919         int             i, j, hold, neutral[2];
2920         int             new_speed;
2921         bool old_telepathy;
2922         bool old_esp_animal;
2923         bool old_esp_undead;
2924         bool old_esp_demon;
2925         bool old_esp_orc;
2926         bool old_esp_troll;
2927         bool old_esp_giant;
2928         bool old_esp_dragon;
2929         bool old_esp_human;
2930         bool old_esp_evil;
2931         bool old_esp_good;
2932         bool old_esp_nonliving;
2933         bool old_esp_unique;
2934         int             old_see_inv;
2935         int             old_dis_ac;
2936         int             old_dis_to_a;
2937         int             extra_blows[2];
2938         int             extra_shots;
2939         object_type     *o_ptr;
2940         u32b flgs[TR_FLAG_SIZE];
2941         bool            omoi = FALSE;
2942         bool            yoiyami = FALSE;
2943         bool            down_saving = FALSE;
2944 #if 0
2945         bool            have_dd_s = FALSE, have_dd_t = FALSE;
2946 #endif
2947         bool            have_sw = FALSE, have_kabe = FALSE;
2948         bool            easy_2weapon = FALSE;
2949         s16b this_o_idx, next_o_idx = 0;
2950         player_race *tmp_rp_ptr;
2951
2952
2953         /* Save the old vision stuff */
2954         old_telepathy = p_ptr->telepathy;
2955         old_esp_animal = p_ptr->esp_animal;
2956         old_esp_undead = p_ptr->esp_undead;
2957         old_esp_demon = p_ptr->esp_demon;
2958         old_esp_orc = p_ptr->esp_orc;
2959         old_esp_troll = p_ptr->esp_troll;
2960         old_esp_giant = p_ptr->esp_giant;
2961         old_esp_dragon = p_ptr->esp_dragon;
2962         old_esp_human = p_ptr->esp_human;
2963         old_esp_evil = p_ptr->esp_evil;
2964         old_esp_good = p_ptr->esp_good;
2965         old_esp_nonliving = p_ptr->esp_nonliving;
2966         old_esp_unique = p_ptr->esp_unique;
2967
2968         old_see_inv = p_ptr->see_inv;
2969
2970         /* Save the old armor class */
2971         old_dis_ac = p_ptr->dis_ac;
2972         old_dis_to_a = p_ptr->dis_to_a;
2973
2974
2975         /* Clear extra blows/shots */
2976         extra_blows[0] = extra_blows[1] = extra_shots = 0;
2977
2978         /* Clear the stat modifiers */
2979         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
2980
2981
2982         /* Clear the Displayed/Real armor class */
2983         p_ptr->dis_ac = p_ptr->ac = 0;
2984
2985         /* Clear the Displayed/Real Bonuses */
2986         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
2987         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
2988         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
2989         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
2990         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
2991         p_ptr->dis_to_a = p_ptr->to_a = 0;
2992         p_ptr->to_h_m = 0;
2993         p_ptr->to_d_m = 0;
2994
2995         p_ptr->to_m_chance = 0;
2996
2997         /* Clear the Extra Dice Bonuses */
2998         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
2999         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3000
3001         /* Start with "normal" speed */
3002         new_speed = 110;
3003
3004         /* Start with a single blow per turn */
3005         p_ptr->num_blow[0] = 1;
3006         p_ptr->num_blow[1] = 1;
3007
3008         /* Start with a single shot per turn */
3009         p_ptr->num_fire = 100;
3010
3011         /* Reset the "xtra" tval */
3012         p_ptr->tval_xtra = 0;
3013
3014         /* Reset the "ammo" tval */
3015         p_ptr->tval_ammo = 0;
3016
3017         /* Clear all the flags */
3018         p_ptr->cursed = 0L;
3019         p_ptr->bless_blade = FALSE;
3020         p_ptr->xtra_might = FALSE;
3021         p_ptr->impact[0] = FALSE;
3022         p_ptr->impact[1] = FALSE;
3023         p_ptr->pass_wall = FALSE;
3024         p_ptr->kill_wall = FALSE;
3025         p_ptr->dec_mana = FALSE;
3026         p_ptr->easy_spell = FALSE;
3027         p_ptr->heavy_spell = FALSE;
3028         p_ptr->see_inv = FALSE;
3029         p_ptr->free_act = FALSE;
3030         p_ptr->slow_digest = FALSE;
3031         p_ptr->regenerate = FALSE;
3032         p_ptr->can_swim = FALSE;
3033         p_ptr->ffall = FALSE;
3034         p_ptr->hold_life = FALSE;
3035         p_ptr->telepathy = FALSE;
3036         p_ptr->esp_animal = FALSE;
3037         p_ptr->esp_undead = FALSE;
3038         p_ptr->esp_demon = FALSE;
3039         p_ptr->esp_orc = FALSE;
3040         p_ptr->esp_troll = FALSE;
3041         p_ptr->esp_giant = FALSE;
3042         p_ptr->esp_dragon = FALSE;
3043         p_ptr->esp_human = FALSE;
3044         p_ptr->esp_evil = FALSE;
3045         p_ptr->esp_good = FALSE;
3046         p_ptr->esp_nonliving = FALSE;
3047         p_ptr->esp_unique = FALSE;
3048         p_ptr->lite = FALSE;
3049         p_ptr->sustain_str = FALSE;
3050         p_ptr->sustain_int = FALSE;
3051         p_ptr->sustain_wis = FALSE;
3052         p_ptr->sustain_con = FALSE;
3053         p_ptr->sustain_dex = FALSE;
3054         p_ptr->sustain_chr = FALSE;
3055         p_ptr->resist_acid = FALSE;
3056         p_ptr->resist_elec = FALSE;
3057         p_ptr->resist_fire = FALSE;
3058         p_ptr->resist_cold = FALSE;
3059         p_ptr->resist_pois = FALSE;
3060         p_ptr->resist_conf = FALSE;
3061         p_ptr->resist_sound = FALSE;
3062         p_ptr->resist_lite = FALSE;
3063         p_ptr->resist_dark = FALSE;
3064         p_ptr->resist_chaos = FALSE;
3065         p_ptr->resist_disen = FALSE;
3066         p_ptr->resist_shard = FALSE;
3067         p_ptr->resist_nexus = FALSE;
3068         p_ptr->resist_blind = FALSE;
3069         p_ptr->resist_neth = FALSE;
3070         p_ptr->resist_time = FALSE;
3071         p_ptr->resist_fear = FALSE;
3072         p_ptr->reflect = FALSE;
3073         p_ptr->sh_fire = FALSE;
3074         p_ptr->sh_elec = FALSE;
3075         p_ptr->sh_cold = FALSE;
3076         p_ptr->anti_magic = FALSE;
3077         p_ptr->anti_tele = FALSE;
3078         p_ptr->warning = FALSE;
3079         p_ptr->mighty_throw = FALSE;
3080         p_ptr->see_nocto = FALSE;
3081
3082         p_ptr->immune_acid = FALSE;
3083         p_ptr->immune_elec = FALSE;
3084         p_ptr->immune_fire = FALSE;
3085         p_ptr->immune_cold = FALSE;
3086
3087         p_ptr->ryoute = FALSE;
3088         p_ptr->migite = FALSE;
3089         p_ptr->hidarite = FALSE;
3090         p_ptr->no_flowed = FALSE;
3091
3092         p_ptr->align = 0;
3093
3094         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3095         else tmp_rp_ptr = &race_info[p_ptr->prace];
3096
3097         /* Base infravision (purely racial) */
3098         p_ptr->see_infra = tmp_rp_ptr->infra;
3099
3100         /* Base skill -- disarming */
3101         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3102
3103         /* Base skill -- magic devices */
3104         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3105
3106         /* Base skill -- saving throw */
3107         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3108
3109         /* Base skill -- stealth */
3110         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3111
3112         /* Base skill -- searching ability */
3113         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3114
3115         /* Base skill -- searching frequency */
3116         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3117
3118         /* Base skill -- combat (normal) */
3119         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3120
3121         /* Base skill -- combat (shooting) */
3122         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3123
3124         /* Base skill -- combat (throwing) */
3125         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3126
3127         /* Base skill -- digging */
3128         p_ptr->skill_dig = 0;
3129
3130         if (buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & EMPTY_HAND_LARM) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3131         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM)) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))) p_ptr->ryoute = TRUE;
3132         if (buki_motteruka(INVEN_RARM) || !buki_motteruka(INVEN_LARM)) p_ptr->migite = TRUE;
3133         if (buki_motteruka(INVEN_LARM)) p_ptr->hidarite = TRUE;
3134
3135         if (p_ptr->special_defense & KAMAE_MASK)
3136         {
3137                 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
3138                 {
3139                         set_action(ACTION_NONE);
3140                 }
3141         }
3142
3143         switch (p_ptr->pclass)
3144         {
3145                 case CLASS_WARRIOR:
3146                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3147                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3148                         break;
3149                 case CLASS_PALADIN:
3150                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3151                         break;
3152                 case CLASS_CHAOS_WARRIOR:
3153                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3154                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3155                         break;
3156                 case CLASS_MINDCRAFTER:
3157                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3158                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3159                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3160                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3161                         break;
3162                 case CLASS_MONK:
3163                 case CLASS_FORCETRAINER:
3164                         /* Unencumbered Monks become faster every 10 levels */
3165                         if (!(heavy_armor()))
3166                         {
3167                                 if (!(prace_is_(RACE_KLACKON) ||
3168                                       prace_is_(RACE_SPRITE) ||
3169                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3170                                         new_speed += (p_ptr->lev) / 10;
3171
3172                                 /* Free action if unencumbered at level 25 */
3173                                 if  (p_ptr->lev > 24)
3174                                         p_ptr->free_act = TRUE;
3175                         }
3176                         break;
3177                 case CLASS_SORCERER:
3178                         p_ptr->to_a -= 50;
3179                         p_ptr->dis_to_a -= 50;
3180                         break;
3181                 case CLASS_BARD:
3182                         p_ptr->resist_sound = TRUE;
3183                         break;
3184                 case CLASS_SAMURAI:
3185                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3186                         break;
3187                 case CLASS_BERSERKER:
3188                         p_ptr->shero = 1;
3189                         p_ptr->sustain_str = TRUE;
3190                         p_ptr->sustain_dex = TRUE;
3191                         p_ptr->sustain_con = TRUE;
3192                         p_ptr->regenerate = TRUE;
3193                         p_ptr->free_act = TRUE;
3194                         new_speed += 2;
3195                         if (p_ptr->lev > 29) new_speed++;
3196                         if (p_ptr->lev > 39) new_speed++;
3197                         if (p_ptr->lev > 44) new_speed++;
3198                         if (p_ptr->lev > 49) new_speed++;
3199                         p_ptr->to_a += 10+p_ptr->lev/2;
3200                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3201                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3202                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3203                         p_ptr->redraw |= PR_STATUS;
3204                         break;
3205                 case CLASS_MIRROR_MASTER:
3206                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3207                         break;
3208                 case CLASS_NINJA:
3209                         /* Unencumbered Ninjas become faster every 10 levels */
3210                         if (heavy_armor())
3211                         {
3212                                 new_speed -= (p_ptr->lev) / 10;
3213                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3214                         }
3215                         else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3216                         {
3217                                 new_speed += 3;
3218                                 if (!(prace_is_(RACE_KLACKON) ||
3219                                       prace_is_(RACE_SPRITE) ||
3220                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3221                                         new_speed += (p_ptr->lev) / 10;
3222                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3223
3224                                 /* Free action if unencumbered at level 25 */
3225                                 if  (p_ptr->lev > 24)
3226                                         p_ptr->free_act = TRUE;
3227                         }
3228                         if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
3229                         {
3230                                 p_ptr->to_a += p_ptr->lev/2+5;
3231                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3232                         }
3233                         p_ptr->slow_digest = TRUE;
3234                         p_ptr->resist_fear = TRUE;
3235                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3236                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3237                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3238                         if (p_ptr->lev > 44)
3239                         {
3240                                 p_ptr->oppose_pois = 1;
3241                                 p_ptr->redraw |= PR_STATUS;
3242                         }
3243                         p_ptr->see_nocto = TRUE;
3244                         break;
3245         }
3246
3247         /***** Races ****/
