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[Refactor] #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief プレイヤーのステータス処理 / status
4  * @date 2018/09/25
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (s16b)(value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @return 日中ならばTRUE、夜ならばFALSE
126  */
127 bool is_daytime(void)
128 {
129         s32b len = TURNS_PER_TICK * TOWN_DAWN;
130         if ((turn % len) < (len / 2))
131                 return TRUE;
132         else
133                 return FALSE;
134 }
135
136 /*!
137  * @brief 現在の日数、時刻を返す /
138  * Extract day, hour, min
139  * @param day 日数を返すための参照ポインタ
140  * @param hour 時数を返すための参照ポインタ
141  * @param min 分数を返すための参照ポインタ
142  */
143 void extract_day_hour_min(int *day, int *hour, int *min)
144 {
145         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
147
148         switch (p_ptr->start_race)
149         {
150         case RACE_VAMPIRE:
151         case RACE_SKELETON:
152         case RACE_ZOMBIE:
153         case RACE_SPECTRE:
154                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
155                 break;
156         default:
157                 *day = (turn + A_DAY / 4) / A_DAY + 1;
158                 break;
159         }
160         *hour = (24 * turn_in_today / A_DAY) % 24;
161         *min = (1440 * turn_in_today / A_DAY) % 60;
162 }
163
164 /*!
165  * @brief ゲーム時刻を表示する /
166  * Print time
167  * @return なし
168  */
169 void prt_time(void)
170 {
171         int day, hour, min;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
175
176         extract_day_hour_min(&day, &hour, &min);
177
178         /* Dump the info itself */
179         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
181
182         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
183 }
184
185 /*!
186  * @brief 現在のマップ名を返す /
187  * @return マップ名の文字列参照ポインタ
188  */
189 cptr map_name(void)
190 {
191         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193                 return _("クエスト", "Quest");
194         else if (p_ptr->wild_mode)
195                 return _("地上", "Surface");
196         else if (p_ptr->inside_arena)
197                 return _("アリーナ", "Arena");
198         else if (p_ptr->inside_battle)
199                 return _("闘技場", "Monster Arena");
200         else if (!dun_level && p_ptr->town_num)
201                 return town[p_ptr->town_num].name;
202         else
203                 return d_name+d_info[dungeon_type].name;
204 }
205
206 /*!
207  * @brief 現在のマップ名を描画する / Print dungeon
208  * @return なし
209  */
210 static void prt_dungeon(void)
211 {
212         cptr dungeon_name;
213         int col;
214
215         /* Dump 13 spaces to clear */
216         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
217
218         dungeon_name = map_name();
219
220         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221         if (col < 0) col = 0;
222
223         /* Dump the info itself */
224         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
225                   ROW_DUNGEON, col);
226 }
227
228
229 /*!
230  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231  * @param stat 描画するステータスのID
232  * @return なし
233  */
234 static void prt_stat(int stat)
235 {
236         char tmp[32];
237
238         /* Display "injured" stat */
239         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
240         {
241                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242                 cnv_stat(p_ptr->stat_use[stat], tmp);
243                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244         }
245
246         /* Display "healthy" stat */
247         else
248         {
249                 put_str(stat_names[stat], ROW_STAT + stat, 0);
250                 cnv_stat(p_ptr->stat_use[stat], tmp);
251                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252         }
253
254         /* Indicate natural maximum */
255         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256         {
257 #ifdef JP
258                 /* 日本語にかぶらないように表示位置を変更 */
259                 put_str("!", ROW_STAT + stat, 5);
260 #else
261                 put_str("!", ROW_STAT + stat, 3);
262 #endif
263
264         }
265 }
266
267
268 /*
269  * 画面下部に表示する状態表示定義ID / Data structure for status bar
270  */
271 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
338
339 static struct {
340         byte attr;
341         cptr sstr;
342         cptr lstr;
343 } bar[]
344 #ifdef JP
345 = {
346         {TERM_YELLOW, "つ", "つよし"},
347         {TERM_VIOLET, "幻", "幻覚"},
348         {TERM_L_DARK, "盲", "盲目"},
349         {TERM_RED, "痺", "麻痺"},
350         {TERM_VIOLET, "乱", "混乱"},
351         {TERM_GREEN, "毒", "毒"},
352         {TERM_BLUE, "恐", "恐怖"},
353         {TERM_L_BLUE, "浮", "浮遊"},
354         {TERM_SLATE, "反", "反射"},
355         {TERM_SLATE, "壁", "壁抜け"},
356         {TERM_L_DARK, "幽", "幽体"},
357         {TERM_SLATE, "邪", "防邪"},
358         {TERM_VIOLET, "変", "変わり身"},
359         {TERM_YELLOW, "魔", "魔法鎧"},
360         {TERM_L_UMBER, "伸", "伸び"},
361         {TERM_WHITE, "石", "石肌"},
362         {TERM_L_BLUE, "分", "分身"},
363         {TERM_SLATE, "防", "魔法防御"},
364         {TERM_YELLOW, "究", "究極"},
365         {TERM_YELLOW, "無", "無敵"},
366         {TERM_L_GREEN, "酸", "酸免疫"},
367         {TERM_GREEN, "酸", "耐酸"},
368         {TERM_L_BLUE, "電", "電免疫"},
369         {TERM_BLUE, "電", "耐電"},
370         {TERM_L_RED, "火", "火免疫"},
371         {TERM_RED, "火", "耐火"},
372         {TERM_WHITE, "冷", "冷免疫"},
373         {TERM_SLATE, "冷", "耐冷"},
374         {TERM_GREEN, "毒", "耐毒"},
375         {TERM_L_DARK, "獄", "耐地獄"},
376         {TERM_L_BLUE, "時", "耐時間"},
377         {TERM_L_DARK, "鏡", "鏡オーラ"},
378         {TERM_L_RED, "オ", "火オーラ"},
379         {TERM_WHITE, "闘", "闘気"},
380         {TERM_WHITE, "聖", "聖オーラ"},
381         {TERM_VIOLET, "目", "目には目"},
382         {TERM_WHITE, "祝", "祝福"},
383         {TERM_WHITE, "勇", "勇"},
384         {TERM_RED, "狂", "狂乱"},
385         {TERM_L_RED, "火", "魔剣火"},
386         {TERM_WHITE, "冷", "魔剣冷"},
387         {TERM_L_BLUE, "電", "魔剣電"},
388         {TERM_SLATE, "酸", "魔剣酸"},
389         {TERM_L_GREEN, "毒", "魔剣毒"},
390         {TERM_RED, "乱", "混乱打撃"},
391         {TERM_L_BLUE, "視", "透明視"},
392         {TERM_ORANGE, "テ", "テレパシ"},
393         {TERM_L_BLUE, "回", "回復"},
394         {TERM_L_RED, "赤", "赤外"},
395         {TERM_UMBER, "隠", "隠密"},
396         {TERM_YELLOW, "隠", "超隠密"},
397         {TERM_WHITE, "帰", "帰還"},
398         {TERM_WHITE, "現", "現実変容"},
399         /* Hex */
400         {TERM_WHITE, "オ", "氷オーラ"},
401         {TERM_BLUE, "オ", "電オーラ"},
402         {TERM_L_DARK, "オ", "影オーラ"},
403         {TERM_YELLOW, "腕", "腕力強化"},
404         {TERM_RED, "肉", "肉体強化"},
405         {TERM_L_DARK, "殖", "反増殖"},
406         {TERM_ORANGE, "テ", "反テレポ"},
407         {TERM_RED, "魔", "反魔法"},
408         {TERM_SLATE, "我", "我慢"},
409         {TERM_SLATE, "宣", "宣告"},
410         {TERM_L_DARK, "剣", "魔剣化"},
411         {TERM_RED, "吸", "吸血打撃"},
412         {TERM_WHITE, "回", "回復"},
413         {TERM_L_DARK, "感", "邪悪感知"},
414         {0, NULL, NULL}
415 };
416 #else
417 = {
418         {TERM_YELLOW, "Ts", "Tsuyoshi"},
419         {TERM_VIOLET, "Ha", "Halluc"},
420         {TERM_L_DARK, "Bl", "Blind"},
421         {TERM_RED, "Pa", "Paralyzed"},
422         {TERM_VIOLET, "Cf", "Confused"},
423         {TERM_GREEN, "Po", "Poisoned"},
424         {TERM_BLUE, "Af", "Afraid"},
425         {TERM_L_BLUE, "Lv", "Levit"},
426         {TERM_SLATE, "Rf", "Reflect"},
427         {TERM_SLATE, "Pw", "PassWall"},
428         {TERM_L_DARK, "Wr", "Wraith"},
429         {TERM_SLATE, "Ev", "PrtEvl"},
430         {TERM_VIOLET, "Kw", "Kawarimi"},
431         {TERM_YELLOW, "Md", "MgcArm"},
432         {TERM_L_UMBER, "Eh", "Expand"},
433         {TERM_WHITE, "Ss", "StnSkn"},
434         {TERM_L_BLUE, "Ms", "MltShdw"},
435         {TERM_SLATE, "Rm", "ResMag"},
436         {TERM_YELLOW, "Ul", "Ultima"},
437         {TERM_YELLOW, "Iv", "Invuln"},
438         {TERM_L_GREEN, "IAc", "ImmAcid"},
439         {TERM_GREEN, "Ac", "Acid"},
440         {TERM_L_BLUE, "IEl", "ImmElec"},
441         {TERM_BLUE, "El", "Elec"},
442         {TERM_L_RED, "IFi", "ImmFire"},
443         {TERM_RED, "Fi", "Fire"},
444         {TERM_WHITE, "ICo", "ImmCold"},
445         {TERM_SLATE, "Co", "Cold"},
446         {TERM_GREEN, "Po", "Pois"},
447         {TERM_L_DARK, "Nt", "Nthr"},
448         {TERM_L_BLUE, "Ti", "Time"},
449         {TERM_L_DARK, "Mr", "Mirr"},
450         {TERM_L_RED, "SFi", "SFire"},
451         {TERM_WHITE, "Fo", "Force"},
452         {TERM_WHITE, "Ho", "Holy"},
453         {TERM_VIOLET, "Ee", "EyeEye"},
454         {TERM_WHITE, "Bs", "Bless"},
455         {TERM_WHITE, "He", "Hero"},
456         {TERM_RED, "Br", "Berserk"},
457         {TERM_L_RED, "BFi", "BFire"},
458         {TERM_WHITE, "BCo", "BCold"},
459         {TERM_L_BLUE, "BEl", "BElec"},
460         {TERM_SLATE, "BAc", "BAcid"},
461         {TERM_L_GREEN, "BPo", "BPois"},
462         {TERM_RED, "TCf", "TchCnf"},
463         {TERM_L_BLUE, "Se", "SInv"},
464         {TERM_ORANGE, "Te", "Telepa"},
465         {TERM_L_BLUE, "Rg", "Regen"},
466         {TERM_L_RED, "If", "Infr"},
467         {TERM_UMBER, "Sl", "Stealth"},
468         {TERM_YELLOW, "Stlt", "Stealth"},
469         {TERM_WHITE, "Rc", "Recall"},
470         {TERM_WHITE, "Al", "Alter"},
471         /* Hex */
472         {TERM_WHITE, "SCo", "SCold"},
473         {TERM_BLUE, "SEl", "SElec"},
474         {TERM_L_DARK, "SSh", "SShadow"},
475         {TERM_YELLOW, "EMi", "ExMight"},
476         {TERM_RED, "Bu", "BuildUp"},
477         {TERM_L_DARK, "AMl", "AntiMulti"},
478         {TERM_ORANGE, "AT", "AntiTele"},
479         {TERM_RED, "AM", "AntiMagic"},
480         {TERM_SLATE, "Pa", "Patience"},
481         {TERM_SLATE, "Rv", "Revenge"},
482         {TERM_L_DARK, "Rs", "RuneSword"},
483         {TERM_RED, "Vm", "Vampiric"},
484         {TERM_WHITE, "Cu", "Cure"},
485         {TERM_L_DARK, "ET", "EvilTele"},
486         {0, NULL, NULL}
487 };
488 #endif
489
490 /*!
491  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492  * @param FLG フラグ位置(ビット)
493  * @return なし
494  */
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
496
497 /*!
498  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499  * @param FLG フラグ位置(ビット)
500  * @return 1ならば0以外を返す
501  */
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
503
504
505 /*!
506  * @brief 下部に状態表示を行う / Show status bar
507  * @return なし
508  */
509 static void prt_status(void)
510 {
511         u32b bar_flags[3];
512         TERM_LEN wid, hgt, row_statbar, max_col_statbar;
513         int i, col = 0, num = 0;
514         int space = 2;
515
516         Term_get_size(&wid, &hgt);
517         row_statbar = hgt + ROW_STATBAR;
518         max_col_statbar = wid + MAX_COL_STATBAR;
519
520         Term_erase(0, row_statbar, max_col_statbar);
521
522         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
523
524         /* Tsuyoshi  */
525         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
526
527         /* Hallucinating */
528         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
529
530         /* Blindness */
531         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
532
533         /* Paralysis */
534         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
535
536         /* Confusion */
537         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
538
539         /* Posioned */
540         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
541
542         /* Times see-invisible */
543         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
544
545         /* Timed esp */
546         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
547
548         /* Timed regenerate */
549         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
550
551         /* Timed infra-vision */
552         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
553
554         /* Protection from evil */
555         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
556
557         /* Invulnerability */
558         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
559
560         /* Wraith form */
561         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
562
563         /* Kabenuke */
564         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
565
566         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
567
568         /* Heroism */
569         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
570
571         /* Super Heroism / berserk */
572         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
573
574         /* Blessed */
575         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
576
577         /* Shield */
578         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
579
580         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
581
582         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
583         
584         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
585
586         /* Oppose Acid */
587         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
589
590         /* Oppose Lightning */
591         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
593
594         /* Oppose Fire */
595         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
597
598         /* Oppose Cold */
599         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
601
602         /* Oppose Poison */
603         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
604
605         /* Word of Recall */
606         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
607
608         /* Alter realiry */
609         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
610
611         /* Afraid */
612         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
613
614         /* Resist time */
615         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
616
617         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
618
619         /* Confusing Hands */
620         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
621
622         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
623
624         /* Ultimate-resistance */
625         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
626
627         /* tim levitation */
628         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
629
630         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
631
632         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
633
634         /* Mahouken */
635         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
641
642         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
643
644         /* tim stealth */
645         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
646
647         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
648
649         /* Holy aura */
650         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
651
652         /* An Eye for an Eye */
653         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
654
655         /* Hex spells */
656         if (p_ptr->realm1 == REALM_HEX)
657         {
658                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673                 if (hex_spelling(HEX_CURE_LIGHT) ||
674                         hex_spelling(HEX_CURE_SERIOUS) ||
675                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
676
677                 if (HEX_REVENGE_TURN(p_ptr))
678                 {
679                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
740  * @return なし
741  */
742 static void prt_title(void)
743 {
744         cptr p = "";
745         char str[14];
746
747         if (p_ptr->wizard)
748         {
749                 p = _("[ウィザード]", "[=-WIZARD-=]");
750         }
751         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
752         {
753                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
754                 {
755                         p = _("*真・勝利者*", "*TRUEWINNER*");
756                 }
757                 else
758                 {
759                         p = _("***勝利者***", "***WINNER***");
760                 }
761         }
762
763         /* Normal */
764         else
765         {
766                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
767                 p = str;
768         }
769
770         prt_field(p, ROW_TITLE, COL_TITLE);
771 }
772
773
774 /*!
775  * @brief プレイヤーのレベルを表示する / Prints level
776  * @return なし
777  */
778 static void prt_level(void)
779 {
780         char tmp[32];
781
782         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
783
784         if (p_ptr->lev >= p_ptr->max_plv)
785         {
786 #ifdef JP
787                 put_str("レベル ", ROW_LEVEL, 0);
788                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
789 #else
790                 put_str("LEVEL ", ROW_LEVEL, 0);
791                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
792 #endif
793
794         }
795         else
796         {
797 #ifdef JP
798                 put_str("xレベル", ROW_LEVEL, 0);
799                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
800 #else
801                 put_str("Level ", ROW_LEVEL, 0);
802                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
803 #endif
804
805         }
806 }
807
808
809 /*!
810  * @brief プレイヤーの経験値を表示する / Display the experience
811  * @return なし
812  */
813 static void prt_exp(void)
814 {
815         char out_val[32];
816
817         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
818         {
819                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
820         }
821         else
822         {
823                 if (p_ptr->lev >= PY_MAX_LEVEL)
824                 {
825                         (void)sprintf(out_val, "********");
826                 }
827                 else
828                 {
829 #ifdef JP
830                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
831 #else      
832                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
833 #endif
834                 }
835         }
836
837         if (p_ptr->exp >= p_ptr->max_exp)
838         {
839 #ifdef JP
840                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
841                 else put_str("経験 ", ROW_EXP, 0);
842                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
843 #else
844                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
845                 else put_str("EXP ", ROW_EXP, 0);
846                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
847 #endif
848
849         }
850         else
851         {
852                 put_str(_("x経験", "Exp "), ROW_EXP, 0);
853 #ifdef JP
854                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
855 #else
856                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
857 #endif
858
859         }
860 }
861
862 /*!
863  * @brief プレイヤーの所持金を表示する / Prints current gold
864  * @return なし
865  */
866 static void prt_gold(void)
867 {
868         char tmp[32];
869         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
870         sprintf(tmp, "%9ld", (long)p_ptr->au);
871         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
872 }
873
874
875 /*!
876  * @brief プレイヤーのACを表示する / Prints current AC
877  * @return なし
878  */
879 static void prt_ac(void)
880 {
881         char tmp[32];
882
883 #ifdef JP
884 /* AC の表示方式を変更している */
885         put_str(" AC(     )", ROW_AC, COL_AC);
886         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
887         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
888 #else
889         put_str("Cur AC ", ROW_AC, COL_AC);
890         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
891         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
892 #endif
893
894 }
895
896
897 /*!