3248         if (p_ptr->mimic_form)
3249         {
3250                 switch(p_ptr->mimic_form)
3251                 {
3252                 case MIMIC_DEMON:
3253                         p_ptr->hold_life=TRUE;
3254                         p_ptr->resist_chaos=TRUE;
3255                         p_ptr->resist_neth=TRUE;
3256                         p_ptr->resist_fire=TRUE;
3257                         p_ptr->oppose_fire = 1;
3258                         p_ptr->see_inv=TRUE;
3259                         new_speed += 3;
3260                         p_ptr->redraw |= PR_STATUS;
3261                         p_ptr->to_a += 10;
3262                         p_ptr->dis_to_a += 10;
3263                         break;
3264                 case MIMIC_DEMON_LORD:
3265                         p_ptr->hold_life=TRUE;
3266                         p_ptr->resist_chaos=TRUE;
3267                         p_ptr->resist_neth=TRUE;
3268                         p_ptr->immune_fire=TRUE;
3269                         p_ptr->resist_acid = TRUE;
3270                         p_ptr->resist_fire=TRUE;
3271                         p_ptr->resist_cold = TRUE;
3272                         p_ptr->resist_elec = TRUE;
3273                         p_ptr->resist_pois = TRUE;
3274                         p_ptr->resist_conf = TRUE;
3275                         p_ptr->resist_disen = TRUE;
3276                         p_ptr->resist_nexus = TRUE;
3277                         p_ptr->resist_fear = TRUE;
3278                         p_ptr->sh_fire = TRUE;
3279                         p_ptr->see_inv = TRUE;
3280                         p_ptr->telepathy = TRUE;
3281                         p_ptr->ffall = TRUE;
3282                         p_ptr->kill_wall = TRUE;
3283                         new_speed += 5;
3284                         p_ptr->to_a += 20;
3285                         p_ptr->dis_to_a += 20;
3286                         break;
3287                 case MIMIC_VAMPIRE:
3288                         p_ptr->resist_dark = TRUE;
3289                         p_ptr->hold_life = TRUE;
3290                         p_ptr->resist_neth = TRUE;
3291                         p_ptr->resist_cold = TRUE;
3292                         p_ptr->resist_pois = TRUE;
3293                         p_ptr->see_inv = TRUE;
3294                         new_speed += 3;
3295                         p_ptr->to_a += 10;
3296                         p_ptr->dis_to_a += 10;
3297                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3298                         break;
3299                 }
3300         }
3301         else
3302         {
3303         switch (p_ptr->prace)
3304         {
3305                 case RACE_ELF:
3306                         p_ptr->resist_lite = TRUE;
3307                         break;
3308                 case RACE_HOBBIT:
3309                         p_ptr->sustain_dex = TRUE;
3310                         break;
3311                 case RACE_GNOME:
3312                         p_ptr->free_act = TRUE;
3313                         break;
3314                 case RACE_DWARF:
3315                         p_ptr->resist_blind = TRUE;
3316                         break;
3317                 case RACE_HALF_ORC:
3318                         p_ptr->resist_dark = TRUE;
3319                         break;
3320                 case RACE_HALF_TROLL:
3321                         p_ptr->sustain_str = TRUE;
3322
3323                         if (p_ptr->lev > 14)
3324                         {
3325                                 /* High level trolls heal fast... */
3326                                 p_ptr->regenerate = TRUE;
3327
3328                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3329                                 {
3330                                         p_ptr->slow_digest = TRUE;
3331                                         /* Let's not make Regeneration
3332                                          * a disadvantage for the poor warriors who can
3333                                          * never learn a spell that satisfies hunger (actually
3334                                          * neither can rogues, but half-trolls are not
3335                                          * supposed to play rogues) */
3336                                 }
3337                         }
3338                         break;
3339                 case RACE_AMBERITE:
3340                         p_ptr->sustain_con = TRUE;
3341                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3342                         break;
3343                 case RACE_HIGH_ELF:
3344                         p_ptr->resist_lite = TRUE;
3345                         p_ptr->see_inv = TRUE;
3346                         break;
3347                 case RACE_BARBARIAN:
3348                         p_ptr->resist_fear = TRUE;
3349                         break;
3350                 case RACE_HALF_OGRE:
3351                         p_ptr->resist_dark = TRUE;
3352                         p_ptr->sustain_str = TRUE;
3353                         break;
3354                 case RACE_HALF_GIANT:
3355                         p_ptr->sustain_str = TRUE;
3356                         p_ptr->resist_shard = TRUE;
3357                         break;
3358                 case RACE_HALF_TITAN:
3359                         p_ptr->resist_chaos = TRUE;
3360                         break;
3361                 case RACE_CYCLOPS:
3362                         p_ptr->resist_sound = TRUE;
3363                         break;
3364                 case RACE_YEEK:
3365                         p_ptr->resist_acid = TRUE;
3366                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3367                         break;
3368                 case RACE_KLACKON:
3369                         p_ptr->resist_conf = TRUE;
3370                         p_ptr->resist_acid = TRUE;
3371
3372                         /* Klackons become faster */
3373                         new_speed += (p_ptr->lev) / 10;
3374                         break;
3375                 case RACE_KOBOLD:
3376                         p_ptr->resist_pois = TRUE;
3377                         break;
3378                 case RACE_NIBELUNG:
3379                         p_ptr->resist_disen = TRUE;
3380                         p_ptr->resist_dark = TRUE;
3381                         break;
3382                 case RACE_DARK_ELF:
3383                         p_ptr->resist_dark = TRUE;
3384                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3385                         break;
3386                 case RACE_DRACONIAN:
3387                         p_ptr->ffall = TRUE;
3388                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3389                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3390                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3391                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3392                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3393                         break;
3394                 case RACE_MIND_FLAYER:
3395                         p_ptr->sustain_int = TRUE;
3396                         p_ptr->sustain_wis = TRUE;
3397                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3398                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3399                         break;
3400                 case RACE_IMP:
3401                         p_ptr->resist_fire = TRUE;
3402                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3403                         break;
3404                 case RACE_GOLEM:
3405                         p_ptr->slow_digest = TRUE;
3406                         p_ptr->free_act = TRUE;
3407                         p_ptr->see_inv = TRUE;
3408                         p_ptr->resist_pois = TRUE;
3409                         if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3410                         break;
3411                 case RACE_SKELETON:
3412                         p_ptr->resist_shard = TRUE;
3413                         p_ptr->hold_life = TRUE;
3414                         p_ptr->see_inv = TRUE;
3415                         p_ptr->resist_pois = TRUE;
3416                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3417                         break;
3418                 case RACE_ZOMBIE:
3419                         p_ptr->resist_neth = TRUE;
3420                         p_ptr->hold_life = TRUE;
3421                         p_ptr->see_inv = TRUE;
3422                         p_ptr->resist_pois = TRUE;
3423                         p_ptr->slow_digest = TRUE;
3424                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3425                         break;
3426                 case RACE_VAMPIRE:
3427                         p_ptr->resist_dark = TRUE;
3428                         p_ptr->hold_life = TRUE;
3429                         p_ptr->resist_neth = TRUE;
3430                         p_ptr->resist_cold = TRUE;
3431                         p_ptr->resist_pois = TRUE;
3432                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3433                         break;
3434                 case RACE_SPECTRE:
3435                         p_ptr->ffall = TRUE;
3436                         p_ptr->free_act = TRUE;
3437                         p_ptr->resist_neth = TRUE;
3438                         p_ptr->hold_life = TRUE;
3439                         p_ptr->see_inv = TRUE;
3440                         p_ptr->resist_pois = TRUE;
3441                         p_ptr->slow_digest = TRUE;
3442                         p_ptr->resist_cold = TRUE;
3443                         p_ptr->pass_wall = TRUE;
3444                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3445                         break;
3446                 case RACE_SPRITE:
3447                         p_ptr->ffall = TRUE;
3448                         p_ptr->resist_lite = TRUE;
3449
3450                         /* Sprites become faster */
3451                         new_speed += (p_ptr->lev) / 10;
3452                         break;
3453                 case RACE_BEASTMAN:
3454                         p_ptr->resist_conf  = TRUE;
3455                         p_ptr->resist_sound = TRUE;
3456                         break;
3457                 case RACE_ENT:
3458                         /* Ents dig like maniacs, but only with their hands. */
3459                         if (!inventory[INVEN_RARM].k_idx) 
3460                                 p_ptr->skill_dig += p_ptr->lev * 10;
3461                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3462                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3463                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3464                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3465
3466                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3467                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3468                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3469
3470                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3471                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3472                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3473                         break;
3474                 case RACE_ANGEL:
3475                         p_ptr->ffall = TRUE;
3476                         p_ptr->see_inv = TRUE;
3477                         break;
3478                 case RACE_DEMON:
3479                         p_ptr->resist_fire  = TRUE;
3480                         p_ptr->resist_neth  = TRUE;
3481                         p_ptr->hold_life = TRUE;
3482                         if (p_ptr->lev > 9)
3483                                 p_ptr->see_inv = TRUE;
3484                         if (p_ptr->lev > 44)
3485                         {
3486                                 p_ptr->oppose_fire = 1;
3487                                 p_ptr->redraw |= PR_STATUS;
3488                         }
3489                         break;
3490                 case RACE_DUNADAN:
3491                         p_ptr->sustain_con = TRUE;
3492                         break;
3493                 case RACE_S_FAIRY:
3494                         p_ptr->ffall = TRUE;
3495                         break;
3496                 case RACE_KUTA:
3497                         p_ptr->resist_conf = TRUE;
3498                         break;
3499                 case RACE_ANDROID:
3500                         p_ptr->slow_digest = TRUE;
3501                         p_ptr->free_act = TRUE;
3502                         p_ptr->resist_pois = TRUE;
3503                         p_ptr->hold_life = TRUE;
3504                         break;
3505                 default:
3506                         /* Do nothing */
3507                         ;
3508         }
3509         }
3510
3511         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3512         {
3513                 p_ptr->see_inv = TRUE;
3514                 p_ptr->free_act = TRUE;
3515                 p_ptr->slow_digest = TRUE;
3516                 p_ptr->regenerate = TRUE;
3517                 p_ptr->ffall = TRUE;
3518                 p_ptr->hold_life = TRUE;
3519                 p_ptr->telepathy = TRUE;
3520                 p_ptr->lite = TRUE;
3521                 p_ptr->sustain_str = TRUE;
3522                 p_ptr->sustain_int = TRUE;
3523                 p_ptr->sustain_wis = TRUE;
3524                 p_ptr->sustain_con = TRUE;
3525                 p_ptr->sustain_dex = TRUE;
3526                 p_ptr->sustain_chr = TRUE;
3527                 p_ptr->resist_acid = TRUE;
3528                 p_ptr->resist_elec = TRUE;
3529                 p_ptr->resist_fire = TRUE;
3530                 p_ptr->resist_cold = TRUE;
3531                 p_ptr->resist_pois = TRUE;
3532                 p_ptr->resist_conf = TRUE;
3533                 p_ptr->resist_sound = TRUE;
3534                 p_ptr->resist_lite = TRUE;
3535                 p_ptr->resist_dark = TRUE;
3536                 p_ptr->resist_chaos = TRUE;
3537                 p_ptr->resist_disen = TRUE;
3538                 p_ptr->resist_shard = TRUE;
3539                 p_ptr->resist_nexus = TRUE;
3540                 p_ptr->resist_blind = TRUE;
3541                 p_ptr->resist_neth = TRUE;
3542                 p_ptr->resist_fear = TRUE;
3543                 p_ptr->reflect = TRUE;
3544                 p_ptr->sh_fire = TRUE;
3545                 p_ptr->sh_elec = TRUE;
3546                 p_ptr->sh_cold = TRUE;
3547                 p_ptr->to_a += 100;
3548                 p_ptr->dis_to_a += 100;
3549         }
3550         /* Temporary shield */
3551         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3552         {
3553                 p_ptr->to_a += 50;
3554                 p_ptr->dis_to_a += 50;
3555         }
3556
3557         if (p_ptr->tim_res_nether)
3558         {
3559                 p_ptr->resist_neth = TRUE;
3560         }
3561         if (p_ptr->tim_sh_fire)
3562         {
3563                 p_ptr->sh_fire = TRUE;
3564         }
3565         if (p_ptr->tim_res_time)
3566         {
3567                 p_ptr->resist_time = TRUE;
3568         }
3569
3570         /* Sexy Gal */
3571         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3572         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3573         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3574         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3575
3576         /* Lucky man */
3577         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3578
3579         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3580         {
3581                 p_ptr->resist_blind = TRUE;
3582                 p_ptr->resist_conf  = TRUE;
3583                 p_ptr->hold_life = TRUE;
3584                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3585
3586                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3587                         /* Munchkin become faster */
3588                         new_speed += (p_ptr->lev) / 10 + 5;
3589         }
3590
3591         if (p_ptr->riding)
3592         {
3593                 if (!(r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_PASS_WALL))
3594                         p_ptr->pass_wall = FALSE;
3595                 if (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL)
3596                         p_ptr->pass_wall = TRUE;
3597         }
3598         if (music_singing(MUSIC_WALL)) p_ptr->kill_wall = TRUE;
3599
3600         if (p_ptr->kill_wall) p_ptr->pass_wall = TRUE;
3601
3602         /* Hack -- apply racial/class stat maxes */
3603         /* Apply the racial modifiers */
3604         for (i = 0; i < 6; i++)
3605         {
3606                 /* Modify the stats for "race" */
3607                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3608         }
3609
3610
3611         /* I'm adding the mutations here for the lack of a better place... */
3612         if (p_ptr->muta3)
3613         {
3614                 /* Hyper Strength */
3615                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3616                 {
3617                         p_ptr->stat_add[A_STR] += 4;
3618                 }
3619
3620                 /* Puny */
3621                 if (p_ptr->muta3 & MUT3_PUNY)
3622                 {
3623                         p_ptr->stat_add[A_STR] -= 4;
3624                 }
3625
3626                 /* Living computer */
3627                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3628                 {
3629                         p_ptr->stat_add[A_INT] += 4;
3630                         p_ptr->stat_add[A_WIS] += 4;
3631                 }
3632
3633                 /* Moronic */
3634                 if (p_ptr->muta3 & MUT3_MORONIC)
3635                 {
3636                         p_ptr->stat_add[A_INT] -= 4;
3637                         p_ptr->stat_add[A_WIS] -= 4;
3638                 }
3639
3640                 if (p_ptr->muta3 & MUT3_RESILIENT)
3641                 {
3642                         p_ptr->stat_add[A_CON] += 4;
3643                 }
3644
3645                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3646                 {
3647                         p_ptr->stat_add[A_CON] += 2;
3648                         new_speed -= 2;
3649                 }
3650
3651                 if (p_ptr->muta3 & MUT3_ALBINO)
3652                 {
3653                         p_ptr->stat_add[A_CON] -= 4;
3654                 }
3655
3656                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3657                 {
3658                         p_ptr->stat_add[A_CON] -= 2;
3659                         p_ptr->stat_add[A_CHR] -= 1;
3660                         p_ptr->regenerate = FALSE;
3661                         /* Cancel innate regeneration */
3662                 }
3663
3664                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3665                 {
3666                         p_ptr->stat_add[A_CHR] -= 4;
3667                 }
3668
3669                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3670                 {
3671                         p_ptr->stat_add[A_CHR] -= 1;
3672                 }
3673
3674                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3675                 {
3676                         p_ptr->skill_fos += 15;
3677                         p_ptr->skill_srh += 15;
3678                 }
3679
3680                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3681                 {
3682                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3683                 }
3684
3685                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3686                 {
3687                         p_ptr->skill_stl -= 3;
3688                 }
3689
3690                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3691                 {
3692                         p_ptr->see_infra += 3;
3693                 }
3694
3695                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3696                 {
3697                         new_speed += 3;
3698                 }
3699
3700                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3701                 {
3702                         new_speed -= 3;
3703                 }
3704
3705                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3706                 {
3707                         p_ptr->sh_elec = TRUE;
3708                 }
3709
3710                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3711                 {
3712                         p_ptr->sh_fire = TRUE;
3713                         p_ptr->lite = TRUE;
3714                 }
3715
3716                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3717                 {
3718                         p_ptr->stat_add[A_CHR] -= 2;
3719                         p_ptr->to_a += 5;
3720                         p_ptr->dis_to_a += 5;
3721                 }
3722
3723                 if (p_ptr->muta3 & MUT3_SCALES)
3724                 {
3725                         p_ptr->stat_add[A_CHR] -= 1;
3726                         p_ptr->to_a += 10;
3727                         p_ptr->dis_to_a += 10;
3728                 }
3729
3730                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3731                 {
3732                         p_ptr->stat_add[A_DEX] -= 1;
3733                         p_ptr->to_a += 25;
3734                         p_ptr->dis_to_a += 25;
3735                 }
3736
3737                 if (p_ptr->muta3 & MUT3_WINGS)
3738                 {
3739                         p_ptr->ffall = TRUE;
3740                 }
3741
3742                 if (p_ptr->muta3 & MUT3_FEARLESS)
3743                 {
3744                         p_ptr->resist_fear = TRUE;
3745                 }
3746
3747                 if (p_ptr->muta3 & MUT3_REGEN)
3748                 {
3749                         p_ptr->regenerate = TRUE;
3750                 }
3751
3752                 if (p_ptr->muta3 & MUT3_ESP)
3753                 {
3754                         p_ptr->telepathy = TRUE;
3755                 }
3756
3757                 if (p_ptr->muta3 & MUT3_LIMBER)
3758                 {
3759                         p_ptr->stat_add[A_DEX] += 3;
3760                 }
3761
3762                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
3763                 {
3764                         p_ptr->stat_add[A_DEX] -= 3;
3765                 }
3766
3767                 if (p_ptr->muta3 & MUT3_MOTION)
3768                 {
3769                         p_ptr->free_act = TRUE;
3770                         p_ptr->skill_stl += 1;
3771                 }
3772
3773                 if (p_ptr->muta3 & MUT3_ILL_NORM)
3774                 {
3775                         p_ptr->stat_add[A_CHR] = 0;
3776                 }
3777         }
3778
3779         if (p_ptr->tsuyoshi)
3780         {
3781                 p_ptr->stat_add[A_STR] += 4;
3782                 p_ptr->stat_add[A_CON] += 4;
3783         }
3784
3785         /* Scan the usable inventory */
3786         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3787         {
3788                 int bonus_to_h, bonus_to_d;
3789                 o_ptr = &inventory[i];
3790
3791                 /* Skip non-objects */
3792                 if (!o_ptr->k_idx) continue;
3793
3794                 /* Extract the item flags */
3795                 object_flags(o_ptr, flgs);
3796
3797                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
3798                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
3799
3800                 /* Affect stats */
3801                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
3802                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
3803                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
3804                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
3805                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
3806                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
3807
3808                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
3809
3810                 /* Affect stealth */
3811                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
3812
3813                 /* Affect searching ability (factor of five) */
3814                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
3815
3816                 /* Affect searching frequency (factor of five) */
3817                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
3818
3819                 /* Affect infravision */
3820                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
3821
3822                 /* Affect digging (factor of 20) */
3823                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
3824
3825                 /* Affect speed */
3826                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
3827
3828                 /* Affect blows */
3829                 if (have_flag(flgs, TR_BLOWS))
3830                 {
3831                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
3832                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
3833                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
3834                 }
3835
3836                 /* Hack -- cause earthquakes */
3837                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
3838
3839                 /* Boost shots */
3840                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3841
3842                 /* Various flags */
3843                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
3844                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
3845                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
3846                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
3847                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
3848                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
3849                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
3850                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
3851                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
3852                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
3853                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
3854                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
3855                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
3856                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
3857                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
3858                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
3859                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
3860                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
3861                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
3862                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
3863                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
3864
3865                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
3866                 if (have_flag(flgs, TR_FEATHER))     p_ptr->ffall = TRUE;
3867                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
3868                 if (have_flag(flgs, TR_HOLD_LIFE))   p_ptr->hold_life = TRUE;
3869                 if (have_flag(flgs, TR_WARNING)){
3870                         if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
3871                           p_ptr->warning = TRUE;
3872                 }
3873
3874                 if (have_flag(flgs, TR_TELEPORT))
3875                 {
3876                         if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
3877                         else
3878                         {
3879                                 cptr insc = quark_str(o_ptr->inscription);
3880
3881                                 if (o_ptr->inscription &&
3882                                     (strchr(insc, '.') || strchr(insc, '%')))
3883                                 {
3884                                         /*
3885                                          * {.} will stop random teleportation.
3886                                          * {%} includes '.' after conversion.