898  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
899  * @return なし
900  */
901 static void prt_hp(void)
902 {
903 /* ヒットポイントの表示方法を変更 */
904         char tmp[32];
905   
906         TERM_COLOR color;
907   
908         /* タイトル */
909         put_str("HP", ROW_CURHP, COL_CURHP);
910
911         /* 現在のヒットポイント */
912         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
913
914         if (p_ptr->chp >= p_ptr->mhp)
915         {
916                 color = TERM_L_GREEN;
917         }
918         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
919         {
920                 color = TERM_YELLOW;
921         }
922         else
923         {
924                 color = TERM_RED;
925         }
926
927         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
928
929         /* 区切り */
930         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
931
932         /* 最大ヒットポイント */
933         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
934         color = TERM_L_GREEN;
935
936         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
937 }
938
939
940 /*!
941  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
942  * @return なし
943  */
944 static void prt_sp(void)
945 {
946 /* マジックポイントの表示方法を変更している */
947         char tmp[32];
948         byte color;
949
950
951         /* Do not show mana unless it matters */
952         if (!mp_ptr->spell_book) return;
953
954         /* タイトル */
955         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
956
957         /* 現在のマジックポイント */
958         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
959
960         if (p_ptr->csp >= p_ptr->msp)
961         {
962                 color = TERM_L_GREEN;
963         }
964         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
965         {
966                 color = TERM_YELLOW;
967         }
968         else
969         {
970                 color = TERM_RED;
971         }
972
973         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
974
975         /* 区切り */
976         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
977
978         /* 最大マジックポイント */
979         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
980         color = TERM_L_GREEN;
981
982         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
983 }
984
985
986 /*!
987  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
988  * @return なし
989  */
990 static void prt_depth(void)
991 {
992         char depths[32];
993         TERM_LEN wid, hgt, row_depth, col_depth;
994         byte attr = TERM_WHITE;
995
996         Term_get_size(&wid, &hgt);
997         col_depth = wid + COL_DEPTH;
998         row_depth = hgt + ROW_DEPTH;
999
1000         if (!dun_level)
1001         {
1002                 strcpy(depths, _("地上", "Surf."));
1003         }
1004         else if (p_ptr->inside_quest && !dungeon_type)
1005         {
1006                 strcpy(depths, _("地上", "Quest"));
1007         }
1008         else
1009         {
1010                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1011                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1012
1013                 /* Get color of level based on feeling  -JSV- */
1014                 switch (p_ptr->feeling)
1015                 {
1016                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1017                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1018                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1019                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1020                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1021                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1022                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1023                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1024                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1025                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1026                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1027                 }
1028         }
1029
1030         /* Right-Adjust the "depth", and clear old values */
1031         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1032 }
1033
1034
1035 /*!
1036  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1037  * @return なし
1038  */
1039 static void prt_hunger(void)
1040 {
1041         if(p_ptr->wizard && p_ptr->inside_arena) return;
1042
1043         /* Fainting / Starving */
1044         if (p_ptr->food < PY_FOOD_FAINT)
1045         {
1046                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1047         }
1048
1049         /* Weak */
1050         else if (p_ptr->food < PY_FOOD_WEAK)
1051         {
1052                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1053         }
1054
1055         /* Hungry */
1056         else if (p_ptr->food < PY_FOOD_ALERT)
1057         {
1058                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1059         }
1060
1061         /* Normal */
1062         else if (p_ptr->food < PY_FOOD_FULL)
1063         {
1064                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1065         }
1066
1067         /* Full */
1068         else if (p_ptr->food < PY_FOOD_MAX)
1069         {
1070                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1071         }
1072
1073         /* Gorged */
1074         else
1075         {
1076                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1077         }
1078 }
1079
1080
1081 /*!
1082  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1083  * @return なし
1084  * @details
1085  * Display is always exactly 10 characters wide (see below)
1086  * This function was a major bottleneck when resting, so a lot of
1087  * the text formatting code was optimized in place below.
1088  */
1089 static void prt_state(void)
1090 {
1091         byte attr = TERM_WHITE;
1092
1093         char text[16];
1094
1095         /* Repeating */
1096         if (command_rep)
1097         {
1098                 if (command_rep > 999)
1099                 {
1100                         (void)sprintf(text, "%2d00", command_rep / 100);
1101                 }
1102                 else
1103                 {
1104                         (void)sprintf(text, "  %2d", command_rep);
1105                 }
1106         }
1107
1108         /* Action */
1109         else
1110         {
1111                 switch(p_ptr->action)
1112                 {
1113                         case ACTION_SEARCH:
1114                         {
1115                                 strcpy(text, _("探索", "Sear"));
1116                                 break;
1117                         }
1118                         case ACTION_REST:
1119                         {
1120                                 int i;
1121
1122                                 /* Start with "Rest" */
1123                                 strcpy(text, _("    ", "    "));
1124
1125                                 /* Extensive (timed) rest */
1126                                 if (resting >= 1000)
1127                                 {
1128                                         i = resting / 100;
1129                                         text[3] = '0';
1130                                         text[2] = '0';
1131                                         text[1] = '0' + (i % 10);
1132                                         text[0] = '0' + (i / 10);
1133                                 }
1134
1135                                 /* Long (timed) rest */
1136                                 else if (resting >= 100)
1137                                 {
1138                                         i = resting;
1139                                         text[3] = '0' + (i % 10);
1140                                         i = i / 10;
1141                                         text[2] = '0' + (i % 10);
1142                                         text[1] = '0' + (i / 10);
1143                                 }
1144
1145                                 /* Medium (timed) rest */
1146                                 else if (resting >= 10)
1147                                 {
1148                                         i = resting;
1149                                         text[3] = '0' + (i % 10);
1150                                         text[2] = '0' + (i / 10);
1151                                 }
1152
1153                                 /* Short (timed) rest */
1154                                 else if (resting > 0)
1155                                 {
1156                                         i = resting;
1157                                         text[3] = '0' + (i);
1158                                 }
1159
1160                                 /* Rest until healed */
1161                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1162                                 {
1163                                         text[0] = text[1] = text[2] = text[3] = '*';
1164                                 }
1165
1166                                 /* Rest until done */
1167                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1168                                 {
1169                                         text[0] = text[1] = text[2] = text[3] = '&';
1170                                 }
1171                                 break;
1172                         }
1173                         case ACTION_LEARN:
1174                         {
1175                                 strcpy(text, _("学習", "lear"));
1176                                 if (new_mane) attr = TERM_L_RED;
1177                                 break;
1178                         }
1179                         case ACTION_FISH:
1180                         {
1181                                 strcpy(text, _("釣り", "fish"));
1182                                 break;
1183                         }
1184                         case ACTION_KAMAE:
1185                         {
1186                                 int i;
1187                                 for (i = 0; i < MAX_KAMAE; i++)
1188                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1189                                 switch (i)
1190                                 {
1191                                         case 0: attr = TERM_GREEN;break;
1192                                         case 1: attr = TERM_WHITE;break;
1193                                         case 2: attr = TERM_L_BLUE;break;
1194                                         case 3: attr = TERM_L_RED;break;
1195                                 }
1196                                 strcpy(text, kamae_shurui[i].desc);
1197                                 break;
1198                         }
1199                         case ACTION_KATA:
1200                         {
1201                                 int i;
1202                                 for (i = 0; i < MAX_KATA; i++)
1203                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1204                                 strcpy(text, kata_shurui[i].desc);
1205                                 break;
1206                         }
1207                         case ACTION_SING:
1208                         {
1209                                 strcpy(text, _("歌  ", "Sing"));
1210                                 break;
1211                         }
1212                         case ACTION_HAYAGAKE:
1213                         {
1214                                 strcpy(text, _("速駆", "Fast"));
1215                                 break;
1216                         }
1217                         case ACTION_SPELL:
1218                         {
1219                                 strcpy(text, _("詠唱", "Spel"));
1220                                 break;
1221                         }
1222                         default:
1223                         {
1224                                 strcpy(text, "    ");
1225                                 break;
1226                         }
1227                 }
1228         }
1229
1230         /* Display the info (or blanks) */
1231         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1232 }
1233
1234
1235 /*!
1236  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1237  * @return なし
1238  */
1239 static void prt_speed(void)
1240 {
1241         int i = p_ptr->pspeed;
1242         bool is_fast = IS_FAST();
1243
1244         byte attr = TERM_WHITE;
1245         char buf[32] = "";
1246         TERM_LEN wid, hgt, row_speed, col_speed;
1247
1248         Term_get_size(&wid, &hgt);
1249         col_speed = wid + COL_SPEED;
1250         row_speed = hgt + ROW_SPEED;
1251
1252         /* Hack -- Visually "undo" the Search Mode Slowdown */
1253         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1254
1255         /* Fast */
1256         if (i > 110)
1257         {
1258                 if (p_ptr->riding)
1259                 {
1260                         monster_type *m_ptr = &m_list[p_ptr->riding];
1261                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1262                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1263                         else attr = TERM_GREEN;
1264                 }
1265                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1266                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1267                 else attr = TERM_L_GREEN;
1268 #ifdef JP
1269                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1270 #else
1271                 sprintf(buf, "Fast(+%d)", (i - 110));
1272 #endif
1273
1274         }
1275
1276         /* Slow */
1277         else if (i < 110)
1278         {
1279                 if (p_ptr->riding)
1280                 {
1281                         monster_type *m_ptr = &m_list[p_ptr->riding];
1282                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1283                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1284                         else attr = TERM_RED;
1285                 }
1286                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1287                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1288                 else attr = TERM_L_UMBER;
1289 #ifdef JP
1290                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1291 #else
1292                 sprintf(buf, "Slow(-%d)", (110 - i));
1293 #endif
1294         }
1295         else if (p_ptr->riding)
1296         {
1297                 attr = TERM_GREEN;
1298                 strcpy(buf, _("乗馬中", "Riding"));
1299         }
1300
1301         /* Display the speed */
1302         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1303 }
1304
1305
1306 /*!
1307  * @brief プレイヤーの呪文学習可能状態を表示する
1308  * @return なし
1309  */
1310 static void prt_study(void)
1311 {
1312         TERM_LEN wid, hgt, row_study, col_study;
1313
1314         Term_get_size(&wid, &hgt);
1315         col_study = wid + COL_STUDY;
1316         row_study = hgt + ROW_STUDY;
1317
1318         if (p_ptr->new_spells)
1319         {
1320                 put_str(_("学習", "Stud"), row_study, col_study);
1321         }
1322         else
1323         {
1324                 put_str("    ", row_study, col_study);
1325         }
1326 }
1327
1328
1329 /*!
1330  * @brief プレイヤーのものまね可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_imitation(void)
1334 {
1335         TERM_LEN wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->pclass == CLASS_IMITATOR)
1342         {
1343                 if (p_ptr->mane_num)
1344                 {
1345                         byte attr;
1346                         if (new_mane) attr = TERM_L_RED;
1347                         else attr = TERM_WHITE;
1348                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1349                 }
1350                 else
1351                 {
1352                         put_str("    ", row_study, col_study);
1353                 }
1354         }
1355 }
1356
1357 /*!
1358  * @brief プレイヤーの負傷状態を表示する
1359  * @return なし
1360  */
1361 static void prt_cut(void)
1362 {
1363         int c = p_ptr->cut;
1364
1365         if (c > 1000)
1366         {
1367                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1368         }
1369         else if (c > 200)
1370         {
1371                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1372         }
1373         else if (c > 100)
1374         {
1375                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1376         }
1377         else if (c > 50)
1378         {
1379                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1380         }
1381         else if (c > 25)
1382         {
1383                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1384         }
1385         else if (c > 10)
1386         {
1387                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1388         }
1389         else if (c)
1390         {
1391                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1392         }
1393         else
1394         {
1395                 put_str("            ", ROW_CUT, COL_CUT);
1396         }
1397 }
1398
1399
1400 /*!
1401  * @brief プレイヤーの朦朧状態を表示する
1402  * @return なし
1403  */
1404 static void prt_stun(void)
1405 {
1406         int s = p_ptr->stun;
1407
1408         if (s > 100)
1409         {
1410                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1411         }
1412         else if (s > 50)
1413         {
1414                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1415         }
1416         else if (s)
1417         {
1418                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1419         }
1420         else
1421         {
1422                 put_str("            ", ROW_STUN, COL_STUN);
1423         }
1424 }
1425
1426
1427
1428 /*!
1429  * @brief モンスターの体力ゲージを表示する
1430  * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1431  * @return なし
1432  * @details
1433  * <pre>
1434  * Redraw the "monster health bar"      -DRS-
1435  * Rather extensive modifications by    -BEN-
1436  *
1437  * The "monster health bar" provides visual feedback on the "health"
1438  * of the monster currently being "tracked".  There are several ways
1439  * to "track" a monster, including targetting it, attacking it, and
1440  * affecting it (and nobody else) with a ranged attack.
1441  *
1442  * Display the monster health bar (affectionately known as the
1443  * "health-o-meter").  Clear health bar if nothing is being tracked.
1444  * Auto-track current target monster when bored.  Note that the
1445  * health-bar stops tracking any monster that "disappears".
1446  * </pre>
1447  */
1448 static void health_redraw(bool riding)
1449 {
1450         s16b health_who;
1451         int row, col;
1452         monster_type *m_ptr;
1453
1454         if (riding)
1455         {
1456                 health_who = p_ptr->riding;
1457                 row = ROW_RIDING_INFO;
1458                 col = COL_RIDING_INFO;
1459         }
1460         else
1461         {
1462                 health_who = p_ptr->health_who;
1463                 row = ROW_INFO;
1464                 col = COL_INFO;
1465         }
1466
1467         m_ptr = &m_list[health_who];
1468
1469         if (p_ptr->wizard && p_ptr->inside_battle)
1470         {
1471                 row = ROW_INFO - 2;
1472                 col = COL_INFO + 2;
1473
1474                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1475                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1476                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1477                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1478
1479                 if(m_list[1].r_idx)
1480                 {
1481                         Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1482                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1483                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1484                 }
1485
1486                 if(m_list[2].r_idx)
1487                 {
1488                         Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1489                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1490                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1491                 }
1492
1493                 if(m_list[3].r_idx)
1494                 {
1495                         Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1496                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1497                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1498                 }
1499
1500                 if(m_list[4].r_idx)
1501                 {
1502                         Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1503                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1504                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1505                 }
1506         }
1507         else
1508         {
1509
1510                 /* Not tracking */
1511                 if (!health_who)
1512                 {
1513                         /* Erase the health bar */
1514                         Term_erase(col, row, 12);
1515                 }
1516
1517                 /* Tracking an unseen monster */
1518                 else if (!m_ptr->ml)
1519                 {
1520                         /* Indicate that the monster health is "unknown" */
1521                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1522                 }
1523
1524                 /* Tracking a hallucinatory monster */
1525                 else if (p_ptr->image)
1526                 {
1527                         /* Indicate that the monster health is "unknown" */
1528                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1529                 }
1530
1531                 /* Tracking a dead monster (???) */
1532                 else if (m_ptr->hp < 0)
1533                 {
1534                         /* Indicate that the monster health is "unknown" */
1535                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1536                 }
1537
1538                 /* Tracking a visible monster */
1539                 else
1540                 {
1541                         /* Extract the "percent" of health */
1542                         int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
1543                         int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
1544
1545                         /* Convert percent into "health" */
1546                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1547
1548                         /* Default to almost dead */
1549                         byte attr = TERM_RED;
1550
1551                         /* Invulnerable */
1552                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1553
1554                         /* Asleep */
1555                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1556
1557                         /* Afraid */
1558                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1559
1560                         /* Healthy */
1561                         else if (pct >= 100) attr = TERM_L_GREEN;
1562
1563                         /* Somewhat Wounded */
1564                         else if (pct >= 60) attr = TERM_YELLOW;
1565
1566                         /* Wounded */
1567                         else if (pct >= 25) attr = TERM_ORANGE;
1568
1569                         /* Badly wounded */
1570                         else if (pct >= 10) attr = TERM_L_RED;
1571
1572                         /* Default to "unknown" */
1573                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1574
1575                         /* Dump the current "health" (use '*' symbols) */
1576                         Term_putstr(col + 1, row, len, attr, "**********");
1577                 }
1578         }
1579 }
1580
1581
1582
1583 /*!
1584  * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1585  * @return なし
1586  */
1587 static void prt_frame_basic(void)
1588 {
1589         int i;
1590
1591         /* Race and Class */
1592         if (p_ptr->mimic_form)
1593                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1594         else
1595         {
1596                 char str[14];
1597                 my_strcpy(str, rp_ptr->title, sizeof(str));
1598                 prt_field(str, ROW_RACE, COL_RACE);
1599         }
1600 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1601 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1602
1603
1604         /* Title */
1605         prt_title();
1606
1607         /* Level/Experience */
1608         prt_level();
1609         prt_exp();
1610
1611         /* All Stats */
1612         for (i = 0; i < 6; i++) prt_stat(i);
1613
1614         /* Armor */
1615         prt_ac();
1616
1617         /* Hitpoints */
1618         prt_hp();
1619
1620         /* Spellpoints */
1621         prt_sp();
1622
1623         /* Gold */
1624         prt_gold();
1625
1626         /* Current depth */
1627         prt_depth();
1628
1629         /* Special */
1630         health_redraw(FALSE);
1631         health_redraw(TRUE);
1632 }
1633
1634
1635 /*!
1636  * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1637  * @return なし
1638  */
1639 static void prt_frame_extra(void)
1640 {
1641         /* Cut/Stun */
1642         prt_cut();
1643         prt_stun();
1644
1645         /* Food */
1646         prt_hunger();
1647
1648         /* State */
1649         prt_state();
1650
1651         /* Speed */
1652         prt_speed();
1653
1654         /* Study spells */
1655         prt_study();
1656
1657         prt_imitation();
1658
1659         prt_status();
1660 }
1661
1662
1663 /*!
1664  * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1665  * @return なし
1666  */
1667 static void fix_inven(void)
1668 {
1669         int j;
1670
1671         /* Scan windows */
1672         for (j = 0; j < 8; j++)
1673         {
1674                 term *old = Term;
1675
1676                 /* No window */
1677                 if (!angband_term[j]) continue;
1678
1679                 /* No relevant flags */
1680                 if (!(window_flag[j] & (PW_INVEN))) continue;
1681
1682                 /* Activate */
1683                 Term_activate(angband_term[j]);
1684
1685                 /* Display inventory */
1686                 display_inven();
1687                 Term_fresh();
1688
1689                 /* Restore */
1690                 Term_activate(old);
1691         }
1692 }
1693
1694
1695 /*!