3887                                          */
3888                                 }
3889                                 else
3890                                 {
3891                                         /* Controlled random teleportation */
3892                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
3893                                 }
3894                         }
3895                 }
3896
3897                 /* Immunity flags */
3898                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
3899                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
3900                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
3901                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
3902
3903                 /* Resistance flags */
3904                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
3905                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
3906                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
3907                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
3908                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
3909                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
3910                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
3911                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
3912                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
3913                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
3914                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
3915                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
3916                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
3917                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
3918                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
3919                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
3920
3921                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
3922                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
3923                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
3924                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
3925                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
3926                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
3927
3928                 /* Sustain flags */
3929                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
3930                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
3931                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
3932                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
3933                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
3934                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
3935
3936                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
3937                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
3938                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
3939                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
3940                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
3941                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
3942                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
3943
3944                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
3945                 {
3946                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3947                         {
3948                                 p_ptr->to_m_chance += 10;
3949                         }
3950                         else
3951                         {
3952                                 p_ptr->to_m_chance += 3;
3953                         }
3954                 }
3955
3956                 if (o_ptr->tval == TV_CAPTURE) continue;
3957
3958                 /* Modify the base armor class */
3959                 p_ptr->ac += o_ptr->ac;
3960
3961                 /* The base armor class is always known */
3962                 p_ptr->dis_ac += o_ptr->ac;
3963
3964                 /* Apply the bonuses to armor class */
3965                 p_ptr->to_a += o_ptr->to_a;
3966
3967                 /* Apply the mental bonuses to armor class, if known */
3968                 if (object_known_p(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
3969
3970                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
3971                 {
3972                         int slot = i - INVEN_RARM;
3973                         if (slot < 2)
3974                         {
3975                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3976                                 {
3977                                         p_ptr->to_h[slot] -= 15;
3978                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
3979                                 }
3980                                 else
3981                                 {
3982                                         p_ptr->to_h[slot] -= 5;
3983                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
3984                                 }
3985                         }
3986                         else
3987                         {
3988                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
3989                                 {
3990                                         p_ptr->to_h_b -= 15;
3991                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
3992                                 }
3993                                 else
3994                                 {
3995                                         p_ptr->to_h_b -= 5;
3996                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
3997                                 }
3998                         }
3999                 }
4000
4001                 if (o_ptr->curse_flags & TRC_LOW_AC)
4002                 {
4003                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4004                         {
4005                                 p_ptr->to_a -= 30;
4006                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4007                         }
4008                         else
4009                         {
4010                                 p_ptr->to_a -= 10;
4011                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4012                         }
4013                 }
4014
4015                 /* Hack -- do not apply "weapon" bonuses */
4016                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4017                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4018
4019                 /* Hack -- do not apply "bow" bonuses */
4020                 if (i == INVEN_BOW) continue;
4021
4022                 bonus_to_h = o_ptr->to_h;
4023                 bonus_to_d = o_ptr->to_d;
4024
4025                 if (p_ptr->pclass == CLASS_NINJA)
4026                 {
4027                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4028                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4029                 }
4030
4031                 /* To Bow and Natural attack */
4032
4033                 /* Apply the bonuses to hit/damage */
4034                 p_ptr->to_h_b += bonus_to_h;
4035                 p_ptr->to_h_m += bonus_to_h;
4036                 p_ptr->to_d_m += bonus_to_d;
4037
4038                 /* Apply the mental bonuses tp hit/damage, if known */
4039                 if (object_known_p(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4040
4041                 /* To Melee */
4042                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4043                 {
4044                         /* Apply the bonuses to hit/damage */
4045                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4046                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4047
4048                         /* Apply the mental bonuses tp hit/damage, if known */
4049                         if (object_known_p(o_ptr))
4050                         {
4051                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4052                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4053                         }
4054                 }
4055                 else if (p_ptr->migite && p_ptr->hidarite)
4056                 {
4057                         /* Apply the bonuses to hit/damage */
4058                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4059                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4060                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4061                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4062
4063                         /* Apply the mental bonuses tp hit/damage, if known */
4064                         if (object_known_p(o_ptr))
4065                         {
4066                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4067                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4068                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4069                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4070                         }
4071                 }
4072                 else
4073                 {
4074                         /* Apply the bonuses to hit/damage */
4075                         p_ptr->to_h[0] += bonus_to_h;
4076                         p_ptr->to_d[0] += bonus_to_d;
4077
4078                         /* Apply the mental bonuses tp hit/damage, if known */
4079                         if (object_known_p(o_ptr))
4080                         {
4081                                 p_ptr->dis_to_h[0] += bonus_to_h;
4082                                 p_ptr->dis_to_d[0] += bonus_to_d;
4083                         }
4084                 }
4085         }
4086
4087         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4088
4089         /* Monks get extra ac for armour _not worn_ */
4090         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4091         {
4092                 if (!(inventory[INVEN_BODY].k_idx))
4093                 {
4094                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4095                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4096                 }
4097                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4098                 {
4099                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4100                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4101                 }
4102                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4103                 {
4104                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4105                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4106                 }
4107                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4108                 {
4109                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4110                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4111                 }
4112                 if (!(inventory[INVEN_HANDS].k_idx))
4113                 {
4114                         p_ptr->to_a += (p_ptr->lev / 2);
4115                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4116                 }
4117                 if (!(inventory[INVEN_FEET].k_idx))
4118                 {
4119                         p_ptr->to_a += (p_ptr->lev / 3);
4120                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4121                 }
4122                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4123                 {
4124                         p_ptr->stat_add[A_STR] += 2;
4125                         p_ptr->stat_add[A_DEX] += 2;
4126                         p_ptr->stat_add[A_CON] -= 3;
4127                 }
4128                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4129                 {
4130                 }
4131                 else if (p_ptr->special_defense & KAMAE_GENBU)
4132                 {
4133                         p_ptr->stat_add[A_INT] -= 1;
4134                         p_ptr->stat_add[A_WIS] -= 1;
4135                         p_ptr->stat_add[A_DEX] -= 2;
4136                         p_ptr->stat_add[A_CON] += 3;
4137                 }
4138                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4139                 {
4140                         p_ptr->stat_add[A_STR] -= 2;
4141                         p_ptr->stat_add[A_INT] += 1;
4142                         p_ptr->stat_add[A_WIS] += 1;
4143                         p_ptr->stat_add[A_DEX] += 2;
4144                         p_ptr->stat_add[A_CON] -= 2;
4145                 }
4146         }
4147
4148         if (p_ptr->special_defense & KATA_KOUKIJIN)
4149         {
4150                 for (i = 0; i < 6; i++)
4151                         p_ptr->stat_add[i] += 5;
4152                 p_ptr->to_a -= 50;
4153                 p_ptr->dis_to_a -= 50;
4154         }
4155
4156         /* Hack -- aura of fire also provides light */
4157         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4158
4159         /* Golems also get an intrinsic AC bonus */
4160         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4161         {
4162                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4163                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4164         }
4165
4166         /* Calculate stats */
4167         for (i = 0; i < 6; i++)
4168         {
4169                 int top, use, ind;
4170
4171                 /* Extract the new "stat_use" value for the stat */
4172                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4173
4174                 /* Notice changes */
4175                 if (p_ptr->stat_top[i] != top)
4176                 {
4177                         /* Save the new value */
4178                         p_ptr->stat_top[i] = top;
4179
4180                         /* Redisplay the stats later */
4181                         p_ptr->redraw |= (PR_STATS);
4182
4183                         /* Window stuff */
4184                         p_ptr->window |= (PW_PLAYER);
4185                 }
4186
4187
4188                 /* Extract the new "stat_use" value for the stat */
4189                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4190
4191                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4192                 {
4193                         /* 10 to 18/90 charisma, guaranteed, based on level */
4194                         if (use < 8 + 2 * p_ptr->lev)
4195                         {
4196                                 use = 8 + 2 * p_ptr->lev;
4197                         }
4198                 }
4199
4200                 /* Notice changes */
4201                 if (p_ptr->stat_use[i] != use)
4202                 {
4203                         /* Save the new value */
4204                         p_ptr->stat_use[i] = use;
4205
4206                         /* Redisplay the stats later */
4207                         p_ptr->redraw |= (PR_STATS);
4208
4209                         /* Window stuff */
4210                         p_ptr->window |= (PW_PLAYER);
4211                 }
4212
4213
4214                 /* Values: 3, 4, ..., 17 */
4215                 if (use <= 18) ind = (use - 3);
4216
4217                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4218                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4219
4220                 /* Range: 18/220+ */
4221                 else ind = (37);
4222
4223                 /* Notice changes */
4224                 if (p_ptr->stat_ind[i] != ind)
4225                 {
4226                         /* Save the new index */
4227                         p_ptr->stat_ind[i] = ind;
4228
4229                         /* Change in CON affects Hitpoints */
4230                         if (i == A_CON)
4231                         {
4232                                 p_ptr->update |= (PU_HP);
4233                         }
4234
4235                         /* Change in INT may affect Mana/Spells */
4236                         else if (i == A_INT)
4237                         {
4238                                 if (mp_ptr->spell_stat == A_INT)
4239                                 {
4240                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4241                                 }
4242                         }
4243
4244                         /* Change in WIS may affect Mana/Spells */
4245                         else if (i == A_WIS)