1696  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1697  * @param x 表示列
1698  * @param y 表示行
1699  * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1700  * @param n_same モンスターの数の現在数
1701  * @details
1702  * <pre>
1703  * nnn X LV name
1704  *  nnn : number or unique(U) or wanted unique(W)
1705  *  X   : symbol of monster
1706  *  LV  : monster lv if known
1707  *  name: name of monster
1708  * @return なし
1709  * </pre>
1710  */
1711 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1712         char buf[256];
1713         int i;
1714         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1715         monster_race* r_ptr = &r_info[r_idx];
1716  
1717         Term_gotoxy(x, y);
1718         if(!r_ptr)return;
1719         //Number of 'U'nique
1720         if(r_ptr->flags1&RF1_UNIQUE){//unique
1721                 bool is_kubi = FALSE;
1722                 for(i=0;i<MAX_KUBI;i++){
1723                         if(kubi_r_idx[i] == r_idx){
1724                                 is_kubi = TRUE;
1725                                 break;
1726                         }
1727                 }
1728                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1729         }else{
1730                 sprintf(buf, "%3d", n_same);
1731                 Term_addstr(-1, TERM_WHITE, buf);
1732         }
1733         //symbol
1734         Term_addstr(-1, TERM_WHITE, " ");
1735         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1736         //Term_addstr(-1, TERM_WHITE, "/");
1737         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1738         //LV
1739         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1740                 sprintf(buf, " %2d", (int)r_ptr->level);
1741         }else{
1742                 strcpy(buf, " ??");
1743         }
1744         Term_addstr(-1, TERM_WHITE, buf);
1745         //name
1746         sprintf(buf, " %s ", r_name+r_ptr->name);
1747         Term_addstr(-1, TERM_WHITE, buf);
1748  
1749         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1750 }
1751
1752 /*!
1753  * @brief モンスターの出現リストを表示する / Print monster info in line
1754  * @param x 表示列
1755  * @param y 表示行
1756  * @param max_lines 最大何行描画するか
1757  */
1758 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1759         TERM_LEN line = y;
1760         monster_type* last_mons = NULL;
1761         monster_type* m_ptr = NULL;
1762         int n_same = 0;
1763         int i;
1764
1765         for(i=0;i<temp_n;i++){
1766                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1767                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1768                 m_ptr = &m_list[c_ptr->m_idx];
1769                 if(is_pet(m_ptr))continue;//pet
1770                 if(!m_ptr->r_idx)continue;//dead?
1771                 {
1772                         /*
1773                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1774                         monster_race* r_ptr = &r_info[r_idx];
1775                         cptr name = (r_name + r_ptr->name);
1776                         cptr ename = (r_name + r_ptr->name);
1777                         //ミミック類や「それ」等は、一覧に出てはいけない
1778                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1779                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1780                         //『ヌル』は、一覧に出てはいけない
1781                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1782                            (strcmp(ename, "Null the Living Void")==0))continue;
1783                         //"金無垢の指輪"は、一覧に出てはいけない
1784                         if((strcmp(name, "金無垢の指輪")==0)||
1785                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1786                         */
1787                 }
1788
1789                 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1790                 if(!last_mons){//先頭モンスター
1791                         last_mons = m_ptr;
1792                         n_same = 1;
1793                         continue;
1794                 }
1795                 //same race?
1796                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1797                         n_same++;
1798                         continue;//表示処理を次に回す
1799                 }
1800                 //print last mons info
1801                 print_monster_line(x, line++, last_mons, n_same);
1802                 n_same = 1;
1803                 last_mons = m_ptr;
1804                 if(line-y-1==max_lines){//残り1行
1805                         break;
1806                 }
1807         }
1808         if(line-y-1==max_lines && i!=temp_n){
1809                 Term_gotoxy(x, line);
1810                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1811         }else{
1812                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1813         }
1814 }
1815
1816 /*!
1817  * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1818  * @return なし
1819  */
1820 static void fix_monster_list(void)
1821 {
1822         int j;
1823         int w, h;
1824
1825         /* Scan windows */
1826         for (j = 0; j < 8; j++)
1827         {
1828                 term *old = Term;
1829
1830                 /* No window */
1831                 if (!angband_term[j]) continue;
1832
1833                 /* No relevant flags */
1834                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1835
1836                 /* Activate */
1837                 Term_activate(angband_term[j]);
1838                 Term_get_size(&w, &h);
1839
1840                 Term_clear();
1841
1842                 target_set_prepare_look();//モンスター一覧を生成,ソート
1843                 print_monster_list(0, 0, h);
1844                 Term_fresh();
1845
1846                 /* Restore */
1847                 Term_activate(old);
1848         }
1849 }
1850
1851
1852
1853 /*!
1854  * @brief 現在の装備品をサブウィンドウに表示する / 
1855  * Hack -- display equipment in sub-windows
1856  * @return なし
1857  */
1858 static void fix_equip(void)
1859 {
1860         int j;
1861
1862         /* Scan windows */
1863         for (j = 0; j < 8; j++)
1864         {
1865                 term *old = Term;
1866
1867                 /* No window */
1868                 if (!angband_term[j]) continue;
1869
1870                 /* No relevant flags */
1871                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1872
1873                 /* Activate */
1874                 Term_activate(angband_term[j]);
1875
1876                 /* Display equipment */
1877                 display_equip();
1878                 Term_fresh();
1879
1880                 /* Restore */
1881                 Term_activate(old);
1882         }
1883 }
1884
1885
1886 /*!
1887  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1888  * Hack -- display spells in sub-windows
1889  * @return なし
1890  */
1891 static void fix_spell(void)
1892 {
1893         int j;
1894
1895         /* Scan windows */
1896         for (j = 0; j < 8; j++)
1897         {
1898                 term *old = Term;
1899
1900                 /* No window */
1901                 if (!angband_term[j]) continue;
1902
1903                 /* No relevant flags */
1904                 if (!(window_flag[j] & (PW_SPELL))) continue;
1905
1906                 /* Activate */
1907                 Term_activate(angband_term[j]);
1908
1909                 /* Display spell list */
1910                 display_spell_list();
1911                 Term_fresh();
1912
1913                 /* Restore */
1914                 Term_activate(old);
1915         }
1916 }
1917
1918
1919 /*!
1920  * @brief 現在のプレイヤーステータスをサブウィンドウに表示する / 
1921  * Hack -- display character in sub-windows
1922  * @return なし
1923  */
1924 static void fix_player(void)
1925 {
1926         int j;
1927
1928         /* Scan windows */
1929         for (j = 0; j < 8; j++)
1930         {
1931                 term *old = Term;
1932
1933                 /* No window */
1934                 if (!angband_term[j]) continue;
1935
1936                 /* No relevant flags */
1937                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1938
1939                 /* Activate */
1940                 Term_activate(angband_term[j]);
1941
1942                 update_playtime();
1943                 display_player(0);
1944                 Term_fresh();
1945
1946                 /* Restore */
1947                 Term_activate(old);
1948         }
1949 }
1950
1951 /*!
1952  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1953  * Hack -- display recent messages in sub-windows
1954  * Adjust for width and split messages
1955  * @return なし
1956  */
1957 static void fix_message(void)
1958 {
1959         int j, i;
1960         TERM_LEN w, h;
1961         TERM_LEN x, y;
1962
1963         /* Scan windows */
1964         for (j = 0; j < 8; j++)
1965         {
1966                 term *old = Term;
1967
1968                 /* No window */
1969                 if (!angband_term[j]) continue;
1970
1971                 /* No relevant flags */
1972                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1973
1974                 /* Activate */
1975                 Term_activate(angband_term[j]);
1976
1977                 Term_get_size(&w, &h);
1978
1979                 /* Dump messages */
1980                 for (i = 0; i < h; i++)
1981                 {
1982                         /* Dump the message on the appropriate line */
1983                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
1984
1985                         /* Cursor */
1986                         Term_locate(&x, &y);
1987
1988                         /* Clear to end of line */
1989                         Term_erase(x, y, 255);
1990                 }
1991                 Term_fresh();
1992
1993                 /* Restore */
1994                 Term_activate(old);
1995         }
1996 }
1997
1998
1999 /*!
2000  * @brief 簡易マップをサブウィンドウに表示する / 
2001  * Hack -- display overhead view in sub-windows
2002  * Adjust for width and split messages
2003  * @return なし
2004  * @details
2005  * Note that the "player" symbol does NOT appear on the map.
2006  */
2007 static void fix_overhead(void)
2008 {
2009         int j;
2010         int cy, cx;
2011
2012         /* Scan windows */
2013         for (j = 0; j < 8; j++)
2014         {
2015                 term *old = Term;
2016                 TERM_LEN wid, hgt;
2017
2018                 /* No window */
2019                 if (!angband_term[j]) continue;
2020
2021                 /* No relevant flags */
2022                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2023
2024                 /* Activate */
2025                 Term_activate(angband_term[j]);
2026
2027                 /* Full map in too small window is useless  */
2028                 Term_get_size(&wid, &hgt);
2029                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2030                 {
2031
2032                         display_map(&cy, &cx);
2033                         Term_fresh();
2034                 }
2035
2036                 /* Restore */
2037                 Term_activate(old);
2038         }
2039 }
2040
2041
2042 /*!
2043  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2044  * Hack -- display dungeon view in sub-windows
2045  * @return なし
2046  */
2047 static void fix_dungeon(void)
2048 {
2049         int j;
2050
2051         /* Scan windows */
2052         for (j = 0; j < 8; j++)
2053         {
2054                 term *old = Term;
2055
2056                 /* No window */
2057                 if (!angband_term[j]) continue;
2058
2059                 /* No relevant flags */
2060                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2061
2062                 /* Activate */
2063                 Term_activate(angband_term[j]);
2064
2065                 /* Redraw dungeon view */
2066                 display_dungeon();
2067                 Term_fresh();
2068
2069                 /* Restore */
2070                 Term_activate(old);
2071         }
2072 }
2073
2074
2075 /*!
2076  * @brief モンスターの思い出をサブウィンドウに表示する / 
2077  * Hack -- display dungeon view in sub-windows
2078  * @return なし
2079  */
2080 static void fix_monster(void)
2081 {
2082         int j;
2083
2084         /* Scan windows */
2085         for (j = 0; j < 8; j++)
2086         {
2087                 term *old = Term;
2088
2089                 /* No window */
2090                 if (!angband_term[j]) continue;
2091
2092                 /* No relevant flags */
2093                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2094
2095                 /* Activate */
2096                 Term_activate(angband_term[j]);
2097
2098                 /* Display monster race info */
2099                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2100                 Term_fresh();
2101
2102                 /* Restore */
2103                 Term_activate(old);
2104         }
2105 }
2106
2107
2108 /*!
2109  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2110  * Hack -- display object recall in sub-windows
2111  * @return なし
2112  */
2113 static void fix_object(void)
2114 {
2115         int j;
2116
2117         /* Scan windows */
2118         for (j = 0; j < 8; j++)
2119         {
2120                 term *old = Term;
2121
2122                 /* No window */
2123                 if (!angband_term[j]) continue;
2124
2125                 /* No relevant flags */
2126                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2127
2128                 /* Activate */
2129                 Term_activate(angband_term[j]);
2130
2131                 /* Display monster race info */
2132                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2133                 Term_fresh();
2134
2135                 /* Restore */
2136                 Term_activate(old);
2137         }
2138 }
2139
2140
2141
2142 /*!
2143  * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2144  * Calculate number of spells player should have, and forget,
2145  * or remember, spells until that number is properly reflected.
2146  * @return なし
2147  * @details
2148  * Note that this function induces various "status" messages,
2149  * which must be bypasses until the character is created.
2150  */
2151 static void calc_spells(void)
2152 {
2153         int i, j, k, levels;
2154         int num_allowed;
2155         int num_boukyaku = 0;
2156
2157         const magic_type        *s_ptr;
2158         REALM_IDX which;
2159         int bonus = 0;
2160
2161
2162         cptr p;
2163
2164         /* Hack -- must be literate */
2165         if (!mp_ptr->spell_book) return;
2166
2167         /* Hack -- wait for creation */
2168         if (!character_generated) return;
2169
2170         /* Hack -- handle "xtra" mode */
2171         if (character_xtra) return;
2172
2173         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2174         {
2175                 p_ptr->new_spells = 0;
2176                 return;
2177         }
2178
2179         p = spell_category_name(mp_ptr->spell_book);
2180
2181         /* Determine the number of spells allowed */
2182         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2183
2184         /* Hack -- no negative spells */
2185         if (levels < 0) levels = 0;
2186
2187         /* Extract total allowed spells */
2188         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2189
2190         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2191         {
2192                 bonus = 4;
2193         }
2194         if (p_ptr->pclass == CLASS_SAMURAI)
2195         {
2196                 num_allowed = 32;
2197         }
2198         else if (p_ptr->realm2 == REALM_NONE)
2199         {
2200                 num_allowed = (num_allowed+1)/2;
2201                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2202         }
2203         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2204         {
2205                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2206         }
2207         else
2208         {
2209                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2210         }
2211
2212         /* Count the number of spells we know */
2213         for (j = 0; j < 64; j++)
2214         {
2215                 /* Count known spells */
2216                 if ((j < 32) ?
2217                     (p_ptr->spell_forgotten1 & (1L << j)) :
2218                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2219                 {
2220                         num_boukyaku++;
2221                 }
2222         }
2223
2224         /* See how many spells we must forget or may learn */
2225         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2226
2227         /* Forget spells which are too hard */
2228         for (i = 63; i >= 0; i--)
2229         {
2230                 /* Efficiency -- all done */
2231                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2232
2233                 /* Access the spell */
2234                 j = p_ptr->spell_order[i];
2235
2236                 /* Skip non-spells */
2237                 if (j >= 99) continue;
2238
2239
2240                 /* Get the spell */
2241                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2242                 {
2243                         if (j < 32)
2244                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2245                         else
2246                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2247                 }
2248                 else if (j < 32)
2249                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2250                 else
2251                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2252
2253                 /* Skip spells we are allowed to know */
2254                 if (s_ptr->slevel <= p_ptr->lev) continue;
2255
2256                 /* Is it known? */
2257                 if ((j < 32) ?
2258                     (p_ptr->spell_learned1 & (1L << j)) :
2259                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2260                 {
2261                         /* Mark as forgotten */
2262                         if (j < 32)
2263                         {
2264                                 p_ptr->spell_forgotten1 |= (1L << j);
2265                                 which = p_ptr->realm1;
2266                         }
2267                         else
2268                         {
2269                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2270                                 which = p_ptr->realm2;
2271                         }
2272
2273                         /* No longer known */
2274                         if (j < 32)
2275                         {
2276                                 p_ptr->spell_learned1 &= ~(1L << j);
2277                                 which = p_ptr->realm1;
2278                         }
2279                         else
2280                         {
2281                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2282                                 which = p_ptr->realm2;
2283                         }
2284
2285 #ifdef JP
2286                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2287 #else
2288                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2289 #endif
2290
2291
2292                         /* One more can be learned */
2293                         p_ptr->new_spells++;
2294                 }
2295         }
2296
2297
2298         /* Forget spells if we know too many spells */
2299         for (i = 63; i >= 0; i--)
2300         {
2301                 /* Stop when possible */
2302                 if (p_ptr->new_spells >= 0) break;
2303
2304                 /* Efficiency -- all done */
2305                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2306
2307                 /* Get the (i+1)th spell learned */
2308                 j = p_ptr->spell_order[i];
2309
2310                 /* Skip unknown spells */
2311                 if (j >= 99) continue;
2312
2313                 /* Forget it (if learned) */
2314                 if ((j < 32) ?
2315                     (p_ptr->spell_learned1 & (1L << j)) :
2316                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2317                 {
2318                         /* Mark as forgotten */
2319                         if (j < 32)
2320                         {
2321                                 p_ptr->spell_forgotten1 |= (1L << j);
2322                                 which = p_ptr->realm1;
2323                         }
2324                         else
2325                         {
2326                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2327                                 which = p_ptr->realm2;
2328                         }
2329
2330                         /* No longer known */
2331                         if (j < 32)
2332                         {
2333                                 p_ptr->spell_learned1 &= ~(1L << j);
2334                                 which = p_ptr->realm1;
2335                         }
2336                         else
2337                         {
2338                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2339                                 which = p_ptr->realm2;
2340                         }
2341
2342 #ifdef JP
2343                         msg_format("%sの%sを忘れてしまった。",
2344                                    do_spell(which, j%32, SPELL_NAME), p );
2345 #else
2346                         msg_format("You have forgotten the %s of %s.", p,
2347                                    do_spell(which, j%32, SPELL_NAME));
2348 #endif
2349
2350
2351                         /* One more can be learned */
2352                         p_ptr->new_spells++;
2353                 }
2354         }
2355
2356
2357         /* Check for spells to remember */
2358         for (i = 0; i < 64; i++)
2359         {
2360                 /* None left to remember */
2361                 if (p_ptr->new_spells <= 0) break;
2362
2363                 /* Efficiency -- all done */
2364                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2365
2366                 /* Get the next spell we learned */
2367                 j = p_ptr->spell_order[i];
2368
2369                 /* Skip unknown spells */
2370                 if (j >= 99) break;
2371
2372                 /* Access the spell */
2373                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2374                 {
2375                         if (j < 32)
2376                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2377                         else
2378                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2379                 }
2380                 else if (j<32)
2381                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2382                 else
2383                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2384
2385                 /* Skip spells we cannot remember */
2386                 if (s_ptr->slevel > p_ptr->lev) continue;
2387
2388                 /* First set of spells */
2389                 if ((j < 32) ?