4246                         {
4247                                 if (mp_ptr->spell_stat == A_WIS)
4248                                 {
4249                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4250                                 }
4251                         }
4252
4253                         /* Change in WIS may affect Mana/Spells */
4254                         else if (i == A_CHR)
4255                         {
4256                                 if (mp_ptr->spell_stat == A_CHR)
4257                                 {
4258                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4259                                 }
4260                         }
4261
4262                         /* Window stuff */
4263                         p_ptr->window |= (PW_PLAYER);
4264                 }
4265         }
4266
4267
4268         /* Apply temporary "stun" */
4269         if (p_ptr->stun > 50)
4270         {
4271                 p_ptr->to_h[0] -= 20;
4272                 p_ptr->to_h[1] -= 20;
4273                 p_ptr->to_h_b  -= 20;
4274                 p_ptr->to_h_m  -= 20;
4275                 p_ptr->dis_to_h[0] -= 20;
4276                 p_ptr->dis_to_h[1] -= 20;
4277                 p_ptr->dis_to_h_b  -= 20;
4278                 p_ptr->to_d[0] -= 20;
4279                 p_ptr->to_d[1] -= 20;
4280                 p_ptr->to_d_m -= 20;
4281                 p_ptr->dis_to_d[0] -= 20;
4282                 p_ptr->dis_to_d[1] -= 20;
4283         }
4284         else if (p_ptr->stun)
4285         {
4286                 p_ptr->to_h[0] -= 5;
4287                 p_ptr->to_h[1] -= 5;
4288                 p_ptr->to_h_b -= 5;
4289                 p_ptr->to_h_m -= 5;
4290                 p_ptr->dis_to_h[0] -= 5;
4291                 p_ptr->dis_to_h[1] -= 5;
4292                 p_ptr->dis_to_h_b -= 5;
4293                 p_ptr->to_d[0] -= 5;
4294                 p_ptr->to_d[1] -= 5;
4295                 p_ptr->to_d_m -= 5;
4296                 p_ptr->dis_to_d[0] -= 5;
4297                 p_ptr->dis_to_d[1] -= 5;
4298         }
4299
4300         /* wraith_form */
4301         if (p_ptr->wraith_form)
4302         {
4303                 p_ptr->reflect = TRUE;
4304         }
4305
4306         /* Temporary blessing */
4307         if (IS_BLESSED())
4308         {
4309                 p_ptr->to_a += 5;
4310                 p_ptr->dis_to_a += 5;
4311                 p_ptr->to_h[0] += 10;
4312                 p_ptr->to_h[1] += 10;
4313                 p_ptr->to_h_b  += 10;
4314                 p_ptr->to_h_m  += 10;
4315                 p_ptr->dis_to_h[0] += 10;
4316                 p_ptr->dis_to_h[1] += 10;
4317                 p_ptr->dis_to_h_b += 10;
4318         }
4319
4320         if (p_ptr->magicdef)
4321         {
4322                 p_ptr->resist_blind = TRUE;
4323                 p_ptr->resist_conf = TRUE;
4324                 p_ptr->reflect = TRUE;
4325                 p_ptr->free_act = TRUE;
4326                 p_ptr->ffall = TRUE;
4327         }
4328
4329         /* Temporary "Hero" */
4330         if (IS_HERO())
4331         {
4332                 p_ptr->to_h[0] += 12;
4333                 p_ptr->to_h[1] += 12;
4334                 p_ptr->to_h_b  += 12;
4335                 p_ptr->to_h_m  += 12;
4336                 p_ptr->dis_to_h[0] += 12;
4337                 p_ptr->dis_to_h[1] += 12;
4338                 p_ptr->dis_to_h_b  += 12;
4339         }
4340
4341         /* Temporary "Beserk" */
4342         if (p_ptr->shero)
4343         {
4344                 p_ptr->to_h[0] += 12;
4345                 p_ptr->to_h[1] += 12;
4346                 p_ptr->to_h_b  -= 12;
4347                 p_ptr->to_h_m  += 12;
4348                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4349                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4350                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4351                 p_ptr->dis_to_h[0] += 12;
4352                 p_ptr->dis_to_h[1] += 12;
4353                 p_ptr->dis_to_h_b  -= 12;
4354                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4355                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4356                 p_ptr->to_a -= 10;
4357                 p_ptr->dis_to_a -= 10;
4358                 p_ptr->skill_stl -= 7;
4359                 p_ptr->skill_dev -= 20;
4360                 p_ptr->skill_sav -= 30;
4361                 p_ptr->skill_srh -= 15;
4362                 p_ptr->skill_fos -= 15;
4363                 p_ptr->skill_tht -= 20;
4364                 p_ptr->skill_dig += 30;
4365         }
4366
4367         /* Temporary "fast" */
4368         if (IS_FAST())
4369         {
4370                 new_speed += 10;
4371         }
4372
4373         /* Temporary "slow" */
4374         if (p_ptr->slow)
4375         {
4376                 new_speed -= 10;
4377         }
4378
4379         /* Temporary "telepathy" */
4380         if (IS_TIM_ESP())
4381         {
4382                 p_ptr->telepathy = TRUE;
4383         }
4384
4385         if (p_ptr->ele_immune)
4386         {
4387                 if (p_ptr->special_defense & DEFENSE_ACID)
4388                         p_ptr->immune_acid = TRUE;
4389                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4390                         p_ptr->immune_elec = TRUE;
4391                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4392                         p_ptr->immune_fire = TRUE;
4393                 else if (p_ptr->special_defense & DEFENSE_COLD)
4394                         p_ptr->immune_cold = TRUE;
4395         }
4396
4397         /* Temporary see invisible */
4398         if (p_ptr->tim_invis)
4399         {
4400                 p_ptr->see_inv = TRUE;
4401         }
4402
4403         /* Temporary infravision boost */
4404         if (p_ptr->tim_infra)
4405         {
4406                 p_ptr->see_infra+=3;
4407         }
4408
4409         /* Temporary regeneration boost */
4410         if (p_ptr->tim_regen)
4411         {
4412                 p_ptr->regenerate = TRUE;
4413         }
4414
4415         /* Temporary levitation */
4416         if (p_ptr->tim_ffall)
4417         {
4418                 p_ptr->ffall = TRUE;
4419         }
4420
4421         /* Temporary reflection */
4422         if (p_ptr->tim_reflect)
4423         {
4424                 p_ptr->reflect = TRUE;
4425         }
4426
4427         /* Hack -- Hero/Shero -> Res fear */
4428         if (IS_HERO() || p_ptr->shero)
4429         {
4430                 p_ptr->resist_fear = TRUE;
4431         }
4432
4433
4434         /* Hack -- Telepathy Change */
4435         if (p_ptr->telepathy != old_telepathy)
4436         {
4437                 p_ptr->update |= (PU_MONSTERS);
4438         }
4439
4440         if ((p_ptr->esp_animal != old_esp_animal) ||
4441             (p_ptr->esp_undead != old_esp_undead) ||
4442             (p_ptr->esp_demon != old_esp_demon) ||
4443             (p_ptr->esp_orc != old_esp_orc) ||
4444             (p_ptr->esp_troll != old_esp_troll) ||
4445             (p_ptr->esp_giant != old_esp_giant) ||
4446             (p_ptr->esp_dragon != old_esp_dragon) ||
4447             (p_ptr->esp_human != old_esp_human) ||
4448             (p_ptr->esp_evil != old_esp_evil) ||
4449             (p_ptr->esp_good != old_esp_good) ||
4450             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4451             (p_ptr->esp_unique != old_esp_unique))
4452         {
4453                 p_ptr->update |= (PU_MONSTERS);
4454         }
4455
4456         /* Hack -- See Invis Change */
4457         if (p_ptr->see_inv != old_see_inv)
4458         {
4459                 p_ptr->update |= (PU_MONSTERS);
4460         }
4461
4462         /* Bloating slows the player down (a little) */
4463         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4464
4465         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4466
4467         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
4468         {
4469                 p_ptr->to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4470                 p_ptr->dis_to_h[0] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4471         }
4472
4473         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4474         {
4475                 int penalty1, penalty2;
4476                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4477                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4478                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4479                 {
4480                         penalty1 = penalty1 / 2 - 5;
4481                         penalty2 = penalty2 / 2 - 5;
4482                         new_speed += 7;
4483                         p_ptr->to_a += 10;
4484                         p_ptr->dis_to_a += 10;
4485                 }
4486                 if (easy_2weapon)
4487                 {
4488                         if (penalty1 > 0) penalty1 /= 2;
4489                         if (penalty2 > 0) penalty2 /= 2;
4490                 }
4491                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4492                 {
4493                         penalty1 = MAX(0, penalty1 - 10);
4494                         penalty2 = MAX(0, penalty2 - 10);
4495                 }
4496                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4497                 {
4498                         penalty1 = MIN(0, penalty1);
4499                         penalty2 = MIN(0, penalty2);
4500                         p_ptr->to_a += 10;
4501                         p_ptr->dis_to_a += 10;
4502                 }
4503                 else
4504                 {
4505                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4506                                 penalty1 /= 2;
4507                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4508                                 penalty2 /= 2;
4509                 }
4510                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4511                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4512                 p_ptr->to_h[0] -= penalty1;
4513                 p_ptr->to_h[1] -= penalty2;
4514                 p_ptr->dis_to_h[0] -= penalty1;
4515                 p_ptr->dis_to_h[1] -= penalty2;
4516         }
4517
4518         /* Extract the current weight (in tenth pounds) */
4519         j = p_ptr->total_weight;
4520
4521         /* Extract the "weight limit" (in tenth pounds) */
4522         i = weight_limit();
4523
4524         if (p_ptr->riding)
4525         {
4526                 int speed = m_list[p_ptr->riding].mspeed;
4527                 if (m_list[p_ptr->riding].mspeed > 110)
4528                 {
4529                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4530                         if (new_speed < 110) new_speed = 110;
4531                 }
4532                 else
4533                 {
4534                         new_speed = speed;
4535                 }
4536                 if (m_list[p_ptr->riding].fast) new_speed += 10;
4537                 if (m_list[p_ptr->riding].slow) new_speed -= 10;
4538                 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_CAN_FLY) p_ptr->ffall = TRUE;
4539                 if (r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4540
4541                 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;
4542
4543                 i = 3000 + r_info[m_list[p_ptr->riding].r_idx].level * 50;
4544         }
4545
4546         /* XXX XXX XXX Apply "encumbrance" from weight */
4547         if (j > i/2) new_speed -= ((j - (i/2)) / (i / 10));
4548
4549         /* Searching slows the player down */
4550         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4551
4552         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4553         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4554         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4555         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4556         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4557         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4558         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4559         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4560         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4561         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4562         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4563         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4564         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4565
4566         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4567         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4568         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4569         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4570         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4571         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4572         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4573         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4574         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4575         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4576
4577
4578         /* Obtain the "hold" value */
4579         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4580
4581
4582         /* Examine the "current bow" */
4583         o_ptr = &inventory[INVEN_BOW];
4584
4585
4586         /* Assume not heavy */
4587         p_ptr->heavy_shoot = FALSE;
4588
4589         /* It is hard to carholdry a heavy bow */
4590         if (hold < o_ptr->weight / 10)
4591         {
4592                 /* Hard to wield a heavy bow */
4593                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4594                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4595
4596                 /* Heavy Bow */
4597                 p_ptr->heavy_shoot = TRUE;
4598         }
4599
4600
4601         /* Compute "extra shots" if needed */
4602         if (o_ptr->k_idx)
4603         {
4604                 /* Analyze the launcher */
4605                 switch (o_ptr->sval)
4606                 {
4607                         case SV_SLING:
4608                         {
4609                                 p_ptr->tval_ammo = TV_SHOT;
4610                                 break;
4611                         }
4612
4613                         case SV_SHORT_BOW:
4614                         case SV_LONG_BOW:
4615                         case SV_NAMAKE_BOW:
4616                         {
4617                                 p_ptr->tval_ammo = TV_ARROW;
4618                                 break;
4619                         }
4620
4621                         case SV_LIGHT_XBOW:
4622                         case SV_HEAVY_XBOW:
4623                         {
4624                                 p_ptr->tval_ammo = TV_BOLT;
4625                                 break;
4626                         }
4627                         case SV_CRIMSON:
4628                         {
4629                                 p_ptr->tval_ammo = TV_NO_AMMO;
4630                                 break;
4631                         }
4632                 }
4633
4634                 /* Apply special flags */
4635                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4636                 {
4637                         /* Extra shots */
4638                         p_ptr->num_fire += (extra_shots * 100);
4639
4640                         /* Hack -- Rangers love Bows */
4641                         if ((p_ptr->pclass == CLASS_RANGER) &&
4642                             (p_ptr->tval_ammo == TV_ARROW))
4643                         {
4644                                 p_ptr->num_fire += (p_ptr->lev * 4);
4645                         }
4646
4647                         if ((p_ptr->pclass == CLASS_CAVALRY) &&
4648                             (p_ptr->tval_ammo == TV_ARROW))
4649                         {
4650                                 p_ptr->num_fire += (p_ptr->lev * 3);
4651                         }
4652
4653                         if (p_ptr->pclass == CLASS_ARCHER)
4654                         {
4655                                 if (p_ptr->tval_ammo == TV_ARROW)
4656                                         p_ptr->num_fire += ((p_ptr->lev * 5)+50);
4657                                 else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
4658                                         p_ptr->num_fire += (p_ptr->lev * 4);
4659                         }
4660
4661                         /*
4662                          * Addendum -- also "Reward" high level warriors,
4663                          * with _any_ missile weapon -- TY
4664                          */
4665                         if (p_ptr->pclass == CLASS_WARRIOR &&
4666                            (p_ptr->tval_ammo <= TV_BOLT) &&
4667                            (p_ptr->tval_ammo >= TV_SHOT))
4668                         {
4669                                 p_ptr->num_fire += (p_ptr->lev * 2);
4670                         }
4671                         if ((p_ptr->pclass == CLASS_ROGUE) &&
4672                             (p_ptr->tval_ammo == TV_SHOT))
4673                         {
4674                                 p_ptr->num_fire += (p_ptr->lev * 4);
4675                         }
4676                 }
4677         }
4678
4679         if (p_ptr->ryoute)
4680                 hold *= 2;
4681
4682         for(i = 0 ; i < 2 ; i++)
4683         {
4684                 /* Examine the "main weapon" */
4685                 o_ptr = &inventory[INVEN_RARM+i];
4686
4687                 object_flags(o_ptr, flgs);
4688
4689                 /* Assume not heavy */
4690                 p_ptr->heavy_wield[i] = FALSE;
4691                 p_ptr->icky_wield[i] = FALSE;
4692                 p_ptr->riding_wield[i] = FALSE;
4693
4694                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
4695                 /* It is hard to hold a heavy weapon */
4696                 if (hold < o_ptr->weight / 10)
4697                 {
4698                         /* Hard to wield a heavy weapon */
4699                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4700                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4701
4702                         /* Heavy weapon */
4703                         p_ptr->heavy_wield[i] = TRUE;
4704                 }
4705                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4706
4707                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4708                 {
4709                         p_ptr->to_a += 5;
4710                         p_ptr->dis_to_a += 5;
4711                 }
4712
4713                 /* Normal weapons */
4714                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4715                 {
4716                         int str_index, dex_index;
4717
4718                         int num = 0, wgt = 0, mul = 0, div = 0;
4719
4720                         /* Analyze the class */
4721                         switch (p_ptr->pclass)
4722                         {
4723                                 /* Warrior */
4724                                 case CLASS_WARRIOR:
4725                                         num = 6; wgt = 70; mul = 5; break;
4726
4727                                 /* Berserker */
4728                                 case CLASS_BERSERKER:
4729                                         num = 6; wgt = 70; mul = 7; break;
4730
4731                                 /* Mage */
4732                                 case CLASS_MAGE:
4733                                 case CLASS_HIGH_MAGE:
4734                                 case CLASS_BLUE_MAGE:
4735                                         num = 3; wgt = 100; mul = 2; break;
4736
4737                                 /* Priest, Mindcrafter */
4738                                 case CLASS_PRIEST:
4739                                 case CLASS_MAGIC_EATER:
4740                                 case CLASS_MINDCRAFTER:
4741                                         num = 5; wgt = 100; mul = 3; break;
4742
4743                                 /* Rogue */
4744                                 case CLASS_ROGUE:
4745                                         num = 5; wgt = 40; mul = 3; break;
4746
4747                                 /* Ranger */
4748                                 case CLASS_RANGER:
4749                                         num = 5; wgt = 70; mul = 4; break;
4750
4751                                 /* Paladin */
4752                                 case CLASS_PALADIN:
4753                                 case CLASS_SAMURAI:
4754                                         num = 5; wgt = 70; mul = 4; break;
4755
4756                                 /* Kaji */
4757                                 case CLASS_SMITH:
4758                                         num = 5; wgt = 150; mul = 5; break;
4759
4760                                 /* Warrior-Mage */
4761                                 case CLASS_WARRIOR_MAGE:
4762                                 case CLASS_RED_MAGE:
4763                                         num = 5; wgt = 70; mul = 3; break;
4764
4765                                 /* Chaos Warrior */
4766                                 case CLASS_CHAOS_WARRIOR:
4767                                         num = 5; wgt = 70; mul = 4; break;
4768
4769                                 /* Monk */
4770                                 case CLASS_MONK:
4771                                         num = 5; wgt = 60; mul = 3; break;
4772
4773                                 /* Tourist */
4774                                 case CLASS_TOURIST:
4775                                         num = 4; wgt = 100; mul = 3; break;
4776
4777                                 /* Imitator */
4778                                 case CLASS_IMITATOR:
4779                                         num = 5; wgt = 70; mul = 4; break;
4780
4781                                 /* Beastmaster */
4782                                 case CLASS_BEASTMASTER:
4783                                         num = 5; wgt = 70; mul = 3; break;
4784
4785                                 case CLASS_CAVALRY:
4786                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
4787                                         else {num = 5; wgt = 100; mul = 3;}
4788                                         break;
4789
4790                                 /* Sorcerer */
4791                                 case CLASS_SORCERER:
4792                                         num = 1; wgt = 1; mul = 1; break;
4793
4794                                 /* Archer, Magic eater */
4795                                 case CLASS_ARCHER:
4796                                 case CLASS_BARD:
4797                                         num = 4; wgt = 70; mul = 2; break;
4798
4799                                 /* ForceTrainer */
4800                                 case CLASS_FORCETRAINER:
4801                                         num = 4; wgt = 60; mul = 2; break;
4802
4803                                 /* Mirror Master */
4804                                 case CLASS_MIRROR_MASTER:
4805                                         num = 3; wgt = 100; mul = 3; break;
4806
4807                                 /* Ninja */
4808                                 case CLASS_NINJA:
4809                                         num = 4; wgt = 20; mul = 1; break;
4810                         }
4811
4812                         /* Enforce a minimum "weight" (tenth pounds) */
4813                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
4814
4815                         /* Access the strength vs weight */
4816                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
4817
4818                         if (p_ptr->ryoute && !omoi) str_index++;
4819                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
4820
4821                         /* Maximal value */
4822                         if (str_index > 11) str_index = 11;
4823
4824                         /* Index by dexterity */
4825                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
4826
4827                         /* Maximal value */
4828                         if (dex_index > 11) dex_index = 11;
4829
4830                         /* Use the blows table */
4831                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
4832
4833                         /* Maximal value */
4834                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
4835
4836                         /* Add in the "bonus blows" */
4837                         p_ptr->num_blow[i] += extra_blows[i];
4838
4839
4840                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
4841                         else if (p_ptr->pclass == CLASS_BERSERKER)
4842                         {
4843                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
4844                         }
4845                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
4846
4847                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
4848
4849                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
4850
4851
4852                         /* Require at least one blow */
4853                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
4854
4855                         /* Boost digging skill by weapon weight */
4856                         p_ptr->skill_dig += (o_ptr->weight / 10);
4857                 }
4858
4859                 /* Assume okay */
4860                 /* Priest weapon penalty for non-blessed edged weapons */
4861                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
4862                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
4863                 {
4864                         /* Reduce the real bonuses */
4865                         p_ptr->to_h[i] -= 2;
4866                         p_ptr->to_d[i] -= 2;
4867
4868                         /* Reduce the mental bonuses */
4869                         p_ptr->dis_to_h[i] -= 2;
4870                         p_ptr->dis_to_d[i] -= 2;
4871
4872                         /* Icky weapon */
4873                         p_ptr->icky_wield[i] = TRUE;
4874                 }
4875                 else if (p_ptr->pclass == CLASS_BERSERKER)
4876                 {
4877                         p_ptr->to_h[i] += p_ptr->lev/5;
4878                         p_ptr->to_d[i] += p_ptr->lev/6;
4879                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
4880                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
4881                         if (!p_ptr->hidarite || p_ptr->ryoute)
4882                         {
4883                                 p_ptr->to_h[i] += p_ptr->lev/5;
4884                                 p_ptr->to_d[i] += p_ptr->lev/6;
4885                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
4886                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
4887                         }
4888                 }
4889                 else if (p_ptr->pclass == CLASS_SORCERER)
4890                 {
4891                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
4892                         {
4893                                 /* Reduce the real bonuses */
4894                                 p_ptr->to_h[i] -= 200;
4895                                 p_ptr->to_d[i] -= 200;
4896
4897                                 /* Reduce the mental bonuses */
4898                                 p_ptr->dis_to_h[i] -= 200;
4899                                 p_ptr->dis_to_d[i] -= 200;
4900
4901                                 /* Icky weapon */
4902                                 p_ptr->icky_wield[i] = TRUE;
4903                         }
4904                         else
4905                         {
4906                                 /* Reduce the real bonuses */
4907                                 p_ptr->to_h[i] -= 30;
4908                                 p_ptr->to_d[i] -= 10;
4909
4910                                 /* Reduce the mental bonuses */
4911                                 p_ptr->dis_to_h[i] -= 30;
4912                                 p_ptr->dis_to_d[i] -= 10;
4913                         }
4914                 }
4915                 if (p_ptr->riding)
4916                 {
4917                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
4918                         {
4919                                 p_ptr->to_h[i] +=15;
4920                                 p_ptr->dis_to_h[i] +=15;
4921                                 p_ptr->to_dd[i] += 2;
4922                         }
4923                         else if (!(have_flag(flgs, TR_RIDING)))
4924                         {
4925                                 int penalty;
4926                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4927                                 {
4928                                         penalty = 5;
4929                                 }
4930                                 else
4931                                 {
4932                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4933                                         penalty += 30;
4934                                         if (penalty < 30) penalty = 30;
4935                                 }
4936                                 p_ptr->to_h[i] -= penalty;
4937                                 p_ptr->dis_to_h[i] -= penalty;
4938
4939                                 /* Riding weapon */
4940                                 p_ptr->riding_wield[i] = TRUE;
4941                         }
4942                 }
4943         }
4944
4945         if (p_ptr->riding)
4946         {
4947                 int penalty = 0;
4948
4949                 p_ptr->riding_ryoute = FALSE;
4950                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
4951
4952                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
4953                 {
4954                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
4955                 }
4956                 else
4957                 {
4958                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
4959                         penalty += 30;
4960                         if (penalty < 30) penalty = 30;
4961                 }
4962                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
4963                 p_ptr->to_h_b -= penalty;
4964                 p_ptr->dis_to_h_b -= penalty;
4965         }
4966
4967         /* Different calculation for monks with empty hands */
4968         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
4969         {
4970                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
4971                 p_ptr->num_blow[0] = 0;
4972
4973                 if (p_ptr->pclass == CLASS_FORCETRAINER)
4974                 {
4975                         if (blow_base > 18) p_ptr->num_blow[0]++;
4976                         if (blow_base > 31) p_ptr->num_blow[0]++;
4977                         if (blow_base > 44) p_ptr->num_blow[0]++;
4978                         if (blow_base > 58) p_ptr->num_blow[0]++;
4979                         if (p_ptr->magic_num1[0])
4980                         {
4981                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
4982                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
4983                         }
4984                 }
4985                 else
4986                 {
4987                         if (blow_base > 12) p_ptr->num_blow[0]++;
4988                         if (blow_base > 22) p_ptr->num_blow[0]++;
4989                         if (blow_base > 31) p_ptr->num_blow[0]++;
4990                         if (blow_base > 39) p_ptr->num_blow[0]++;
4991                         if (blow_base > 46) p_ptr->num_blow[0]++;
4992                         if (blow_base > 53) p_ptr->num_blow[0]++;
4993                         if (blow_base > 59) p_ptr->num_blow[0]++;
4994                 }
4995
4996                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
4997                         p_ptr->num_blow[0] /= 2;
4998                 else
4999                 {
5000                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5001                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5002
5003                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5004                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5005                 }
5006
5007                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5008                 {
5009                         p_ptr->to_a -= 40;
5010                         p_ptr->dis_to_a -= 40;
5011                         
5012                 }
5013                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5014                 {
5015                         p_ptr->to_a -= 50;
5016                         p_ptr->dis_to_a -= 50;
5017                         p_ptr->resist_acid = TRUE;
5018                         p_ptr->resist_fire = TRUE;
5019                         p_ptr->resist_elec = TRUE;
5020                         p_ptr->resist_cold = TRUE;
5021                         p_ptr->resist_pois = TRUE;
5022                         p_ptr->sh_fire = TRUE;
5023                         p_ptr->sh_elec = TRUE;
5024                         p_ptr->sh_cold = TRUE;