2390                     (p_ptr->spell_forgotten1 & (1L << j)) :
2391                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2392                 {
2393                         /* No longer forgotten */
2394                         if (j < 32)
2395                         {
2396                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2397                                 which = p_ptr->realm1;
2398                         }
2399                         else
2400                         {
2401                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2402                                 which = p_ptr->realm2;
2403                         }
2404
2405                         /* Known once more */
2406                         if (j < 32)
2407                         {
2408                                 p_ptr->spell_learned1 |= (1L << j);
2409                                 which = p_ptr->realm1;
2410                         }
2411                         else
2412                         {
2413                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2414                                 which = p_ptr->realm2;
2415                         }
2416
2417 #ifdef JP
2418                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2419 #else
2420                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2421 #endif
2422
2423
2424                         /* One less can be learned */
2425                         p_ptr->new_spells--;
2426                 }
2427         }
2428
2429         k = 0;
2430
2431         if (p_ptr->realm2 == REALM_NONE)
2432         {
2433                 /* Count spells that can be learned */
2434                 for (j = 0; j < 32; j++)
2435                 {
2436                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2437                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2438
2439                         /* Skip spells we cannot remember */
2440                         if (s_ptr->slevel > p_ptr->lev) continue;
2441
2442                         /* Skip spells we already know */
2443                         if (p_ptr->spell_learned1 & (1L << j))
2444                         {
2445                                 continue;
2446                         }
2447
2448                         /* Count it */
2449                         k++;
2450                 }
2451                 if (k > 32) k = 32;
2452                 if ((p_ptr->new_spells > k) &&
2453                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2454                 {
2455                         p_ptr->new_spells = (s16b)k;
2456                 }
2457         }
2458
2459         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2460
2461         /* Spell count changed */
2462         if (p_ptr->old_spells != p_ptr->new_spells)
2463         {
2464                 /* Message if needed */
2465                 if (p_ptr->new_spells)
2466                 {
2467 #ifdef JP
2468                         if( p_ptr->new_spells < 10 ){
2469                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2470                         }else{
2471                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2472                         }
2473 #else
2474                         msg_format("You can learn %d more %s%s.",
2475                                    p_ptr->new_spells, p,
2476                                    (p_ptr->new_spells != 1) ? "s" : "");
2477 #endif
2478
2479                 }
2480
2481                 /* Save the new_spells value */
2482                 p_ptr->old_spells = p_ptr->new_spells;
2483
2484                 /* Redraw Study Status */
2485                 p_ptr->redraw |= (PR_STUDY);
2486
2487                 /* Redraw object recall */
2488                 p_ptr->window |= (PW_OBJECT);
2489         }
2490 }
2491
2492 /*!
2493  * @brief プレイヤーの最大MPを計算する /
2494  * Calculate maximum mana.  You do not need to know any spells.
2495  * Note that mana is lowered by heavy (or inappropriate) armor.
2496  * @return なし
2497  * @details
2498  * This function induces status messages.
2499  */
2500 static void calc_mana(void)
2501 {
2502         int msp, levels, cur_wgt, max_wgt;
2503
2504         object_type     *o_ptr;
2505
2506
2507         /* Hack -- Must be literate */
2508         if (!mp_ptr->spell_book) return;
2509
2510         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2511             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2512             (p_ptr->pclass == CLASS_BLUE_MAGE))
2513         {
2514                 levels = p_ptr->lev;
2515         }
2516         else
2517         {
2518                 if(mp_ptr->spell_first > p_ptr->lev)
2519                 {
2520                         /* Save new mana */
2521                         p_ptr->msp = 0;
2522
2523                         /* Display mana later */
2524                         p_ptr->redraw |= (PR_MANA);
2525                         return;
2526                 }
2527
2528                 /* Extract "effective" player level */
2529                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2530         }
2531
2532         if (p_ptr->pclass == CLASS_SAMURAI)
2533         {
2534                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2535                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2536         }
2537         else
2538         {
2539                 /* Extract total mana */
2540                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2541
2542                 /* Hack -- usually add one mana */
2543                 if (msp) msp++;
2544
2545                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2546
2547                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2548
2549                 /* Hack: High mages have a 25% mana bonus */
2550                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2551
2552                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2553         }
2554
2555         /* Only mages are affected */
2556         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2557         {
2558                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2559
2560                 /* Assume player is not encumbered by gloves */
2561                 p_ptr->cumber_glove = FALSE;
2562
2563                 /* Get the gloves */
2564                 o_ptr = &inventory[INVEN_HANDS];
2565
2566                 /* Examine the gloves */
2567                 object_flags(o_ptr, flgs);
2568
2569                 /* Normal gloves hurt mage-type spells */
2570                 if (o_ptr->k_idx &&
2571                     !(have_flag(flgs, TR_FREE_ACT)) &&
2572                         !(have_flag(flgs, TR_DEC_MANA)) &&
2573                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2574                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2575                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2576                 {
2577                         /* Encumbered */
2578                         p_ptr->cumber_glove = TRUE;
2579
2580                         /* Reduce mana */
2581                         msp = (3 * msp) / 4;
2582                 }
2583         }
2584
2585
2586         /* Assume player not encumbered by armor */
2587         p_ptr->cumber_armor = FALSE;
2588
2589         /* Weigh the armor */
2590         cur_wgt = 0;
2591         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2592         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2593         cur_wgt += inventory[INVEN_BODY].weight;
2594         cur_wgt += inventory[INVEN_HEAD].weight;
2595         cur_wgt += inventory[INVEN_OUTER].weight;
2596         cur_wgt += inventory[INVEN_HANDS].weight;
2597         cur_wgt += inventory[INVEN_FEET].weight;
2598
2599         /* Subtract a percentage of maximum mana. */
2600         switch (p_ptr->pclass)
2601         {
2602                 /* For these classes, mana is halved if armour 
2603                  * is 30 pounds over their weight limit. */
2604                 case CLASS_MAGE:
2605                 case CLASS_HIGH_MAGE:
2606                 case CLASS_BLUE_MAGE:
2607                 case CLASS_MONK:
2608                 case CLASS_FORCETRAINER:
2609                 case CLASS_SORCERER:
2610                 {
2611                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2612                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2613                         break;
2614                 }
2615
2616                 /* Mana halved if armour is 40 pounds over weight limit. */
2617                 case CLASS_PRIEST:
2618                 case CLASS_BARD:
2619                 case CLASS_TOURIST:
2620                 {
2621                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2622                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2623                         break;
2624                 }
2625
2626                 case CLASS_MINDCRAFTER:
2627                 case CLASS_BEASTMASTER:
2628                 case CLASS_MIRROR_MASTER:
2629                 {
2630                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2631                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2632                         break;
2633                 }
2634
2635                 /* Mana halved if armour is 50 pounds over weight limit. */
2636                 case CLASS_ROGUE:
2637                 case CLASS_RANGER:
2638                 case CLASS_RED_MAGE:
2639                 case CLASS_WARRIOR_MAGE:
2640                 {
2641                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2642                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2643                         break;
2644                 }
2645
2646                 /* Mana halved if armour is 60 pounds over weight limit. */
2647                 case CLASS_PALADIN:
2648                 case CLASS_CHAOS_WARRIOR:
2649                 {
2650                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2651                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2652                         break;
2653                 }
2654
2655                 /* For new classes created, but not yet added to this formula. */
2656                 default:
2657                 {
2658                         break;
2659                 }
2660         }
2661
2662         /* Determine the weight allowance */
2663         max_wgt = mp_ptr->spell_weight;
2664
2665         /* Heavy armor penalizes mana by a percentage.  -LM- */
2666         if ((cur_wgt - max_wgt) > 0)
2667         {
2668                 /* Encumbered */
2669                 p_ptr->cumber_armor = TRUE;
2670
2671                 /* Subtract a percentage of maximum mana. */
2672                 switch (p_ptr->pclass)
2673                 {
2674                         /* For these classes, mana is halved if armour 
2675                          * is 30 pounds over their weight limit. */
2676                         case CLASS_MAGE:
2677                         case CLASS_HIGH_MAGE:
2678                         case CLASS_BLUE_MAGE:
2679                         {
2680                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2681                                 break;
2682                         }
2683
2684                         /* Mana halved if armour is 40 pounds over weight limit. */
2685                         case CLASS_PRIEST:
2686                         case CLASS_MINDCRAFTER:
2687                         case CLASS_BEASTMASTER:
2688                         case CLASS_BARD:
2689                         case CLASS_FORCETRAINER:
2690                         case CLASS_TOURIST:
2691                         case CLASS_MIRROR_MASTER:
2692                         {
2693                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2694                                 break;
2695                         }
2696
2697                         case CLASS_SORCERER:
2698                         {
2699                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2700                                 break;
2701                         }
2702
2703                         /* Mana halved if armour is 50 pounds over weight limit. */
2704                         case CLASS_ROGUE:
2705                         case CLASS_RANGER:
2706                         case CLASS_MONK:
2707                         case CLASS_RED_MAGE:
2708                         {
2709                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2710                                 break;
2711                         }
2712
2713                         /* Mana halved if armour is 60 pounds over weight limit. */
2714                         case CLASS_PALADIN:
2715                         case CLASS_CHAOS_WARRIOR:
2716                         case CLASS_WARRIOR_MAGE:
2717                         {
2718                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2719                                 break;
2720                         }
2721
2722                         case CLASS_SAMURAI:
2723                         {
2724                                 p_ptr->cumber_armor = FALSE;
2725                                 break;
2726                         }
2727
2728                         /* For new classes created, but not yet added to this formula. */
2729                         default:
2730                         {
2731                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2732                                 break;
2733                         }
2734                 }
2735         }
2736
2737         /* Mana can never be negative */
2738         if (msp < 0) msp = 0;
2739
2740
2741         /* Maximum mana has changed */
2742         if (p_ptr->msp != msp)
2743         {
2744                 /* Enforce maximum */
2745                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2746                 {
2747                         p_ptr->csp = msp;
2748                         p_ptr->csp_frac = 0;
2749                 }
2750
2751 #ifdef JP
2752                 /* レベルアップの時は上昇量を表示する */
2753                 if ((level_up == 1) && (msp > p_ptr->msp))
2754                 {
2755                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2756                 }
2757 #endif
2758                 /* Save new mana */
2759                 p_ptr->msp = msp;
2760
2761                 /* Display mana later */
2762                 p_ptr->redraw |= (PR_MANA);
2763
2764                 p_ptr->window |= (PW_PLAYER);
2765                 p_ptr->window |= (PW_SPELL);
2766         }
2767
2768
2769         /* Hack -- handle "xtra" mode */
2770         if (character_xtra) return;
2771
2772         /* Take note when "glove state" changes */
2773         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2774         {
2775                 if (p_ptr->cumber_glove)
2776                 {
2777                         msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2778                 }
2779                 else
2780                 {
2781                         msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2782                 }
2783
2784                 /* Save it */
2785                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2786         }
2787
2788
2789         /* Take note when "armor state" changes */
2790         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2791         {
2792                 if (p_ptr->cumber_armor)
2793                 {
2794                         msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2795                 }
2796                 else
2797                 {
2798                         msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2799                 }
2800
2801                 /* Save it */
2802                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2803         }
2804 }
2805
2806
2807
2808 /*!
2809  * @brief プレイヤーの最大HPを計算する /
2810  * Calculate the players (maximal) hit points
2811  * Adjust current hitpoints if necessary
2812  * @return なし
2813  * @details
2814  */
2815 static void calc_hitpoints(void)
2816 {
2817         int bonus, mhp;
2818         byte tmp_hitdie;
2819
2820         /* Un-inflate "half-hitpoint bonus per level" value */
2821         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2822
2823         /* Calculate hitpoints */
2824         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2825
2826         if (p_ptr->mimic_form)
2827         {
2828                 if (p_ptr->pclass == CLASS_SORCERER)
2829                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2830                 else
2831                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2832                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2833         }
2834
2835         if (p_ptr->pclass == CLASS_SORCERER)
2836         {
2837                 if (p_ptr->lev < 30)
2838                         mhp = (mhp * (45+p_ptr->lev) / 100);
2839                 else
2840                         mhp = (mhp * 75 / 100);
2841                 bonus = (bonus * 65 / 100);
2842         }
2843
2844         mhp += bonus;
2845
2846         if (p_ptr->pclass == CLASS_BERSERKER)
2847         {
2848                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2849         }
2850
2851         /* Always have at least one hitpoint per level */
2852         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2853
2854         /* Factor in the hero / superhero settings */
2855         if (IS_HERO()) mhp += 10;
2856         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2857         if (p_ptr->tsuyoshi) mhp += 50;
2858
2859         /* Factor in the hex spell settings */
2860         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2861         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2862
2863         /* New maximum hitpoints */
2864         if (p_ptr->mhp != mhp)
2865         {
2866                 /* Enforce maximum */
2867                 if (p_ptr->chp >= mhp)
2868                 {
2869                         p_ptr->chp = mhp;
2870                         p_ptr->chp_frac = 0;
2871                 }
2872
2873 #ifdef JP
2874                 /* レベルアップの時は上昇量を表示する */
2875                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2876                 {
2877                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2878                 }
2879 #endif
2880                 /* Save the new max-hitpoints */
2881                 p_ptr->mhp = mhp;
2882
2883                 /* Display hitpoints (later) */
2884                 p_ptr->redraw |= (PR_HP);
2885
2886                 p_ptr->window |= (PW_PLAYER);
2887         }
2888 }
2889
2890 /*!
2891  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2892  * @return なし
2893  * @details
2894  * SWD: Experimental modification: multiple light sources have additive effect.
2895  */
2896 static void calc_torch(void)
2897 {
2898         int i, rad;
2899         object_type *o_ptr;
2900         BIT_FLAGS flgs[TR_FLAG_SIZE];
2901
2902         /* Assume no light */
2903         p_ptr->cur_lite = 0;
2904
2905         /* Loop through all wielded items */
2906         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2907         {
2908                 o_ptr = &inventory[i];
2909                 /* Skip empty slots */
2910                 if (!o_ptr->k_idx) continue;
2911                 
2912                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2913                 
2914                 /* Need Fuels */
2915                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2916                 {
2917                         if (o_ptr->tval == TV_LITE)
2918                         {
2919                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2920                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2921                         }
2922                 }
2923
2924                 /* Extract the flags */
2925                 object_flags(o_ptr, flgs);
2926
2927                 /* calc the lite_radius */
2928                 
2929                 rad = 0;
2930                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2931                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2932                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2933                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2934                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2935                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2936                 p_ptr->cur_lite += (s16b)rad;
2937         }
2938
2939         /* max radius is 14 (was 5) without rewriting other code -- */
2940         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2941         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2942                 p_ptr->cur_lite = 1;
2943
2944         /*
2945          * check if the player doesn't have light radius, 
2946          * but does weakly glow as an intrinsic.
2947          */
2948         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2949
2950         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2951         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2952
2953         /* end experimental mods */
2954
2955         /* Notice changes in the "lite radius" */
2956         if (p_ptr->old_lite != p_ptr->cur_lite)
2957         {
2958                 /* Hack -- PU_MON_LITE for monsters' darkness */
2959                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2960
2961                 /* Remember the old lite */
2962                 p_ptr->old_lite = p_ptr->cur_lite;
2963
2964                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2965                         set_superstealth(FALSE);
2966         }
2967 }
2968
2969
2970 /*!
2971  * @brief プレイヤーの所持重量制限を計算する /
2972  * Computes current weight limit.
2973  * @return 制限重量(ポンド)
2974  */
2975 WEIGHT weight_limit(void)
2976 {
2977         WEIGHT i;
2978
2979         /* Weight limit based only on strength */
2980         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
2981         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
2982
2983         /* Return the result */
2984         return i;
2985 }
2986
2987 /*!
2988  * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
2989  * @param i 判定する手のID(右手:0 左手:1)
2990  * @return 持っているならばTRUE
2991  */
2992 bool buki_motteruka(int i)
2993 {
2994         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
2995 }
2996
2997 /*!
2998  * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
2999  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3000  * @return 重すぎるならばTRUE
3001  */
3002 bool is_heavy_shoot(object_type *o_ptr)
3003 {
3004         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3005         /* It is hard to carholdry a heavy bow */
3006         return (hold < o_ptr->weight / 10);
3007 }
3008
3009 /*!
3010  * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3011  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3012  * @return 対応する矢/弾薬のベースアイテムID
3013  */
3014 int bow_tval_ammo(object_type *o_ptr)
3015 {
3016         /* Analyze the launcher */
3017         switch (o_ptr->sval)
3018         {
3019                 case SV_SLING:
3020                 {
3021                         return TV_SHOT;
3022                 }
3023
3024                 case SV_SHORT_BOW:
3025                 case SV_LONG_BOW:
3026                 case SV_NAMAKE_BOW:
3027                 {
3028                         return TV_ARROW;
3029                 }
3030
3031                 case SV_LIGHT_XBOW:
3032                 case SV_HEAVY_XBOW:
3033                 {
3034                         return TV_BOLT;
3035                 }
3036                 case SV_CRIMSON:
3037                 case SV_HARP:
3038                 {
3039                         return TV_NO_AMMO;
3040                 }
3041         }
3042         
3043         return 0;
3044 }
3045
3046 /*!
3047  * @brief 装備中の射撃武器の威力倍率を返す /
3048  * calcurate the fire rate of target object
3049  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3050  * @return 射撃倍率の値(100で1.00倍)
3051  */
3052 s16b calc_num_fire(object_type *o_ptr)
3053 {
3054         int extra_shots = 0;
3055         int i;
3056         int num = 0;
3057         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3058         object_type *q_ptr;
3059         BIT_FLAGS flgs[TR_FLAG_SIZE];
3060         
3061         /* Scan the usable inventory */
3062         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3063         {
3064                 q_ptr = &inventory[i];
3065
3066                 /* Skip non-objects */
3067                 if (!q_ptr->k_idx) continue;
3068                 
3069                 /* Do not apply current equip */
3070                 if (i == INVEN_BOW) continue;
3071
3072                 /* Extract the item flags */
3073                 object_flags(q_ptr, flgs);
3074
3075                 /* Boost shots */
3076                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3077         }
3078         
3079         object_flags(o_ptr, flgs);
3080         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3081         
3082         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3083         {
3084                 num = 100;
3085                 /* Extra shots */
3086                 num += (extra_shots * 100);
3087
3088                 /* Hack -- Rangers love Bows */
3089                 if ((p_ptr->pclass == CLASS_RANGER) && 
3090                                         (tval_ammo == TV_ARROW))
3091                 {
3092                         num += (p_ptr->lev * 4);
3093                 }
3094
3095                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3096                     (tval_ammo == TV_ARROW))
3097                 {
3098                         num += (p_ptr->lev * 3);
3099                 }
3100
3101                 if (p_ptr->pclass == CLASS_ARCHER)
3102                 {
3103                         if (tval_ammo == TV_ARROW)
3104                                 num += ((p_ptr->lev * 5)+50);
3105                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3106                                 num += (p_ptr->lev * 4);
3107                 }
3108
3109                 /*
3110                  * Addendum -- also "Reward" high level warriors,
3111                  * with _any_ missile weapon -- TY
3112                  */
3113                 if (p_ptr->pclass == CLASS_WARRIOR &&
3114                    (tval_ammo <= TV_BOLT) &&
3115                    (tval_ammo >= TV_SHOT))
3116                 {
3117                         num += (p_ptr->lev * 2);
3118                 }
3119                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3120                     (tval_ammo == TV_SHOT))
3121                 {
3122                         num += (p_ptr->lev * 4);
3123                 }
3124         }
3125         return (s16b)num;
3126 }
3127
3128 /*!