5025                         p_ptr->ffall = TRUE;
5026                 }
5027                 else if (p_ptr->special_defense & KAMAE_GENBU)
5028                 {
5029                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5030                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5031                         p_ptr->reflect = TRUE;
5032                         p_ptr->num_blow[0] -= 2;
5033                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5034                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5035                 }
5036                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5037                 {
5038                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5039                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5040
5041                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5042                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5043                         p_ptr->num_blow[0] /= 2;
5044                         p_ptr->ffall = TRUE;
5045                 }
5046
5047                 p_ptr->num_blow[0] += 1+extra_blows[0];
5048         }
5049
5050         monk_armour_aux = FALSE;
5051
5052         if (heavy_armor())
5053         {
5054                 monk_armour_aux = TRUE;
5055         }
5056
5057         for (i = 0 ; i < 2 ; i++)
5058         {
5059                 if (buki_motteruka(INVEN_RARM+i))
5060                 {
5061                         int tval = inventory[INVEN_RARM+i].tval - TV_BOW;
5062                         int sval = inventory[INVEN_RARM+i].sval;
5063
5064                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5065                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5066                         if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
5067                         {
5068                                 p_ptr->to_h[i] -= 40;
5069                                 p_ptr->dis_to_h[i] -= 40;
5070                                 p_ptr->icky_wield[i] = TRUE;
5071                         }
5072                         else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
5073                         {
5074                                 p_ptr->to_h[i] -= 40;
5075                                 p_ptr->dis_to_h[i] -= 40;
5076                                 p_ptr->icky_wield[i] = TRUE;
5077                         }
5078                         else if (p_ptr->pclass == CLASS_NINJA)
5079                         {
5080                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5081                                 {
5082                                         p_ptr->to_h[i] -= 40;
5083                                         p_ptr->dis_to_h[i] -= 40;
5084                                         p_ptr->icky_wield[i] = TRUE;
5085                                         p_ptr->num_blow[i] /= 2;
5086                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5087                                 }
5088                         }
5089                 }
5090         }
5091
5092         /* Maximum speed is (+99). (internally it's 110 + 99) */
5093         /* Temporary lightspeed forces to be maximum speed */
5094         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5095         {
5096                 new_speed = 209;
5097         }
5098
5099         /* Minimum speed is (-99). (internally it's 110 - 99) */
5100         if (new_speed < 11) new_speed = 11;
5101
5102         /* Display the speed (if needed) */
5103         if (p_ptr->pspeed != (byte)new_speed)
5104         {
5105                 p_ptr->pspeed = (byte)new_speed;
5106                 p_ptr->redraw |= (PR_SPEED);
5107         }
5108
5109         if (yoiyami)
5110         {
5111                 if (p_ptr->to_a > (0 - p_ptr->ac))
5112                         p_ptr->to_a = 0 - p_ptr->ac;
5113                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5114                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5115         }
5116
5117         /* Redraw armor (if needed) */
5118         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5119         {
5120                 /* Redraw */
5121                 p_ptr->redraw |= (PR_ARMOR);
5122
5123                 /* Window stuff */
5124                 p_ptr->window |= (PW_PLAYER);
5125         }
5126
5127
5128         if (p_ptr->ryoute && !omoi)
5129         {
5130                 int bonus_to_h=0, bonus_to_d=0;
5131                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5132                 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);
5133
5134                 p_ptr->to_h[0] += MAX(bonus_to_h,1);
5135                 p_ptr->dis_to_h[0] += MAX(bonus_to_h,1);
5136                 p_ptr->to_d[0] += MAX(bonus_to_d,1);
5137                 p_ptr->dis_to_d[0] += MAX(bonus_to_d,1);
5138         }
5139
5140         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5141
5142         /* Affect Skill -- stealth (bonus one) */
5143         p_ptr->skill_stl += 1;
5144
5145         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5146
5147         /* Affect Skill -- disarming (DEX and INT) */
5148         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5149         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5150
5151         /* Affect Skill -- magic devices (INT) */
5152         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5153
5154         /* Affect Skill -- saving throw (WIS) */
5155         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5156
5157         /* Affect Skill -- digging (STR) */
5158         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5159
5160         /* Affect Skill -- disarming (Level, by Class) */
5161         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5162
5163         /* Affect Skill -- magic devices (Level, by Class) */
5164         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5165
5166         /* Affect Skill -- saving throw (Level, by Class) */
5167         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5168
5169         /* Affect Skill -- stealth (Level, by Class) */
5170         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5171
5172         /* Affect Skill -- search ability (Level, by Class) */
5173         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5174
5175         /* Affect Skill -- search frequency (Level, by Class) */
5176         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5177
5178         /* Affect Skill -- combat (normal) (Level, by Class) */
5179         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5180
5181         /* Affect Skill -- combat (shooting) (Level, by Class) */
5182         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5183
5184         /* Affect Skill -- combat (throwing) (Level, by Class) */
5185         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5186
5187
5188         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5189         {
5190                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5191                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5192         }
5193
5194         /* Limit Skill -- stealth from 0 to 30 */
5195         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5196         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5197
5198         /* Limit Skill -- digging from 1 up */
5199         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5200
5201         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5202
5203         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5204
5205         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;
5206
5207         if (down_saving) p_ptr->skill_sav /= 2;
5208
5209         /* Hack -- Each elemental immunity includes resistance */
5210         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5211         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5212         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5213         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5214
5215         /* Hack -- handle "xtra" mode */
5216         if (character_xtra) return;
5217
5218         /* Take note when "heavy bow" changes */
5219         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5220         {
5221                 /* Message */
5222                 if (p_ptr->heavy_shoot)
5223                 {
5224 #ifdef JP
5225                         msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5226 #else
5227                         msg_print("You have trouble wielding such a heavy bow.");
5228 #endif
5229
5230                 }
5231                 else if (inventory[INVEN_BOW].k_idx)
5232                 {
5233 #ifdef JP
5234                         msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5235 #else
5236                         msg_print("You have no trouble wielding your bow.");
5237 #endif
5238
5239                 }
5240                 else
5241                 {
5242 #ifdef JP
5243                         msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5244 #else
5245                         msg_print("You feel relieved to put down your heavy bow.");
5246 #endif
5247
5248                 }
5249
5250                 /* Save it */
5251                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5252         }
5253
5254         for(i = 0 ; i < 2 ; i++)
5255         {
5256                 /* Take note when "heavy weapon" changes */
5257                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5258                 {
5259                         /* Message */
5260                         if (p_ptr->heavy_wield[i])
5261                         {
5262 #ifdef JP
5263                                 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5264 #else
5265                                 msg_print("You have trouble wielding such a heavy weapon.");
5266 #endif
5267
5268                         }
5269                         else if (buki_motteruka(INVEN_RARM+i))
5270                         {
5271 #ifdef JP
5272                                 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5273 #else
5274                                 msg_print("You have no trouble wielding your weapon.");
5275 #endif
5276
5277                         }
5278                         else if (p_ptr->heavy_wield[1-i])
5279                         {
5280 #ifdef JP
5281                                 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5282 #else
5283                                 msg_print("You have still trouble wielding a heavy weapon.");
5284 #endif
5285
5286                         }
5287                         else
5288                         {
5289 #ifdef JP
5290                                 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5291 #else
5292                                 msg_print("You feel relieved to put down your heavy weapon.");
5293 #endif
5294
5295                         }
5296
5297                         /* Save it */
5298                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5299                 }
5300
5301                 /* Take note when "heavy weapon" changes */
5302                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5303                 {
5304                         /* Message */
5305                         if (p_ptr->riding_wield[i])
5306                         {
5307 #ifdef JP
5308                                 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5309 #else
5310                                 msg_print("This weapon is not suitable for use while riding.");
5311 #endif
5312
5313                         }
5314                         else if (!p_ptr->riding)
5315                         {
5316 #ifdef JP
5317                                 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5318 #else
5319                                 msg_print("This weapon was not suitable for use while riding.");
5320 #endif
5321
5322                         }
5323                         else if (buki_motteruka(INVEN_RARM+i))
5324                         {
5325 #ifdef JP
5326                                 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5327 #else
5328                                 msg_print("This weapon is suitable for use while riding.");
5329 #endif
5330
5331                         }
5332                         /* Save it */
5333                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5334                 }
5335
5336                 /* Take note when "illegal weapon" changes */
5337                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5338                 {
5339                         /* Message */
5340                         if (p_ptr->icky_wield[i])
5341                         {
5342 #ifdef JP
5343                                 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5344 #else
5345                                 msg_print("You do not feel comfortable with your weapon.");
5346 #endif
5347                                 if (hack_mind)
5348                                 {
5349                                         chg_virtue(V_FAITH, -1);
5350                                 }
5351                         }
5352                         else if (buki_motteruka(INVEN_RARM+i))
5353                         {
5354 #ifdef JP
5355                                 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5356 #else
5357                                 msg_print("You feel comfortable with your weapon.");
5358 #endif
5359
5360                         }
5361                         else
5362                         {
5363 #ifdef JP
5364                                 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5365 #else
5366                                 msg_print("You feel more comfortable after removing your weapon.");
5367 #endif
5368
5369                         }
5370
5371                         /* Save it */
5372                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5373                 }
5374         }
5375
5376         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5377         {
5378                 /* Message */
5379                 if (p_ptr->riding_ryoute)
5380                 {
5381 #ifdef JP
5382                         msg_print("ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ÆÇϤòÁà¤ì¤Ê¤¤¡£");
5383 #else
5384                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5385 #endif
5386                 }
5387                 else
5388                 {
5389 #ifdef JP
5390                         msg_print("¼ê¤¬¶õ¤¤¤ÆÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5391 #else
5392                         msg_print("You began to control riding pet with one hand.");
5393 #endif
5394                 }
5395
5396                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5397         }
5398
5399         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5400         {
5401                 if (heavy_armor())
5402                 {
5403 #ifdef JP
5404 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5405 #else
5406                         msg_print("The weight of your armor disrupts your balance.");
5407 #endif
5408
5409                         if (hack_mind)
5410                         {
5411                                 chg_virtue(V_HARMONY, -1);
5412                         }
5413                 }
5414                 else
5415 #ifdef JP
5416 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5417 #else
5418                         msg_print("You regain your balance.");
5419 #endif
5420
5421                 monk_notify_aux = monk_armour_aux;
5422         }
5423
5424         j = 0;
5425         p_ptr->align = friend_align;
5426
5427         /* Determine player alignment */
5428         for (i = 0; i < 8; i++)
5429         {
5430                 if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
5431                 {
5432                         neutral[j] = i;
5433                         j++;
5434                 }
5435                 else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
5436                 else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
5437                 else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
5438         }
5439         if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
5440         if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
5441         if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
5442         while (j)
5443         {
5444                 j--;
5445                 if (p_ptr->align > 0)