3129  * @brief プレイヤーの全ステータスを更新する / 
3130  * Calculate the players current "state", taking into account
3131  * not only race/class intrinsics, but also objects being worn
3132  * and temporary spell effects.
3133  * @return なし
3134  * @details
3135  * <pre>
3136  * See also calc_mana() and calc_hitpoints().
3137  *
3138  * Take note of the new "speed code", in particular, a very strong
3139  * player will start slowing down as soon as he reaches 150 pounds,
3140  * but not until he reaches 450 pounds will he be half as fast as
3141  * a normal kobold.  This both hurts and helps the player, hurts
3142  * because in the old days a player could just avoid 300 pounds,
3143  * and helps because now carrying 300 pounds is not very painful.
3144  *
3145  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3146  * damage, since that would affect non-combat things.  These values
3147  * are actually added in later, at the appropriate place.
3148  *
3149  * This function induces various "status" messages.
3150  * </pre>
3151  */
3152 void calc_bonuses(void)
3153 {
3154         int             i, j, hold, neutral[2];
3155         int             new_speed;
3156         int             default_hand = 0;
3157         int             empty_hands_status = empty_hands(TRUE);
3158         int             extra_blows[2];
3159         object_type     *o_ptr;
3160         BIT_FLAGS flgs[TR_FLAG_SIZE];
3161         bool            omoi = FALSE;
3162         bool            yoiyami = FALSE;
3163         bool            down_saving = FALSE;
3164 #if 0
3165         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3166 #endif
3167         bool            have_sw = FALSE, have_kabe = FALSE;
3168         bool            easy_2weapon = FALSE;
3169         bool            riding_levitation = FALSE;
3170         OBJECT_IDX this_o_idx, next_o_idx = 0;
3171         const player_race *tmp_rp_ptr;
3172
3173         /* Save the old vision stuff */
3174         bool old_telepathy = p_ptr->telepathy;
3175         bool old_esp_animal = p_ptr->esp_animal;
3176         bool old_esp_undead = p_ptr->esp_undead;
3177         bool old_esp_demon = p_ptr->esp_demon;
3178         bool old_esp_orc = p_ptr->esp_orc;
3179         bool old_esp_troll = p_ptr->esp_troll;
3180         bool old_esp_giant = p_ptr->esp_giant;
3181         bool old_esp_dragon = p_ptr->esp_dragon;
3182         bool old_esp_human = p_ptr->esp_human;
3183         bool old_esp_evil = p_ptr->esp_evil;
3184         bool old_esp_good = p_ptr->esp_good;
3185         bool old_esp_nonliving = p_ptr->esp_nonliving;
3186         bool old_esp_unique = p_ptr->esp_unique;
3187         bool old_see_inv = p_ptr->see_inv;
3188         bool old_mighty_throw = p_ptr->mighty_throw;
3189
3190         /* Save the old armor class */
3191         s16b old_dis_ac = p_ptr->dis_ac;
3192         s16b old_dis_to_a = p_ptr->dis_to_a;
3193
3194
3195         /* Clear extra blows/shots */
3196         extra_blows[0] = extra_blows[1] = 0;
3197
3198         /* Clear the stat modifiers */
3199         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3200
3201
3202         /* Clear the Displayed/Real armor class */
3203         p_ptr->dis_ac = p_ptr->ac = 0;
3204
3205         /* Clear the Displayed/Real Bonuses */
3206         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3207         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3208         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3209         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3210         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3211         p_ptr->dis_to_a = p_ptr->to_a = 0;
3212         p_ptr->to_h_m = 0;
3213         p_ptr->to_d_m = 0;
3214
3215         p_ptr->to_m_chance = 0;
3216
3217         /* Clear the Extra Dice Bonuses */
3218         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3219         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3220
3221         /* Start with "normal" speed */
3222         new_speed = 110;
3223
3224         /* Start with a single blow per turn */
3225         p_ptr->num_blow[0] = 1;
3226         p_ptr->num_blow[1] = 1;
3227
3228         /* Start with a single shot per turn */
3229         p_ptr->num_fire = 100;
3230
3231         /* Reset the "xtra" tval */
3232         p_ptr->tval_xtra = 0;
3233
3234         /* Reset the "ammo" tval */
3235         p_ptr->tval_ammo = 0;
3236
3237         /* Clear all the flags */
3238         p_ptr->cursed = 0L;
3239         p_ptr->bless_blade = FALSE;
3240         p_ptr->xtra_might = FALSE;
3241         p_ptr->impact[0] = FALSE;
3242         p_ptr->impact[1] = FALSE;
3243         p_ptr->pass_wall = FALSE;
3244         p_ptr->kill_wall = FALSE;
3245         p_ptr->dec_mana = FALSE;
3246         p_ptr->easy_spell = FALSE;
3247         p_ptr->heavy_spell = FALSE;
3248         p_ptr->see_inv = FALSE;
3249         p_ptr->free_act = FALSE;
3250         p_ptr->slow_digest = FALSE;
3251         p_ptr->regenerate = FALSE;
3252         p_ptr->can_swim = FALSE;
3253         p_ptr->levitation = FALSE;
3254         p_ptr->hold_exp = FALSE;
3255         p_ptr->telepathy = FALSE;
3256         p_ptr->esp_animal = FALSE;
3257         p_ptr->esp_undead = FALSE;
3258         p_ptr->esp_demon = FALSE;
3259         p_ptr->esp_orc = FALSE;
3260         p_ptr->esp_troll = FALSE;
3261         p_ptr->esp_giant = FALSE;
3262         p_ptr->esp_dragon = FALSE;
3263         p_ptr->esp_human = FALSE;
3264         p_ptr->esp_evil = FALSE;
3265         p_ptr->esp_good = FALSE;
3266         p_ptr->esp_nonliving = FALSE;
3267         p_ptr->esp_unique = FALSE;
3268         p_ptr->lite = FALSE;
3269         p_ptr->sustain_str = FALSE;
3270         p_ptr->sustain_int = FALSE;
3271         p_ptr->sustain_wis = FALSE;
3272         p_ptr->sustain_con = FALSE;
3273         p_ptr->sustain_dex = FALSE;
3274         p_ptr->sustain_chr = FALSE;
3275         p_ptr->resist_acid = FALSE;
3276         p_ptr->resist_elec = FALSE;
3277         p_ptr->resist_fire = FALSE;
3278         p_ptr->resist_cold = FALSE;
3279         p_ptr->resist_pois = FALSE;
3280         p_ptr->resist_conf = FALSE;
3281         p_ptr->resist_sound = FALSE;
3282         p_ptr->resist_lite = FALSE;
3283         p_ptr->resist_dark = FALSE;
3284         p_ptr->resist_chaos = FALSE;
3285         p_ptr->resist_disen = FALSE;
3286         p_ptr->resist_shard = FALSE;
3287         p_ptr->resist_nexus = FALSE;
3288         p_ptr->resist_blind = FALSE;
3289         p_ptr->resist_neth = FALSE;
3290         p_ptr->resist_time = FALSE;
3291         p_ptr->resist_fear = FALSE;
3292         p_ptr->reflect = FALSE;
3293         p_ptr->sh_fire = FALSE;
3294         p_ptr->sh_elec = FALSE;
3295         p_ptr->sh_cold = FALSE;
3296         p_ptr->anti_magic = FALSE;
3297         p_ptr->anti_tele = FALSE;
3298         p_ptr->warning = FALSE;
3299         p_ptr->mighty_throw = FALSE;
3300         p_ptr->see_nocto = FALSE;
3301
3302         p_ptr->immune_acid = FALSE;
3303         p_ptr->immune_elec = FALSE;
3304         p_ptr->immune_fire = FALSE;
3305         p_ptr->immune_cold = FALSE;
3306
3307         p_ptr->ryoute = FALSE;
3308         p_ptr->migite = FALSE;
3309         p_ptr->hidarite = FALSE;
3310         p_ptr->no_flowed = FALSE;
3311
3312         p_ptr->align = friend_align;
3313
3314         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3315         else tmp_rp_ptr = &race_info[p_ptr->prace];
3316
3317         /* Base infravision (purely racial) */
3318         p_ptr->see_infra = tmp_rp_ptr->infra;
3319
3320         /* Base skill -- disarming */
3321         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3322
3323         /* Base skill -- magic devices */
3324         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3325
3326         /* Base skill -- saving throw */
3327         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3328
3329         /* Base skill -- stealth */
3330         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3331
3332         /* Base skill -- searching ability */
3333         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3334
3335         /* Base skill -- searching frequency */
3336         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3337
3338         /* Base skill -- combat (normal) */
3339         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3340
3341         /* Base skill -- combat (shooting) */
3342         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3343
3344         /* Base skill -- combat (throwing) */
3345         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3346
3347         /* Base skill -- digging */
3348         p_ptr->skill_dig = 0;
3349
3350         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3351         if (buki_motteruka(INVEN_LARM))
3352         {
3353                 p_ptr->hidarite = TRUE;
3354                 if (!p_ptr->migite) default_hand = 1;
3355         }
3356
3357         if (CAN_TWO_HANDS_WIELDING())
3358         {
3359                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3360                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3361                 {
3362                         p_ptr->ryoute = TRUE;
3363                 }
3364                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3365                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3366                 {
3367                         p_ptr->ryoute = TRUE;
3368                 }
3369                 else
3370                 {
3371                         switch (p_ptr->pclass)
3372                         {
3373                         case CLASS_MONK:
3374                         case CLASS_FORCETRAINER:
3375                         case CLASS_BERSERKER:
3376                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3377                                 {
3378                                         p_ptr->migite = TRUE;
3379                                         p_ptr->ryoute = TRUE;
3380                                 }
3381                                 break;
3382                         }
3383                 }
3384         }
3385
3386         if (!p_ptr->migite && !p_ptr->hidarite)
3387         {
3388                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3389                 else if (empty_hands_status == EMPTY_HAND_LARM)
3390                 {
3391                         p_ptr->hidarite = TRUE;
3392                         default_hand = 1;
3393                 }
3394         }
3395
3396         if (p_ptr->special_defense & KAMAE_MASK)
3397         {
3398                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3399                 {
3400                         set_action(ACTION_NONE);
3401                 }
3402         }
3403
3404         switch (p_ptr->pclass)
3405         {
3406                 case CLASS_WARRIOR:
3407                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3408                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3409                         break;
3410                 case CLASS_PALADIN:
3411                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3412                         break;
3413                 case CLASS_CHAOS_WARRIOR:
3414                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3415                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3416                         break;
3417                 case CLASS_MINDCRAFTER:
3418                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3419                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3420                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3421                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3422                         break;
3423                 case CLASS_MONK:
3424                 case CLASS_FORCETRAINER:
3425                         /* Unencumbered Monks become faster every 10 levels */
3426                         if (!(heavy_armor()))
3427                         {
3428                                 if (!(prace_is_(RACE_KLACKON) ||
3429                                       prace_is_(RACE_SPRITE) ||
3430                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3431                                         new_speed += (p_ptr->lev) / 10;
3432
3433                                 /* Free action if unencumbered at level 25 */
3434                                 if  (p_ptr->lev > 24)
3435                                         p_ptr->free_act = TRUE;
3436                         }
3437                         break;
3438                 case CLASS_SORCERER:
3439                         p_ptr->to_a -= 50;
3440                         p_ptr->dis_to_a -= 50;
3441                         break;
3442                 case CLASS_BARD:
3443                         p_ptr->resist_sound = TRUE;
3444                         break;
3445                 case CLASS_SAMURAI:
3446                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3447                         break;
3448                 case CLASS_BERSERKER:
3449                         p_ptr->shero = 1;
3450                         p_ptr->sustain_str = TRUE;
3451                         p_ptr->sustain_dex = TRUE;
3452                         p_ptr->sustain_con = TRUE;
3453                         p_ptr->regenerate = TRUE;
3454                         p_ptr->free_act = TRUE;
3455                         new_speed += 2;
3456                         if (p_ptr->lev > 29) new_speed++;
3457                         if (p_ptr->lev > 39) new_speed++;
3458                         if (p_ptr->lev > 44) new_speed++;
3459                         if (p_ptr->lev > 49) new_speed++;
3460                         p_ptr->to_a += 10+p_ptr->lev/2;
3461                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3462                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3463                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3464                         p_ptr->redraw |= PR_STATUS;
3465                         break;
3466                 case CLASS_MIRROR_MASTER:
3467                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3468                         break;
3469                 case CLASS_NINJA:
3470                         /* Unencumbered Ninjas become faster every 10 levels */
3471                         if (heavy_armor())
3472                         {
3473                                 new_speed -= (p_ptr->lev) / 10;
3474                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3475                         }
3476                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3477                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3478                         {
3479                                 new_speed += 3;
3480                                 if (!(prace_is_(RACE_KLACKON) ||
3481                                       prace_is_(RACE_SPRITE) ||
3482                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3483                                         new_speed += (p_ptr->lev) / 10;
3484                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3485
3486                                 /* Free action if unencumbered at level 25 */
3487                                 if  (p_ptr->lev > 24)
3488                                         p_ptr->free_act = TRUE;
3489                         }
3490                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3491                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3492                         {
3493                                 p_ptr->to_a += p_ptr->lev/2+5;
3494                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3495                         }
3496                         p_ptr->slow_digest = TRUE;
3497                         p_ptr->resist_fear = TRUE;
3498                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3499                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3500                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3501                         if (p_ptr->lev > 44)
3502                         {
3503                                 p_ptr->oppose_pois = 1;
3504                                 p_ptr->redraw |= PR_STATUS;
3505                         }
3506                         p_ptr->see_nocto = TRUE;
3507                         break;
3508         }
3509
3510         /***** Races ****/
3511         if (p_ptr->mimic_form)
3512         {
3513                 switch (p_ptr->mimic_form)
3514                 {
3515                 case MIMIC_DEMON:
3516                         p_ptr->hold_exp = TRUE;
3517                         p_ptr->resist_chaos = TRUE;
3518                         p_ptr->resist_neth = TRUE;
3519                         p_ptr->resist_fire = TRUE;
3520                         p_ptr->oppose_fire = 1;
3521                         p_ptr->see_inv=TRUE;
3522                         new_speed += 3;
3523                         p_ptr->redraw |= PR_STATUS;
3524                         p_ptr->to_a += 10;
3525                         p_ptr->dis_to_a += 10;
3526                         p_ptr->align -= 200;
3527                         break;
3528                 case MIMIC_DEMON_LORD:
3529                         p_ptr->hold_exp = TRUE;
3530                         p_ptr->resist_chaos = TRUE;
3531                         p_ptr->resist_neth = TRUE;
3532                         p_ptr->immune_fire = TRUE;
3533                         p_ptr->resist_acid = TRUE;
3534                         p_ptr->resist_fire = TRUE;
3535                         p_ptr->resist_cold = TRUE;
3536                         p_ptr->resist_elec = TRUE;
3537                         p_ptr->resist_pois = TRUE;
3538                         p_ptr->resist_conf = TRUE;
3539                         p_ptr->resist_disen = TRUE;
3540                         p_ptr->resist_nexus = TRUE;
3541                         p_ptr->resist_fear = TRUE;
3542                         p_ptr->sh_fire = TRUE;
3543                         p_ptr->see_inv = TRUE;
3544                         p_ptr->telepathy = TRUE;
3545                         p_ptr->levitation = TRUE;
3546                         p_ptr->kill_wall = TRUE;
3547                         new_speed += 5;
3548                         p_ptr->to_a += 20;
3549                         p_ptr->dis_to_a += 20;
3550                         p_ptr->align -= 200;
3551                         break;
3552                 case MIMIC_VAMPIRE:
3553                         p_ptr->resist_dark = TRUE;
3554                         p_ptr->hold_exp = TRUE;
3555                         p_ptr->resist_neth = TRUE;
3556                         p_ptr->resist_cold = TRUE;
3557                         p_ptr->resist_pois = TRUE;
3558                         p_ptr->see_inv = TRUE;
3559                         new_speed += 3;
3560                         p_ptr->to_a += 10;
3561                         p_ptr->dis_to_a += 10;
3562                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3563                         break;
3564                 }
3565         }
3566         else
3567         {
3568                 switch (p_ptr->prace)
3569                 {
3570                 case RACE_ELF:
3571                         p_ptr->resist_lite = TRUE;
3572                         break;
3573                 case RACE_HOBBIT:
3574                         p_ptr->hold_exp = TRUE;
3575                         break;
3576                 case RACE_GNOME:
3577                         p_ptr->free_act = TRUE;
3578                         break;
3579                 case RACE_DWARF:
3580                         p_ptr->resist_blind = TRUE;
3581                         break;
3582                 case RACE_HALF_ORC:
3583                         p_ptr->resist_dark = TRUE;
3584                         break;
3585                 case RACE_HALF_TROLL:
3586                         p_ptr->sustain_str = TRUE;
3587
3588                         if (p_ptr->lev > 14)
3589                         {
3590                                 /* High level trolls heal fast... */
3591                                 p_ptr->regenerate = TRUE;
3592
3593                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3594                                 {
3595                                         p_ptr->slow_digest = TRUE;
3596                                         /* Let's not make Regeneration
3597                                          * a disadvantage for the poor warriors who can
3598                                          * never learn a spell that satisfies hunger (actually
3599                                          * neither can rogues, but half-trolls are not
3600                                          * supposed to play rogues) */
3601                                 }
3602                         }
3603                         break;
3604                 case RACE_AMBERITE:
3605                         p_ptr->sustain_con = TRUE;
3606                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3607                         break;
3608                 case RACE_HIGH_ELF:
3609                         p_ptr->resist_lite = TRUE;
3610                         p_ptr->see_inv = TRUE;
3611                         break;
3612                 case RACE_BARBARIAN:
3613                         p_ptr->resist_fear = TRUE;
3614                         break;
3615                 case RACE_HALF_OGRE:
3616                         p_ptr->resist_dark = TRUE;
3617                         p_ptr->sustain_str = TRUE;
3618                         break;
3619                 case RACE_HALF_GIANT:
3620                         p_ptr->sustain_str = TRUE;
3621                         p_ptr->resist_shard = TRUE;
3622                         break;
3623                 case RACE_HALF_TITAN:
3624                         p_ptr->resist_chaos = TRUE;
3625                         break;
3626                 case RACE_CYCLOPS:
3627                         p_ptr->resist_sound = TRUE;
3628                         break;
3629                 case RACE_YEEK:
3630                         p_ptr->resist_acid = TRUE;
3631                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3632                         break;
3633                 case RACE_KLACKON:
3634                         p_ptr->resist_conf = TRUE;
3635                         p_ptr->resist_acid = TRUE;
3636
3637                         /* Klackons become faster */
3638                         new_speed += (p_ptr->lev) / 10;
3639                         break;
3640                 case RACE_KOBOLD:
3641                         p_ptr->resist_pois = TRUE;
3642                         break;
3643                 case RACE_NIBELUNG:
3644                         p_ptr->resist_disen = TRUE;
3645                         p_ptr->resist_dark = TRUE;
3646                         break;
3647                 case RACE_DARK_ELF:
3648                         p_ptr->resist_dark = TRUE;
3649                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3650                         break;
3651                 case RACE_DRACONIAN:
3652                         p_ptr->levitation = TRUE;
3653                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3654                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3655                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3656                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3657                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3658                         break;
3659                 case RACE_MIND_FLAYER:
3660                         p_ptr->sustain_int = TRUE;
3661                         p_ptr->sustain_wis = TRUE;
3662                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3663                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3664                         break;
3665                 case RACE_IMP:
3666                         p_ptr->resist_fire = TRUE;
3667                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3668                         break;
3669                 case RACE_GOLEM:
3670                         p_ptr->slow_digest = TRUE;
3671                         p_ptr->free_act = TRUE;
3672                         p_ptr->see_inv = TRUE;
3673                         p_ptr->resist_pois = TRUE;
3674                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3675                         break;
3676                 case RACE_SKELETON:
3677                         p_ptr->resist_shard = TRUE;
3678                         p_ptr->hold_exp = TRUE;
3679                         p_ptr->see_inv = TRUE;
3680                         p_ptr->resist_pois = TRUE;
3681                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3682                         break;
3683                 case RACE_ZOMBIE:
3684                         p_ptr->resist_neth = TRUE;
3685                         p_ptr->hold_exp = TRUE;
3686                         p_ptr->see_inv = TRUE;
3687                         p_ptr->resist_pois = TRUE;
3688                         p_ptr->slow_digest = TRUE;
3689                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3690                         break;
3691                 case RACE_VAMPIRE:
3692                         p_ptr->resist_dark = TRUE;
3693                         p_ptr->hold_exp = TRUE;
3694                         p_ptr->resist_neth = TRUE;
3695                         p_ptr->resist_cold = TRUE;
3696                         p_ptr->resist_pois = TRUE;
3697                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3698                         break;
3699                 case RACE_SPECTRE:
3700                         p_ptr->levitation = TRUE;
3701                         p_ptr->free_act = TRUE;
3702                         p_ptr->resist_neth = TRUE;
3703                         p_ptr->hold_exp = TRUE;
3704                         p_ptr->see_inv = TRUE;
3705                         p_ptr->resist_pois = TRUE;
3706                         p_ptr->slow_digest = TRUE;
3707                         p_ptr->resist_cold = TRUE;
3708                         p_ptr->pass_wall = TRUE;
3709                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3710                         break;
3711                 case RACE_SPRITE:
3712                         p_ptr->levitation = TRUE;
3713                         p_ptr->resist_lite = TRUE;
3714
3715                         /* Sprites become faster */
3716                         new_speed += (p_ptr->lev) / 10;
3717                         break;
3718                 case RACE_BEASTMAN:
3719                         p_ptr->resist_conf  = TRUE;
3720                         p_ptr->resist_sound = TRUE;
3721                         break;
3722                 case RACE_ENT:
3723                         /* Ents dig like maniacs, but only with their hands. */
3724                         if (!inventory[INVEN_RARM].k_idx) 
3725                                 p_ptr->skill_dig += p_ptr->lev * 10;
3726                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3727                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3728                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3729                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3730
3731                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3732                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3733                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3734
3735                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3736                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3737                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3738                         break;
3739                 case RACE_ANGEL:
3740                         p_ptr->levitation = TRUE;
3741                         p_ptr->see_inv = TRUE;
3742                         p_ptr->align += 200;
3743                         break;
3744                 case RACE_DEMON:
3745                         p_ptr->resist_fire  = TRUE;
3746                         p_ptr->resist_neth  = TRUE;
3747                         p_ptr->hold_exp = TRUE;
3748                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3749                         if (p_ptr->lev > 44)
3750                         {
3751                                 p_ptr->oppose_fire = 1;
3752                                 p_ptr->redraw |= PR_STATUS;
3753                         }
3754                         p_ptr->align -= 200;
3755                         break;
3756                 case RACE_DUNADAN:
3757                         p_ptr->sustain_con = TRUE;
3758                         break;
3759                 case RACE_S_FAIRY:
3760                         p_ptr->levitation = TRUE;
3761                         break;
3762                 case RACE_KUTAR:
3763                         p_ptr->resist_conf = TRUE;
3764                         break;
3765                 case RACE_ANDROID:
3766                         p_ptr->slow_digest = TRUE;
3767                         p_ptr->free_act = TRUE;
3768                         p_ptr->resist_pois = TRUE;
3769                         p_ptr->hold_exp = TRUE;
3770                         break;
3771                 default:
3772                         /* Do nothing */
3773                         ;
3774                 }
3775         }
3776
3777         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3778         {
3779                 p_ptr->see_inv = TRUE;
3780                 p_ptr->free_act = TRUE;
3781                 p_ptr->slow_digest = TRUE;
3782                 p_ptr->regenerate = TRUE;
3783                 p_ptr->levitation = TRUE;
3784                 p_ptr->hold_exp = TRUE;
3785                 p_ptr->telepathy = TRUE;
3786                 p_ptr->lite = TRUE;
3787                 p_ptr->sustain_str = TRUE;
3788                 p_ptr->sustain_int = TRUE;
3789                 p_ptr->sustain_wis = TRUE;
3790                 p_ptr->sustain_con = TRUE;
3791                 p_ptr->sustain_dex = TRUE;
3792                 p_ptr->sustain_chr = TRUE;
3793                 p_ptr->resist_acid = TRUE;
3794                 p_ptr->resist_elec = TRUE;
3795                 p_ptr->resist_fire = TRUE;
3796                 p_ptr->resist_cold = TRUE;
3797                 p_ptr->resist_pois = TRUE;
3798                 p_ptr->resist_conf = TRUE;
3799                 p_ptr->resist_sound = TRUE;
3800                 p_ptr->resist_lite = TRUE;
3801                 p_ptr->resist_dark = TRUE;
3802                 p_ptr->resist_chaos = TRUE;
3803                 p_ptr->resist_disen = TRUE;
3804                 p_ptr->resist_shard = TRUE;
3805                 p_ptr->resist_nexus = TRUE;
3806                 p_ptr->resist_blind = TRUE;
3807                 p_ptr->resist_neth = TRUE;
3808                 p_ptr->resist_fear = TRUE;
3809                 p_ptr->reflect = TRUE;
3810                 p_ptr->sh_fire = TRUE;
3811                 p_ptr->sh_elec = TRUE;
3812                 p_ptr->sh_cold = TRUE;
3813                 p_ptr->to_a += 100;
3814                 p_ptr->dis_to_a += 100;
3815         }
3816         /* Temporary shield */
3817         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3818         {
3819                 p_ptr->to_a += 50;
3820                 p_ptr->dis_to_a += 50;
3821         }
3822
3823         if (p_ptr->tim_res_nether)
3824         {
3825                 p_ptr->resist_neth = TRUE;
3826         }
3827         if (p_ptr->tim_sh_fire)
3828         {
3829                 p_ptr->sh_fire = TRUE;
3830         }
3831         if (p_ptr->tim_res_time)
3832         {
3833                 p_ptr->resist_time = TRUE;
3834         }
3835
3836         /* Sexy Gal */
3837         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3838         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3839         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3840         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3841
3842         /* Lucky man */
3843         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3844
3845         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3846         {
3847                 p_ptr->resist_blind = TRUE;
3848                 p_ptr->resist_conf  = TRUE;
3849                 p_ptr->hold_exp = TRUE;
3850                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3851
3852                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3853                         /* Munchkin become faster */
3854                         new_speed += (p_ptr->lev) / 10 + 5;
3855         }
3856
3857         if (music_singing(MUSIC_WALL))
3858         {
3859                 p_ptr->kill_wall = TRUE;
3860         }
3861
3862         /* Hack -- apply racial/class stat maxes */
3863         /* Apply the racial modifiers */
3864         for (i = 0; i < 6; i++)
3865         {
3866                 /* Modify the stats for "race" */
3867                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3868         }
3869
3870
3871         /* I'm adding the mutations here for the lack of a better place... */
3872         if (p_ptr->muta3)
3873         {
3874                 /* Hyper Strength */
3875                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3876                 {
3877                         p_ptr->stat_add[A_STR] += 4;
3878                 }
3879
3880                 /* Puny */
3881                 if (p_ptr->muta3 & MUT3_PUNY)
3882                 {
3883                         p_ptr->stat_add[A_STR] -= 4;
3884                 }
3885
3886                 /* Living computer */
3887                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3888                 {
3889                         p_ptr->stat_add[A_INT] += 4;
3890                         p_ptr->stat_add[A_WIS] += 4;
3891                 }
3892
3893                 /* Moronic */
3894                 if (p_ptr->muta3 & MUT3_MORONIC)
3895                 {
3896                         p_ptr->stat_add[A_INT] -= 4;
3897                         p_ptr->stat_add[A_WIS] -= 4;
3898                 }
3899
3900                 if (p_ptr->muta3 & MUT3_RESILIENT)
3901                 {
3902                         p_ptr->stat_add[A_CON] += 4;
3903                 }
3904
3905                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3906                 {
3907                         p_ptr->stat_add[A_CON] += 2;
3908                         new_speed -= 2;
3909                 }
3910
3911                 if (p_ptr->muta3 & MUT3_ALBINO)
3912                 {
3913                         p_ptr->stat_add[A_CON] -= 4;
3914                 }
3915
3916                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3917                 {
3918                         p_ptr->stat_add[A_CON] -= 2;
3919                         p_ptr->stat_add[A_CHR] -= 1;
3920                         p_ptr->regenerate = FALSE;
3921                         /* Cancel innate regeneration */
3922                 }
3923
3924                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3925                 {
3926                         p_ptr->stat_add[A_CHR] -= 4;
3927                 }
3928
3929                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3930                 {
3931                         p_ptr->stat_add[A_CHR] -= 1;
3932                 }
3933
3934                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3935                 {
3936                         p_ptr->skill_fos += 15;
3937                         p_ptr->skill_srh += 15;
3938                 }
3939
3940                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3941                 {
3942                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3943                 }
3944
3945                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3946                 {
3947                         p_ptr->skill_stl -= 3;
3948                 }
3949
3950                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3951                 {
3952                         p_ptr->see_infra += 3;
3953                 }
3954
3955                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3956                 {
3957                         new_speed += 3;
3958                 }
3959
3960                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3961                 {
3962                         new_speed -= 3;
3963                 }
3964
3965                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3966                 {
3967                         p_ptr->sh_elec = TRUE;
3968                 }
3969
3970                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3971                 {
3972                         p_ptr->sh_fire = TRUE;
3973                         p_ptr->lite = TRUE;
3974                 }
3975
3976                 if (p_ptr->muta3 & MUT3_WART_SKIN)
3977                 {
3978                         p_ptr->stat_add[A_CHR] -= 2;
3979                         p_ptr->to_a += 5;
3980                         p_ptr->dis_to_a += 5;
3981                 }
3982
3983                 if (p_ptr->muta3 & MUT3_SCALES)
3984                 {
3985                         p_ptr->stat_add[A_CHR] -= 1;
3986                         p_ptr->to_a += 10;
3987                         p_ptr->dis_to_a += 10;
3988                 }
3989
3990                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
3991                 {
3992                         p_ptr->stat_add[A_DEX] -= 1;
3993                         p_ptr->to_a += 25;
3994                         p_ptr->dis_to_a += 25;
3995                 }
3996
3997                 if (p_ptr->muta3 & MUT3_WINGS)
3998                 {
3999                         p_ptr->levitation = TRUE;
4000                 }
4001
4002                 if (p_ptr->muta3 & MUT3_FEARLESS)
4003                 {
4004                         p_ptr->resist_fear = TRUE;
4005                 }
4006
4007                 if (p_ptr->muta3 & MUT3_REGEN)
4008                 {
4009                         p_ptr->regenerate = TRUE;
4010                 }
4011
4012                 if (p_ptr->muta3 & MUT3_ESP)
4013                 {
4014                         p_ptr->telepathy = TRUE;
4015                 }
4016
4017                 if (p_ptr->muta3 & MUT3_LIMBER)
4018                 {
4019                         p_ptr->stat_add[A_DEX] += 3;
4020                 }
4021
4022                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4023                 {
4024                         p_ptr->stat_add[A_DEX] -= 3;
4025                 }
4026
4027                 if (p_ptr->muta3 & MUT3_MOTION)
4028                 {
4029                         p_ptr->free_act = TRUE;
4030                         p_ptr->skill_stl += 1;
4031                 }
4032
4033                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4034                 {
4035                         p_ptr->stat_add[A_CHR] = 0;
4036                 }
4037         }
4038
4039         if (p_ptr->tsuyoshi)
4040         {
4041                 p_ptr->stat_add[A_STR] += 4;
4042                 p_ptr->stat_add[A_CON] += 4;
4043         }
4044
4045         /* Scan the usable inventory */
4046         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4047         {
4048                 int bonus_to_h, bonus_to_d;
4049                 o_ptr = &inventory[i];
4050
4051                 /* Skip non-objects */
4052                 if (!o_ptr->k_idx) continue;
4053
4054                 /* Extract the item flags */
4055                 object_flags(o_ptr, flgs);
4056
4057                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4058                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4059
4060                 /* Affect stats */
4061                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4062                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4063                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4064                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4065                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4066                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4067
4068                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4069
4070                 /* Affect stealth */
4071                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4072
4073                 /* Affect searching ability (factor of five) */
4074                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4075
4076                 /* Affect searching frequency (factor of five) */
4077                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4078
4079                 /* Affect infravision */
4080                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4081
4082                 /* Affect digging (factor of 20) */
4083                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4084
4085                 /* Affect speed */
4086                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4087
4088                 /* Affect blows */
4089                 if (have_flag(flgs, TR_BLOWS))
4090                 {
4091                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4092                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4093                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4094                 }
4095
4096                 /* Hack -- cause earthquakes */
4097                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4098
4099                 /* Various flags */
4100                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4101                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4102                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4103                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4104                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4105                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4106                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4107                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4108                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4109                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4110                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4111                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4112                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4113                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4114                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4115                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4116                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4117                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4118                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4119                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4120                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4121                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4122                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4123                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4124                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4125                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4126                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4127                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4128                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4129                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4130                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4131                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4132                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4133                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4134                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4135
4136                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4137                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4138                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4139                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4140                 if (have_flag(flgs, TR_WARNING)){
4141                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4142                           p_ptr->warning = TRUE;
4143                 }
4144
4145                 if (have_flag(flgs, TR_TELEPORT))
4146                 {
4147                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4148                         else
4149                         {
4150                                 cptr insc = quark_str(o_ptr->inscription);
4151
4152                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4153                                 {
4154                                         /*
4155                                          * {.} will stop random teleportation.