5446                 {
5447                         p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
5448                         if (p_ptr->align < 0) p_ptr->align = 0;
5449                 }
5450                 else if (p_ptr->align < 0)
5451                 {
5452                         p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
5453                         if (p_ptr->align > 0) p_ptr->align = 0;
5454                 }
5455         }
5456
5457         for (i = 0; i < INVEN_PACK; i++)
5458         {
5459 #if 0
5460                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5461                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5462 #endif
5463                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5464                 if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5465         }
5466         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5467         {
5468                 object_type *o_ptr;
5469
5470                 /* Acquire object */
5471                 o_ptr = &o_list[this_o_idx];
5472
5473                 /* Acquire next object */
5474                 next_o_idx = o_ptr->next_o_idx;
5475
5476 #if 0
5477                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5478                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5479 #endif
5480                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5481                 if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5482         }
5483
5484         if ((p_ptr->pass_wall && !p_ptr->kill_wall) || p_ptr->kabenuke || p_ptr->wraith_form) p_ptr->no_flowed = TRUE;
5485 #if 0
5486         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5487         {
5488                 magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5489                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5490         }
5491
5492         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)))
5493         {
5494                 magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5495                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5496         }
5497 #endif
5498         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5499         {
5500                 magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5501                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5502         }
5503
5504         if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
5505         {
5506                 magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
5507                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5508         }
5509 }
5510
5511
5512
5513 /*
5514  * Handle "p_ptr->notice"
5515  */
5516 void notice_stuff(void)
5517 {
5518         /* Notice stuff */
5519         if (!p_ptr->notice) return;
5520
5521
5522         /* Actually do auto-destroy */
5523         if (p_ptr->notice & (PN_AUTODESTROY))
5524         {
5525                 p_ptr->notice &= ~(PN_AUTODESTROY);
5526                 delayed_auto_destroy();
5527         }
5528
5529         /* Combine the pack */
5530         if (p_ptr->notice & (PN_COMBINE))
5531         {
5532                 p_ptr->notice &= ~(PN_COMBINE);
5533                 combine_pack();
5534         }
5535
5536         /* Reorder the pack */
5537         if (p_ptr->notice & (PN_REORDER))
5538         {
5539                 p_ptr->notice &= ~(PN_REORDER);
5540                 reorder_pack();
5541         }
5542 }
5543
5544
5545 /*
5546  * Handle "p_ptr->update"
5547  */
5548 void update_stuff(void)
5549 {
5550         /* Update stuff */
5551         if (!p_ptr->update) return;
5552
5553
5554         if (p_ptr->update & (PU_BONUS))
5555         {
5556                 p_ptr->update &= ~(PU_BONUS);
5557                 calc_bonuses();
5558         }
5559
5560         if (p_ptr->update & (PU_TORCH))
5561         {
5562                 p_ptr->update &= ~(PU_TORCH);
5563                 calc_torch();
5564         }
5565
5566         if (p_ptr->update & (PU_HP))
5567         {
5568                 p_ptr->update &= ~(PU_HP);
5569                 calc_hitpoints();
5570         }
5571
5572         if (p_ptr->update & (PU_MANA))
5573         {
5574                 p_ptr->update &= ~(PU_MANA);
5575                 calc_mana();
5576         }
5577
5578         if (p_ptr->update & (PU_SPELLS))
5579         {
5580                 p_ptr->update &= ~(PU_SPELLS);
5581                 calc_spells();
5582         }
5583
5584
5585         /* Character is not ready yet, no screen updates */
5586         if (!character_generated) return;
5587
5588
5589         /* Character is in "icky" mode, no screen updates */
5590         if (character_icky) return;
5591
5592
5593         if (p_ptr->update & (PU_UN_LITE))
5594         {
5595                 p_ptr->update &= ~(PU_UN_LITE);
5596                 forget_lite();
5597         }
5598
5599         if (p_ptr->update & (PU_UN_VIEW))
5600         {
5601                 p_ptr->update &= ~(PU_UN_VIEW);
5602                 forget_view();
5603         }
5604
5605         if (p_ptr->update & (PU_VIEW))
5606         {
5607                 p_ptr->update &= ~(PU_VIEW);
5608                 update_view();
5609         }
5610
5611         if (p_ptr->update & (PU_LITE))
5612         {
5613                 p_ptr->update &= ~(PU_LITE);
5614                 update_lite();
5615         }
5616
5617
5618         if (p_ptr->update & (PU_FLOW))
5619         {
5620                 p_ptr->update &= ~(PU_FLOW);
5621                 update_flow();
5622         }
5623
5624         if (p_ptr->update & (PU_DISTANCE))
5625         {
5626                 p_ptr->update &= ~(PU_DISTANCE);
5627
5628                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5629                 /* p_ptr->update &= ~(PU_MONSTERS); */
5630
5631                 update_monsters(TRUE);
5632         }
5633
5634         if (p_ptr->update & (PU_MON_LITE))
5635         {
5636                 p_ptr->update &= ~(PU_MON_LITE);
5637                 update_mon_lite();
5638         }
5639
5640         /*
5641          * Mega-Hack -- Delayed visual update
5642          * Only used if update_view(), update_lite() or update_mon_lite() was called
5643          */
5644         if (p_ptr->update & (PU_DELAY_VIS))
5645         {
5646                 p_ptr->update &= ~(PU_DELAY_VIS);
5647                 delayed_visual_update();
5648         }
5649
5650         if (p_ptr->update & (PU_MONSTERS))
5651         {
5652                 p_ptr->update &= ~(PU_MONSTERS);
5653                 update_monsters(FALSE);
5654         }
5655 }
5656
5657
5658 /*
5659  * Handle "p_ptr->redraw"
5660  */
5661 void redraw_stuff(void)
5662 {
5663         /* Redraw stuff */
5664         if (!p_ptr->redraw) return;
5665
5666
5667         /* Character is not ready yet, no screen updates */
5668         if (!character_generated) return;
5669
5670
5671         /* Character is in "icky" mode, no screen updates */
5672         if (character_icky) return;
5673
5674
5675
5676         /* Hack -- clear the screen */
5677         if (p_ptr->redraw & (PR_WIPE))
5678         {
5679                 p_ptr->redraw &= ~(PR_WIPE);
5680                 msg_print(NULL);
5681                 Term_clear();
5682         }
5683
5684
5685         if (p_ptr->redraw & (PR_MAP))
5686         {
5687                 p_ptr->redraw &= ~(PR_MAP);
5688                 prt_map();
5689         }
5690
5691
5692         if (p_ptr->redraw & (PR_BASIC))
5693         {
5694                 p_ptr->redraw &= ~(PR_BASIC);
5695                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5696                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5697                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5698                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5699                 prt_frame_basic();
5700                 prt_time();
5701                 prt_dungeon();
5702         }
5703
5704         if (p_ptr->redraw & (PR_EQUIPPY))
5705         {
5706                 p_ptr->redraw &= ~(PR_EQUIPPY);
5707                 print_equippy(); /* To draw / delete equippy chars */
5708         }
5709
5710         if (p_ptr->redraw & (PR_MISC))
5711         {
5712                 p_ptr->redraw &= ~(PR_MISC);
5713                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5714 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5715
5716         }
5717
5718         if (p_ptr->redraw & (PR_TITLE))
5719         {
5720                 p_ptr->redraw &= ~(PR_TITLE);
5721                 prt_title();
5722         }
5723
5724         if (p_ptr->redraw & (PR_LEV))
5725         {
5726                 p_ptr->redraw &= ~(PR_LEV);
5727                 prt_level();
5728         }
5729
5730         if (p_ptr->redraw & (PR_EXP))
5731         {
5732                 p_ptr->redraw &= ~(PR_EXP);
5733                 prt_exp();
5734         }
5735
5736         if (p_ptr->redraw & (PR_STATS))
5737         {
5738                 p_ptr->redraw &= ~(PR_STATS);
5739                 prt_stat(A_STR);
5740                 prt_stat(A_INT);
5741                 prt_stat(A_WIS);
5742                 prt_stat(A_DEX);
5743                 prt_stat(A_CON);
5744                 prt_stat(A_CHR);
5745         }
5746
5747         if (p_ptr->redraw & (PR_STATUS))
5748         {
5749                 p_ptr->redraw &= ~(PR_STATUS);
5750                 prt_status();
5751         }
5752
5753         if (p_ptr->redraw & (PR_ARMOR))
5754         {
5755                 p_ptr->redraw &= ~(PR_ARMOR);
5756                 prt_ac();
5757         }
5758
5759         if (p_ptr->redraw & (PR_HP))
5760         {
5761                 p_ptr->redraw &= ~(PR_HP);
5762                 prt_hp();
5763         }
5764
5765         if (p_ptr->redraw & (PR_MANA))
5766         {
5767                 p_ptr->redraw &= ~(PR_MANA);
5768                 prt_sp();
5769         }
5770
5771         if (p_ptr->redraw & (PR_GOLD))
5772         {
5773                 p_ptr->redraw &= ~(PR_GOLD);
5774                 prt_gold();
5775         }
5776
5777         if (p_ptr->redraw & (PR_DEPTH))
5778         {
5779                 p_ptr->redraw &= ~(PR_DEPTH);
5780                 prt_depth();
5781         }
5782
5783         if (p_ptr->redraw & (PR_HEALTH))
5784         {
5785                 p_ptr->redraw &= ~(PR_HEALTH);
5786                 health_redraw(FALSE);
5787         }
5788
5789         if (p_ptr->redraw & (PR_UHEALTH))
5790         {
5791                 p_ptr->redraw &= ~(PR_UHEALTH);
5792                 health_redraw(TRUE);
5793         }
5794
5795
5796         if (p_ptr->redraw & (PR_EXTRA))
5797         {
5798                 p_ptr->redraw &= ~(PR_EXTRA);
5799                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
5800                 p_ptr->redraw &= ~(PR_HUNGER);
5801                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
5802                 prt_frame_extra();
5803         }
5804
5805         if (p_ptr->redraw & (PR_CUT))
5806         {
5807                 p_ptr->redraw &= ~(PR_CUT);
5808                 prt_cut();
5809         }
5810
5811         if (p_ptr->redraw & (PR_STUN))
5812         {
5813                 p_ptr->redraw &= ~(PR_STUN);
5814                 prt_stun();
5815         }
5816
5817         if (p_ptr->redraw & (PR_HUNGER))
5818         {
5819                 p_ptr->redraw &= ~(PR_HUNGER);
5820                 prt_hunger();
5821         }
5822
5823         if (p_ptr->redraw & (PR_STATE))
5824         {
5825                 p_ptr->redraw &= ~(PR_STATE);
5826                 prt_state();
5827         }
5828
5829         if (p_ptr->redraw & (PR_SPEED))
5830         {
5831                 p_ptr->redraw &= ~(PR_SPEED);
5832                 prt_speed();
5833         }
5834
5835         if (p_ptr->pclass == CLASS_IMITATOR)
5836         {
5837                 if (p_ptr->redraw & (PR_MANE))
5838                 {
5839                         p_ptr->redraw &= ~(PR_MANE);
5840                         prt_mane();
5841                 }
5842         }
5843         else if (p_ptr->redraw & (PR_STUDY))
5844         {
5845                 p_ptr->redraw &= ~(PR_STUDY);
5846                 prt_study();
5847         }
5848 }
5849
5850
5851 /*
5852  * Handle "p_ptr->window"
5853  */
5854 void window_stuff(void)
5855 {
5856         int j;
5857
5858         u32b mask = 0L;
5859
5860
5861         /* Nothing to do */
5862         if (!p_ptr->window) return;
5863
5864         /* Scan windows */
5865         for (j = 0; j < 8; j++)
5866         {
5867                 /* Save usable flags */
5868                 if (angband_term[j]) mask |= window_flag[j];
5869         }
5870
5871         /* Apply usable flags */
5872         p_ptr->window &= mask;
5873
5874         /* Nothing to do */
5875         if (!p_ptr->window) return;
5876
5877
5878         /* Display inventory */
5879         if (p_ptr->window & (PW_INVEN))
5880         {
5881                 p_ptr->window &= ~(PW_INVEN);
5882                 fix_inven();
5883         }
5884
5885         /* Display equipment */
5886         if (p_ptr->window & (PW_EQUIP))
5887         {
5888                 p_ptr->window &= ~(PW_EQUIP);
5889                 fix_equip();
5890         }
5891
5892         /* Display spell list */
5893         if (p_ptr->window & (PW_SPELL))
5894         {
5895                 p_ptr->window &= ~(PW_SPELL);
5896                 fix_spell();
5897         }
5898
5899         /* Display player */
5900         if (p_ptr->window & (PW_PLAYER))
5901         {
5902                 p_ptr->window &= ~(PW_PLAYER);
5903                 fix_player();
5904         }
5905
5906         /* Display overhead view */
5907         if (p_ptr->window & (PW_MESSAGE))
5908         {
5909                 p_ptr->window &= ~(PW_MESSAGE);
5910                 fix_message();
5911         }
5912
5913         /* Display overhead view */
5914         if (p_ptr->window & (PW_OVERHEAD))
5915         {
5916                 p_ptr->window &= ~(PW_OVERHEAD);
5917                 fix_overhead();
5918         }
5919
5920         /* Display overhead view */
5921         if (p_ptr->window & (PW_DUNGEON))
5922         {
5923                 p_ptr->window &= ~(PW_DUNGEON);
5924                 fix_dungeon();
5925         }
5926
5927         /* Display monster recall */
5928         if (p_ptr->window & (PW_MONSTER))
5929         {
5930                 p_ptr->window &= ~(PW_MONSTER);
5931                 fix_monster();
5932         }
5933
5934         /* Display object recall */
5935         if (p_ptr->window & (PW_OBJECT))
5936         {
5937                 p_ptr->window &= ~(PW_OBJECT);
5938                 fix_object();
5939         }
5940 }
5941
5942
5943 /*
5944  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
5945  */
5946 void handle_stuff(void)
5947 {
5948         /* Update stuff */
5949         if (p_ptr->update) update_stuff();
5950
5951         /* Redraw stuff */
5952         if (p_ptr->redraw) redraw_stuff();
5953
5954         /* Window stuff */
5955         if (p_ptr->window) window_stuff();
5956 }
5957
5958
5959 s16b empty_hands(bool is_monk)
5960 {
5961         s16b status = EMPTY_HAND_NONE;
5962         if (is_monk && (p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_BERSERKER)) return EMPTY_HAND_NONE;
5963
5964         if (!(inventory[INVEN_RARM].k_idx)) status |= EMPTY_HAND_RARM;
5965         if (!(inventory[INVEN_LARM].k_idx)) status |= EMPTY_HAND_LARM;
5966         return status;
5967 }
5968
5969
5970 bool heavy_armor(void)
5971 {
5972         u16b monk_arm_wgt = 0;
5973
5974         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
5975
5976         /* Weight the armor */
5977         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
5978         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
5979         monk_arm_wgt += inventory[INVEN_BODY].weight;
5980         monk_arm_wgt += inventory[INVEN_HEAD].weight;
5981         monk_arm_wgt += inventory[INVEN_OUTER].weight;
5982         monk_arm_wgt += inventory[INVEN_HANDS].weight;
5983         monk_arm_wgt += inventory[INVEN_FEET].weight;
5984
5985         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
5986 }
5987
5988 int number_of_quests(void)
5989 {
5990         int i, j;
5991
5992         /* Clear the counter */
5993         i = 0;
5994
5995         for (j = MIN_RANDOM_QUEST; j < MAX_RANDOM_QUEST+1; j++)
5996         {
5997                 if (quest[j].status != QUEST_STATUS_UNTAKEN)
5998                 {
5999                         /* Increment count of quests taken. */
6000                         i++;
6001                 }
6002         }
6003
6004         /* Return the number of quests taken */
6005         return (i);
6006 }