4156                                          */
4157                                 }
4158                                 else
4159                                 {
4160                                         /* Controlled random teleportation */
4161                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4162                                 }
4163                         }
4164                 }
4165
4166                 /* Immunity flags */
4167                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4168                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4169                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4170                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4171
4172                 /* Resistance flags */
4173                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4174                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4175                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4176                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4177                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4178                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4179                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4180                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4181                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4182                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4183                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4184                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4185                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4186                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4187                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4188                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4189
4190                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4191                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4192                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4193                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4194                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4195                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4196
4197                 /* Sustain flags */
4198                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4199                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4200                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4201                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4202                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4203                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4204
4205                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4206                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4207                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4208                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4209                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4210                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4211                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4212
4213                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4214                 {
4215                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4216                         {
4217                                 p_ptr->to_m_chance += 10;
4218                         }
4219                         else
4220                         {
4221                                 p_ptr->to_m_chance += 3;
4222                         }
4223                 }
4224
4225                 if (o_ptr->tval == TV_CAPTURE) continue;
4226
4227                 /* Modify the base armor class */
4228                 p_ptr->ac += o_ptr->ac;
4229
4230                 /* The base armor class is always known */
4231                 p_ptr->dis_ac += o_ptr->ac;
4232
4233                 /* Apply the bonuses to armor class */
4234                 p_ptr->to_a += o_ptr->to_a;
4235
4236                 /* Apply the mental bonuses to armor class, if known */
4237                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4238
4239                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4240                 {
4241                         int slot = i - INVEN_RARM;
4242                         if (slot < 2)
4243                         {
4244                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4245                                 {
4246                                         p_ptr->to_h[slot] -= 15;
4247                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4248                                 }
4249                                 else
4250                                 {
4251                                         p_ptr->to_h[slot] -= 5;
4252                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4253                                 }
4254                         }
4255                         else
4256                         {
4257                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4258                                 {
4259                                         p_ptr->to_h_b -= 15;
4260                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4261                                 }
4262                                 else
4263                                 {
4264                                         p_ptr->to_h_b -= 5;
4265                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4266                                 }
4267                         }
4268                 }
4269
4270                 if (o_ptr->curse_flags & TRC_LOW_AC)
4271                 {
4272                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4273                         {
4274                                 p_ptr->to_a -= 30;
4275                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4276                         }
4277                         else
4278                         {
4279                                 p_ptr->to_a -= 10;
4280                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4281                         }
4282                 }
4283
4284                 /* Hack -- do not apply "weapon" bonuses */
4285                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4286                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4287
4288                 /* Hack -- do not apply "bow" bonuses */
4289                 if (i == INVEN_BOW) continue;
4290
4291                 bonus_to_h = o_ptr->to_h;
4292                 bonus_to_d = o_ptr->to_d;
4293
4294                 if (p_ptr->pclass == CLASS_NINJA)
4295                 {
4296                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4297                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4298                 }
4299
4300                 /* To Bow and Natural attack */
4301
4302                 /* Apply the bonuses to hit/damage */
4303                 p_ptr->to_h_b += (s16b)bonus_to_h;
4304                 p_ptr->to_h_m += (s16b)bonus_to_h;
4305                 p_ptr->to_d_m += (s16b)bonus_to_d;
4306
4307                 /* Apply the mental bonuses tp hit/damage, if known */
4308                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4309
4310                 /* To Melee */
4311                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4312                 {
4313                         /* Apply the bonuses to hit/damage */
4314                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4315                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4316
4317                         /* Apply the mental bonuses tp hit/damage, if known */
4318                         if (object_is_known(o_ptr))
4319                         {
4320                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4321                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4322                         }
4323                 }
4324                 else if (p_ptr->migite && p_ptr->hidarite)
4325                 {
4326                         /* Apply the bonuses to hit/damage */
4327                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4328                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4329                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4330                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4331
4332                         /* Apply the mental bonuses tp hit/damage, if known */
4333                         if (object_is_known(o_ptr))
4334                         {
4335                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4336                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4337                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4338                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4339                         }
4340                 }
4341                 else
4342                 {
4343                         /* Apply the bonuses to hit/damage */
4344                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4345                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4346
4347                         /* Apply the mental bonuses to hit/damage, if known */
4348                         if (object_is_known(o_ptr))
4349                         {
4350                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4351                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4352                         }
4353                 }
4354         }
4355
4356         if (old_mighty_throw != p_ptr->mighty_throw)
4357         {
4358                 /* Redraw average damege display of Shuriken */
4359                 p_ptr->window |= PW_INVEN;
4360         }
4361
4362         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4363
4364         /* Monks get extra ac for armour _not worn_ */
4365         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4366         {
4367                 if (!(inventory[INVEN_BODY].k_idx))
4368                 {
4369                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4370                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4371                 }
4372                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4373                 {
4374                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4375                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4376                 }
4377                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4378                 {
4379                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4380                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4381                 }
4382                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4383                 {
4384                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4385                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4386                 }
4387                 if (!(inventory[INVEN_HANDS].k_idx))
4388                 {
4389                         p_ptr->to_a += (p_ptr->lev / 2);
4390                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4391                 }
4392                 if (!(inventory[INVEN_FEET].k_idx))
4393                 {
4394                         p_ptr->to_a += (p_ptr->lev / 3);
4395                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4396                 }
4397                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4398                 {
4399                         p_ptr->stat_add[A_STR] += 2;
4400                         p_ptr->stat_add[A_DEX] += 2;
4401                         p_ptr->stat_add[A_CON] -= 3;
4402                 }
4403                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4404                 {
4405                 }
4406                 else if (p_ptr->special_defense & KAMAE_GENBU)
4407                 {
4408                         p_ptr->stat_add[A_INT] -= 1;
4409                         p_ptr->stat_add[A_WIS] -= 1;
4410                         p_ptr->stat_add[A_DEX] -= 2;
4411                         p_ptr->stat_add[A_CON] += 3;
4412                 }
4413                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4414                 {
4415                         p_ptr->stat_add[A_STR] -= 2;
4416                         p_ptr->stat_add[A_INT] += 1;
4417                         p_ptr->stat_add[A_WIS] += 1;
4418                         p_ptr->stat_add[A_DEX] += 2;
4419                         p_ptr->stat_add[A_CON] -= 2;
4420                 }
4421         }
4422
4423         if (p_ptr->special_defense & KATA_KOUKIJIN)
4424         {
4425                 for (i = 0; i < 6; i++)
4426                         p_ptr->stat_add[i] += 5;
4427                 p_ptr->to_a -= 50;
4428                 p_ptr->dis_to_a -= 50;
4429         }
4430
4431         /* Hack -- aura of fire also provides light */
4432         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4433
4434         /* Golems also get an intrinsic AC bonus */
4435         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4436         {
4437                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4438                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4439         }
4440
4441         /* Hex bonuses */
4442         if (p_ptr->realm1 == REALM_HEX)
4443         {
4444                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4445                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4446                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4447                 if (hex_spelling(HEX_BUILDING))
4448                 {
4449                         p_ptr->stat_add[A_STR] += 4;
4450                         p_ptr->stat_add[A_DEX] += 4;
4451                         p_ptr->stat_add[A_CON] += 4;
4452                 }
4453                 if (hex_spelling(HEX_DEMON_AURA))
4454                 {
4455                         p_ptr->sh_fire = TRUE;
4456                         p_ptr->regenerate = TRUE;
4457                 }
4458                 if (hex_spelling(HEX_ICE_ARMOR))
4459                 {
4460                         p_ptr->sh_cold = TRUE; 
4461                         p_ptr->to_a += 30;
4462                         p_ptr->dis_to_a += 30;
4463                 }
4464                 if (hex_spelling(HEX_SHOCK_CLOAK))
4465                 {
4466                         p_ptr->sh_elec = TRUE;
4467                         new_speed += 3;
4468                 }
4469                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4470                 {
4471                         ARMOUR_CLASS ac = 0;
4472                         o_ptr = &inventory[i];
4473                         if (!o_ptr->k_idx) continue;
4474                         if (!object_is_armour(o_ptr)) continue;
4475                         if (!object_is_cursed(o_ptr)) continue;
4476                         ac += 5;
4477                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4478                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4479                         p_ptr->to_a += (s16b)ac;
4480                         p_ptr->dis_to_a += (s16b)ac;
4481                 }
4482         }
4483
4484         /* Calculate stats */
4485         for (i = 0; i < 6; i++)
4486         {
4487                 int top, use, ind;
4488
4489                 /* Extract the new "stat_use" value for the stat */
4490                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4491
4492                 /* Notice changes */
4493                 if (p_ptr->stat_top[i] != top)
4494                 {
4495                         /* Save the new value */
4496                         p_ptr->stat_top[i] = (s16b)top;
4497
4498                         /* Redisplay the stats later */
4499                         p_ptr->redraw |= (PR_STATS);
4500
4501                         p_ptr->window |= (PW_PLAYER);
4502                 }
4503
4504
4505                 /* Extract the new "stat_use" value for the stat */
4506                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4507
4508                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4509                 {
4510                         /* 10 to 18/90 charisma, guaranteed, based on level */
4511                         if (use < 8 + 2 * p_ptr->lev)
4512                         {
4513                                 use = 8 + 2 * p_ptr->lev;
4514                         }
4515                 }
4516
4517                 /* Notice changes */
4518                 if (p_ptr->stat_use[i] != use)
4519                 {
4520                         /* Save the new value */
4521                         p_ptr->stat_use[i] = (s16b)use;
4522
4523                         /* Redisplay the stats later */
4524                         p_ptr->redraw |= (PR_STATS);
4525
4526                         p_ptr->window |= (PW_PLAYER);
4527                 }
4528
4529
4530                 /* Values: 3, 4, ..., 17 */
4531                 if (use <= 18) ind = (use - 3);
4532
4533                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4534                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4535
4536                 /* Range: 18/220+ */
4537                 else ind = (37);
4538
4539                 /* Notice changes */
4540                 if (p_ptr->stat_ind[i] != ind)
4541                 {
4542                         /* Save the new index */
4543                         p_ptr->stat_ind[i] = (s16b)ind;
4544
4545                         /* Change in CON affects Hitpoints */
4546                         if (i == A_CON)
4547                         {
4548                                 p_ptr->update |= (PU_HP);
4549                         }
4550
4551                         /* Change in INT may affect Mana/Spells */
4552                         else if (i == A_INT)
4553                         {
4554                                 if (mp_ptr->spell_stat == A_INT)
4555                                 {
4556                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4557                                 }
4558                         }
4559
4560                         /* Change in WIS may affect Mana/Spells */
4561                         else if (i == A_WIS)
4562                         {
4563                                 if (mp_ptr->spell_stat == A_WIS)
4564                                 {
4565                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4566                                 }
4567                         }
4568
4569                         /* Change in WIS may affect Mana/Spells */
4570                         else if (i == A_CHR)
4571                         {
4572                                 if (mp_ptr->spell_stat == A_CHR)
4573                                 {
4574                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4575                                 }
4576                         }
4577
4578                         p_ptr->window |= (PW_PLAYER);
4579                 }
4580         }
4581
4582
4583         /* Apply temporary "stun" */
4584         if (p_ptr->stun > 50)
4585         {
4586                 p_ptr->to_h[0] -= 20;
4587                 p_ptr->to_h[1] -= 20;
4588                 p_ptr->to_h_b  -= 20;
4589                 p_ptr->to_h_m  -= 20;
4590                 p_ptr->dis_to_h[0] -= 20;
4591                 p_ptr->dis_to_h[1] -= 20;
4592                 p_ptr->dis_to_h_b  -= 20;
4593                 p_ptr->to_d[0] -= 20;
4594                 p_ptr->to_d[1] -= 20;
4595                 p_ptr->to_d_m -= 20;
4596                 p_ptr->dis_to_d[0] -= 20;
4597                 p_ptr->dis_to_d[1] -= 20;
4598         }
4599         else if (p_ptr->stun)
4600         {
4601                 p_ptr->to_h[0] -= 5;
4602                 p_ptr->to_h[1] -= 5;
4603                 p_ptr->to_h_b -= 5;
4604                 p_ptr->to_h_m -= 5;
4605                 p_ptr->dis_to_h[0] -= 5;
4606                 p_ptr->dis_to_h[1] -= 5;
4607                 p_ptr->dis_to_h_b -= 5;
4608                 p_ptr->to_d[0] -= 5;
4609                 p_ptr->to_d[1] -= 5;
4610                 p_ptr->to_d_m -= 5;
4611                 p_ptr->dis_to_d[0] -= 5;
4612                 p_ptr->dis_to_d[1] -= 5;
4613         }
4614
4615         /* Wraith form */
4616         if (p_ptr->wraith_form)
4617         {
4618                 p_ptr->reflect = TRUE;
4619                 p_ptr->pass_wall = TRUE;
4620         }
4621
4622         if (p_ptr->kabenuke)
4623         {
4624                 p_ptr->pass_wall = TRUE;
4625         }
4626
4627         /* Temporary blessing */
4628         if (IS_BLESSED())
4629         {
4630                 p_ptr->to_a += 5;
4631                 p_ptr->dis_to_a += 5;
4632                 p_ptr->to_h[0] += 10;
4633                 p_ptr->to_h[1] += 10;
4634                 p_ptr->to_h_b  += 10;
4635                 p_ptr->to_h_m  += 10;
4636                 p_ptr->dis_to_h[0] += 10;
4637                 p_ptr->dis_to_h[1] += 10;
4638                 p_ptr->dis_to_h_b += 10;
4639         }
4640
4641         if (p_ptr->magicdef)
4642         {
4643                 p_ptr->resist_blind = TRUE;
4644                 p_ptr->resist_conf = TRUE;
4645                 p_ptr->reflect = TRUE;
4646                 p_ptr->free_act = TRUE;
4647                 p_ptr->levitation = TRUE;
4648         }
4649
4650         /* Temporary "Hero" */
4651         if (IS_HERO())
4652         {
4653                 p_ptr->to_h[0] += 12;
4654                 p_ptr->to_h[1] += 12;
4655                 p_ptr->to_h_b  += 12;
4656                 p_ptr->to_h_m  += 12;
4657                 p_ptr->dis_to_h[0] += 12;
4658                 p_ptr->dis_to_h[1] += 12;
4659                 p_ptr->dis_to_h_b  += 12;
4660         }
4661
4662         /* Temporary "Beserk" */
4663         if (p_ptr->shero)
4664         {
4665                 p_ptr->to_h[0] += 12;
4666                 p_ptr->to_h[1] += 12;
4667                 p_ptr->to_h_b  -= 12;
4668                 p_ptr->to_h_m  += 12;
4669                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4670                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4671                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4672                 p_ptr->dis_to_h[0] += 12;
4673                 p_ptr->dis_to_h[1] += 12;
4674                 p_ptr->dis_to_h_b  -= 12;
4675                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4676                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4677                 p_ptr->to_a -= 10;
4678                 p_ptr->dis_to_a -= 10;
4679                 p_ptr->skill_stl -= 7;
4680                 p_ptr->skill_dev -= 20;
4681                 p_ptr->skill_sav -= 30;
4682                 p_ptr->skill_srh -= 15;
4683                 p_ptr->skill_fos -= 15;
4684                 p_ptr->skill_tht -= 20;
4685                 p_ptr->skill_dig += 30;
4686         }
4687
4688         /* Temporary "fast" */
4689         if (IS_FAST())
4690         {
4691                 new_speed += 10;
4692         }
4693
4694         /* Temporary "slow" */
4695         if (p_ptr->slow)
4696         {
4697                 new_speed -= 10;
4698         }
4699
4700         /* Temporary "telepathy" */
4701         if (IS_TIM_ESP())
4702         {
4703                 p_ptr->telepathy = TRUE;
4704         }
4705
4706         if (p_ptr->ele_immune)
4707         {
4708                 if (p_ptr->special_defense & DEFENSE_ACID)
4709                         p_ptr->immune_acid = TRUE;
4710                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4711                         p_ptr->immune_elec = TRUE;
4712                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4713                         p_ptr->immune_fire = TRUE;
4714                 else if (p_ptr->special_defense & DEFENSE_COLD)
4715                         p_ptr->immune_cold = TRUE;
4716         }
4717
4718         /* Temporary see invisible */
4719         if (p_ptr->tim_invis)
4720         {
4721                 p_ptr->see_inv = TRUE;
4722         }
4723
4724         /* Temporary infravision boost */
4725         if (p_ptr->tim_infra)
4726         {
4727                 p_ptr->see_infra+=3;
4728         }
4729
4730         /* Temporary regeneration boost */
4731         if (p_ptr->tim_regen)
4732         {
4733                 p_ptr->regenerate = TRUE;
4734         }
4735
4736         /* Temporary levitation */
4737         if (p_ptr->tim_levitation)
4738         {
4739                 p_ptr->levitation = TRUE;
4740         }
4741
4742         /* Temporary reflection */
4743         if (p_ptr->tim_reflect)
4744         {
4745                 p_ptr->reflect = TRUE;
4746         }
4747
4748         /* Hack -- Hero/Shero -> Res fear */
4749         if (IS_HERO() || p_ptr->shero)
4750         {
4751                 p_ptr->resist_fear = TRUE;
4752         }
4753
4754
4755         /* Hack -- Telepathy Change */
4756         if (p_ptr->telepathy != old_telepathy)
4757         {
4758                 p_ptr->update |= (PU_MONSTERS);
4759         }
4760
4761         if ((p_ptr->esp_animal != old_esp_animal) ||
4762             (p_ptr->esp_undead != old_esp_undead) ||
4763             (p_ptr->esp_demon != old_esp_demon) ||
4764             (p_ptr->esp_orc != old_esp_orc) ||
4765             (p_ptr->esp_troll != old_esp_troll) ||
4766             (p_ptr->esp_giant != old_esp_giant) ||
4767             (p_ptr->esp_dragon != old_esp_dragon) ||
4768             (p_ptr->esp_human != old_esp_human) ||
4769             (p_ptr->esp_evil != old_esp_evil) ||
4770             (p_ptr->esp_good != old_esp_good) ||
4771             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4772             (p_ptr->esp_unique != old_esp_unique))
4773         {
4774                 p_ptr->update |= (PU_MONSTERS);
4775         }
4776
4777         /* Hack -- See Invis Change */
4778         if (p_ptr->see_inv != old_see_inv)
4779         {
4780                 p_ptr->update |= (PU_MONSTERS);
4781         }
4782
4783         /* Bloating slows the player down (a little) */
4784         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4785
4786         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4787
4788         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4789             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4790         {
4791                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4792                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4793         }
4794
4795         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4796         {
4797                 int penalty1, penalty2;
4798                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4799                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4800                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4801                 {
4802                         penalty1 = penalty1 / 2 - 5;
4803                         penalty2 = penalty2 / 2 - 5;
4804                         new_speed += 7;
4805                         p_ptr->to_a += 10;
4806                         p_ptr->dis_to_a += 10;
4807                 }
4808                 if (easy_2weapon)
4809                 {
4810                         if (penalty1 > 0) penalty1 /= 2;
4811                         if (penalty2 > 0) penalty2 /= 2;
4812                 }
4813                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4814                 {
4815                         penalty1 = MAX(0, penalty1 - 10);
4816                         penalty2 = MAX(0, penalty2 - 10);
4817                 }
4818                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4819                 {
4820                         penalty1 = MIN(0, penalty1);
4821                         penalty2 = MIN(0, penalty2);
4822                         p_ptr->to_a += 10;
4823                         p_ptr->dis_to_a += 10;
4824                 }
4825                 else
4826                 {
4827                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4828                                 penalty1 /= 2;
4829                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4830                                 penalty2 /= 2;
4831                 }
4832                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4833                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4834                 p_ptr->to_h[0] -= (s16b)penalty1;
4835                 p_ptr->to_h[1] -= (s16b)penalty2;
4836                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4837                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4838         }
4839
4840         /* Extract the current weight (in tenth pounds) */
4841         j = p_ptr->total_weight;
4842
4843         if (!p_ptr->riding)
4844         {
4845                 /* Extract the "weight limit" (in tenth pounds) */
4846                 i = (int)weight_limit();
4847         }
4848         else
4849         {
4850                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4851                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4852                 SPEED speed = riding_m_ptr->mspeed;
4853
4854                 if (riding_m_ptr->mspeed > 110)
4855                 {
4856                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4857                         if (new_speed < 110) new_speed = 110;
4858                 }
4859                 else
4860                 {
4861                         new_speed = speed;
4862                 }
4863                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4864                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4865                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4866                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4867                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4868
4869                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4870                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4871
4872                 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;
4873
4874                 /* Extract the "weight limit" */
4875                 i = 1500 + riding_r_ptr->level * 25;
4876         }
4877
4878         /* Apply "encumbrance" from weight */
4879         if (j > i) new_speed -= ((j - i) / (i / 5));
4880
4881         /* Searching slows the player down */
4882         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4883
4884         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4885         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4886         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4887         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4888         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4889         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4890         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4891         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4892         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4893         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4894         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4895         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4896         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4897
4898         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4899         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4900         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4901         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4902         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4903         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4904         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4905         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4906         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4907         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4908
4909
4910         /* Obtain the "hold" value */
4911         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4912
4913
4914         /* Examine the "current bow" */
4915         o_ptr = &inventory[INVEN_BOW];
4916
4917         /* It is hard to carholdry a heavy bow */
4918         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4919         if (p_ptr->heavy_shoot)
4920         {
4921                 /* Hard to wield a heavy bow */
4922                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4923                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4924         }
4925
4926         /* Compute "extra shots" if needed */
4927         if (o_ptr->k_idx)
4928         {
4929                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4930
4931                 /* Apply special flags */
4932                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4933                 {
4934                         /* Extra shots */
4935                         p_ptr->num_fire = calc_num_fire(o_ptr);
4936
4937                         /* Snipers love Cross bows */
4938                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4939                                 (p_ptr->tval_ammo == TV_BOLT))
4940                         {
4941                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4942                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4943                         }
4944                 }
4945         }
4946
4947         if (p_ptr->ryoute) hold *= 2;
4948
4949         for(i = 0 ; i < 2 ; i++)
4950         {
4951                 /* Examine the "main weapon" */
4952                 o_ptr = &inventory[INVEN_RARM+i];
4953
4954                 object_flags(o_ptr, flgs);
4955
4956                 /* Assume not heavy */
4957                 p_ptr->heavy_wield[i] = FALSE;
4958                 p_ptr->icky_wield[i] = FALSE;
4959                 p_ptr->riding_wield[i] = FALSE;
4960
4961                 if (!buki_motteruka(INVEN_RARM+i))
4962                 {
4963                         p_ptr->num_blow[i] = 1;
4964                         continue;
4965                 }
4966                 /* It is hard to hold a heavy weapon */
4967                 if (hold < o_ptr->weight / 10)
4968                 {
4969                         /* Hard to wield a heavy weapon */
4970                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4971                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4972
4973                         /* Heavy weapon */
4974                         p_ptr->heavy_wield[i] = TRUE;
4975                 }
4976                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
4977
4978                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
4979                 {
4980                         p_ptr->to_a += 5;
4981                         p_ptr->dis_to_a += 5;
4982                 }
4983
4984                 /* Normal weapons */
4985                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
4986                 {
4987                         int str_index, dex_index;
4988
4989                         int num = 0, wgt = 0, mul = 0, div = 0;
4990
4991                         /* Analyze the class */
4992                         switch (p_ptr->pclass)
4993                         {
4994                                 /* Warrior */
4995                                 case CLASS_WARRIOR:
4996                                         num = 6; wgt = 70; mul = 5; break;
4997
4998                                 /* Berserker */
4999                                 case CLASS_BERSERKER:
5000                                         num = 6; wgt = 70; mul = 7; break;
5001
5002                                 /* Mage */
5003                                 case CLASS_MAGE:
5004                                 case CLASS_HIGH_MAGE:
5005                                 case CLASS_BLUE_MAGE:
5006                                         num = 3; wgt = 100; mul = 2; break;
5007
5008                                 /* Priest, Mindcrafter, Magic-Eater */
5009                                 case CLASS_PRIEST:
5010                                 case CLASS_MAGIC_EATER:
5011                                 case CLASS_MINDCRAFTER:
5012                                         num = 5; wgt = 100; mul = 3; break;
5013
5014                                 /* Rogue */
5015                                 case CLASS_ROGUE:
5016                                         num = 5; wgt = 40; mul = 3; break;
5017
5018                                 /* Ranger */
5019                                 case CLASS_RANGER:
5020                                         num = 5; wgt = 70; mul = 4; break;
5021
5022                                 /* Paladin */
5023                                 case CLASS_PALADIN:
5024                                 case CLASS_SAMURAI:
5025                                         num = 5; wgt = 70; mul = 4; break;
5026
5027                                 /* Weaponsmith */
5028                                 case CLASS_SMITH:
5029                                         num = 5; wgt = 150; mul = 5; break;
5030
5031                                 /* Warrior-Mage */
5032                                 case CLASS_WARRIOR_MAGE:
5033                                 case CLASS_RED_MAGE:
5034                                         num = 5; wgt = 70; mul = 3; break;
5035
5036                                 /* Chaos Warrior */
5037                                 case CLASS_CHAOS_WARRIOR:
5038                                         num = 5; wgt = 70; mul = 4; break;
5039
5040                                 /* Monk */
5041                                 case CLASS_MONK:
5042                                         num = 5; wgt = 60; mul = 3; break;
5043
5044                                 /* Tourist */
5045                                 case CLASS_TOURIST:
5046                                         num = 4; wgt = 100; mul = 3; break;
5047
5048                                 /* Imitator */
5049                                 case CLASS_IMITATOR:
5050                                         num = 5; wgt = 70; mul = 4; break;
5051
5052                                 /* Beastmaster */
5053                                 case CLASS_BEASTMASTER:
5054                                         num = 5; wgt = 70; mul = 3; break;
5055
5056                                 /* Cavalry */
5057                                 case CLASS_CAVALRY:
5058                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5059                                         else {num = 5; wgt = 100; mul = 3;}
5060                                         break;
5061
5062                                 /* Sorcerer */
5063                                 case CLASS_SORCERER:
5064                                         num = 1; wgt = 1; mul = 1; break;
5065
5066                                 /* Archer, Bard, Sniper */
5067                                 case CLASS_ARCHER:
5068                                 case CLASS_BARD:
5069                                 case CLASS_SNIPER:
5070                                         num = 4; wgt = 70; mul = 2; break;
5071
5072                                 /* ForceTrainer */
5073                                 case CLASS_FORCETRAINER:
5074                                         num = 4; wgt = 60; mul = 2; break;
5075
5076                                 /* Mirror Master */
5077                                 case CLASS_MIRROR_MASTER:
5078                                         num = 3; wgt = 100; mul = 3; break;
5079
5080                                 /* Ninja */
5081                                 case CLASS_NINJA:
5082                                         num = 4; wgt = 20; mul = 1; break;
5083                         }
5084
5085                         /* Hex - extra mights gives +1 bonus to max blows */
5086                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5087
5088                         /* Enforce a minimum "weight" (tenth pounds) */
5089                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5090
5091                         /* Access the strength vs weight */
5092                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5093
5094                         if (p_ptr->ryoute && !omoi) str_index++;
5095                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5096
5097                         /* Maximal value */
5098                         if (str_index > 11) str_index = 11;
5099
5100                         /* Index by dexterity */
5101                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5102
5103                         /* Maximal value */
5104                         if (dex_index > 11) dex_index = 11;
5105
5106                         /* Use the blows table */
5107                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5108
5109                         /* Maximal value */
5110                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5111
5112                         /* Add in the "bonus blows" */
5113                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5114
5115
5116                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5117                         else if (p_ptr->pclass == CLASS_BERSERKER)
5118                         {
5119                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5120                         }
5121                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5122
5123                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5124
5125                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5126
5127
5128                         /* Require at least one blow */
5129                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5130
5131                         /* Boost digging skill by weapon weight */
5132                         p_ptr->skill_dig += (o_ptr->weight / 10);
5133                 }
5134
5135                 /* Assume okay */
5136                 /* Priest weapon penalty for non-blessed edged weapons */
5137                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5138                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5139                 {
5140                         /* Reduce the real bonuses */
5141                         p_ptr->to_h[i] -= 2;
5142                         p_ptr->to_d[i] -= 2;
5143
5144                         /* Reduce the mental bonuses */
5145                         p_ptr->dis_to_h[i] -= 2;
5146                         p_ptr->dis_to_d[i] -= 2;
5147
5148                         /* Icky weapon */
5149                         p_ptr->icky_wield[i] = TRUE;
5150                 }
5151                 else if (p_ptr->pclass == CLASS_BERSERKER)
5152                 {
5153                         p_ptr->to_h[i] += p_ptr->lev/5;
5154                         p_ptr->to_d[i] += p_ptr->lev/6;
5155                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5156                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5157                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5158                         {
5159                                 p_ptr->to_h[i] += p_ptr->lev/5;
5160                                 p_ptr->to_d[i] += p_ptr->lev/6;
5161                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5162                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5163                         }
5164                 }
5165                 else if (p_ptr->pclass == CLASS_SORCERER)
5166                 {
5167                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5168                         {
5169                                 /* Reduce the real bonuses */
5170                                 p_ptr->to_h[i] -= 200;
5171                                 p_ptr->to_d[i] -= 200;
5172
5173                                 /* Reduce the mental bonuses */
5174                                 p_ptr->dis_to_h[i] -= 200;
5175                                 p_ptr->dis_to_d[i] -= 200;
5176
5177                                 /* Icky weapon */
5178                                 p_ptr->icky_wield[i] = TRUE;
5179                         }
5180                         else
5181                         {
5182                                 /* Reduce the real bonuses */
5183                                 p_ptr->to_h[i] -= 30;
5184                                 p_ptr->to_d[i] -= 10;
5185
5186                                 /* Reduce the mental bonuses */
5187                                 p_ptr->dis_to_h[i] -= 30;
5188                                 p_ptr->dis_to_d[i] -= 10;
5189                         }
5190                 }
5191                 /* Hex bonuses */
5192                 if (p_ptr->realm1 == REALM_HEX)
5193                 {
5194                         if (object_is_cursed(o_ptr))
5195                         {
5196                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5197                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5198                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5199                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5200                                 if (hex_spelling(HEX_RUNESWORD))
5201                                 {
5202                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5203                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5204                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5205                                 }
5206                         }
5207                 }
5208                 if (p_ptr->riding)
5209                 {
5210                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5211                         {
5212                                 p_ptr->to_h[i] +=15;
5213                                 p_ptr->dis_to_h[i] +=15;
5214                                 p_ptr->to_dd[i] += 2;
5215                         }
5216                         else if (!(have_flag(flgs, TR_RIDING)))
5217                         {
5218                                 int penalty;
5219                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5220                                 {
5221                                         penalty = 5;
5222                                 }
5223                                 else
5224                                 {
5225                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5226                                         penalty += 30;
5227                                         if (penalty < 30) penalty = 30;
5228                                 }
5229                                 p_ptr->to_h[i] -= (s16b)penalty;
5230                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5231
5232                                 /* Riding weapon */
5233                                 p_ptr->riding_wield[i] = TRUE;
5234                         }
5235                 }
5236         }
5237
5238         if (p_ptr->riding)
5239         {
5240                 int penalty = 0;
5241
5242                 p_ptr->riding_ryoute = FALSE;
5243
5244                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5245                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5246                 {
5247                         switch (p_ptr->pclass)
5248                         {
5249                         case CLASS_MONK:
5250                         case CLASS_FORCETRAINER:
5251                         case CLASS_BERSERKER:
5252                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5253                                         p_ptr->riding_ryoute = TRUE;
5254                                 break;
5255                         }
5256                 }
5257
5258                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5259                 {
5260                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5261                 }
5262                 else
5263                 {
5264                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5265                         penalty += 30;
5266                         if (penalty < 30) penalty = 30;
5267                 }
5268                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5269                 p_ptr->to_h_b -= (s16b)penalty;
5270                 p_ptr->dis_to_h_b -= (s16b)penalty;
5271         }
5272
5273         /* Different calculation for monks with empty hands */
5274         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5275                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5276         {
5277                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5278                 p_ptr->num_blow[0] = 0;
5279
5280                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5281                 {
5282                         if (blow_base > 18) p_ptr->num_blow[0]++;
5283                         if (blow_base > 31) p_ptr->num_blow[0]++;
5284                         if (blow_base > 44) p_ptr->num_blow[0]++;
5285                         if (blow_base > 58) p_ptr->num_blow[0]++;
5286                         if (P_PTR_KI)
5287                         {
5288                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5289                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5290                         }
5291                 }
5292                 else
5293                 {
5294                         if (blow_base > 12) p_ptr->num_blow[0]++;
5295                         if (blow_base > 22) p_ptr->num_blow[0]++;
5296                         if (blow_base > 31) p_ptr->num_blow[0]++;
5297                         if (blow_base > 39) p_ptr->num_blow[0]++;
5298                         if (blow_base > 46) p_ptr->num_blow[0]++;
5299                         if (blow_base > 53) p_ptr->num_blow[0]++;
5300                         if (blow_base > 59) p_ptr->num_blow[0]++;
5301                 }
5302
5303                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5304                         p_ptr->num_blow[0] /= 2;
5305                 else
5306                 {
5307                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5308                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5309
5310                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5311                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5312                 }
5313
5314                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5315                 {
5316                         p_ptr->to_a -= 40;
5317                         p_ptr->dis_to_a -= 40;
5318                         
5319                 }
5320                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5321                 {
5322                         p_ptr->to_a -= 50;
5323                         p_ptr->dis_to_a -= 50;
5324                         p_ptr->resist_acid = TRUE;
5325                         p_ptr->resist_fire = TRUE;
5326                         p_ptr->resist_elec = TRUE;
5327                         p_ptr->resist_cold = TRUE;
5328                         p_ptr->resist_pois = TRUE;
5329                         p_ptr->sh_fire = TRUE;
5330                         p_ptr->sh_elec = TRUE;
5331                         p_ptr->sh_cold = TRUE;
5332                         p_ptr->levitation = TRUE;
5333                 }
5334                 else if (p_ptr->special_defense & KAMAE_GENBU)
5335                 {
5336                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5337                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5338                         p_ptr->reflect = TRUE;
5339                         p_ptr->num_blow[0] -= 2;
5340                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5341                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5342                 }
5343                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5344                 {
5345                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5346                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5347
5348                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5349                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5350                         p_ptr->num_blow[0] /= 2;
5351                         p_ptr->levitation = TRUE;
5352                 }
5353
5354                 p_ptr->num_blow[0] += 1+extra_blows[0];
5355         }
5356
5357         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5358
5359         monk_armour_aux = FALSE;
5360
5361         if (heavy_armor())
5362         {
5363                 monk_armour_aux = TRUE;
5364         }
5365
5366         for (i = 0; i < 2; i++)
5367         {
5368                 if (buki_motteruka(INVEN_RARM+i))
5369                 {
5370                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5371                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5372
5373                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5374                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5375                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5376                         {
5377                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5378                                 {
5379                                         p_ptr->to_h[i] -= 40;
5380                                         p_ptr->dis_to_h[i] -= 40;
5381                                         p_ptr->icky_wield[i] = TRUE;
5382                                 }
5383                         }
5384                         else if (p_ptr->pclass == CLASS_NINJA)
5385                         {
5386                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5387                                 {
5388                                         p_ptr->to_h[i] -= 40;
5389                                         p_ptr->dis_to_h[i] -= 40;
5390                                         p_ptr->icky_wield[i] = TRUE;
5391                                         p_ptr->num_blow[i] /= 2;
5392                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5393                                 }
5394                         }
5395
5396                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5397                 }
5398         }
5399
5400         /* Maximum speed is (+99). (internally it's 110 + 99) */
5401         /* Temporary lightspeed forces to be maximum speed */
5402         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5403         {
5404                 new_speed = 209;
5405         }
5406
5407         /* Minimum speed is (-99). (internally it's 110 - 99) */
5408         if (new_speed < 11) new_speed = 11;
5409
5410         /* Display the speed (if needed) */
5411         if (p_ptr->pspeed != (byte)new_speed)
5412         {
5413                 p_ptr->pspeed = (byte)new_speed;
5414                 p_ptr->redraw |= (PR_SPEED);
5415         }
5416
5417         if (yoiyami)
5418         {
5419                 if (p_ptr->to_a > (0 - p_ptr->ac))
5420                         p_ptr->to_a = 0 - p_ptr->ac;
5421                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5422                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5423         }
5424
5425         /* Redraw armor (if needed) */
5426         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5427         {
5428                 p_ptr->redraw |= (PR_ARMOR);
5429                 p_ptr->window |= (PW_PLAYER);
5430         }
5431
5432         if (p_ptr->ryoute && !omoi)
5433         {
5434                 int bonus_to_h=0, bonus_to_d=0;
5435                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5436                 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);
5437
5438                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5439                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5440                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5441                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5442         }
5443
5444         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5445
5446         /* Affect Skill -- stealth (bonus one) */
5447         p_ptr->skill_stl += 1;
5448
5449         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5450
5451         /* Affect Skill -- disarming (DEX and INT) */
5452         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5453         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5454
5455         /* Affect Skill -- magic devices (INT) */
5456         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5457
5458         /* Affect Skill -- saving throw (WIS) */
5459         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5460
5461         /* Affect Skill -- digging (STR) */
5462         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5463
5464         /* Affect Skill -- disarming (Level, by Class) */
5465         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5466
5467         /* Affect Skill -- magic devices (Level, by Class) */
5468         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5469
5470         /* Affect Skill -- saving throw (Level, by Class) */
5471         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5472
5473         /* Affect Skill -- stealth (Level, by Class) */
5474         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5475
5476         /* Affect Skill -- search ability (Level, by Class) */
5477         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5478
5479         /* Affect Skill -- search frequency (Level, by Class) */
5480         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5481
5482         /* Affect Skill -- combat (normal) (Level, by Class) */
5483         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5484
5485         /* Affect Skill -- combat (shooting) (Level, by Class) */
5486         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5487
5488         /* Affect Skill -- combat (throwing) (Level, by Class) */
5489         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5490
5491
5492         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5493         {
5494                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5495                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5496         }
5497
5498         /* Limit Skill -- stealth from 0 to 30 */
5499         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5500         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5501
5502         /* Limit Skill -- digging from 1 up */
5503         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5504
5505         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5506
5507         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5508
5509         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;
5510
5511         if (down_saving) p_ptr->skill_sav /= 2;
5512
5513         /* Hack -- Each elemental immunity includes resistance */
5514         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5515         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5516         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5517         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5518
5519         /* Determine player alignment */
5520         for (i = 0, j = 0; i < 8; i++)
5521         {
5522                 switch (p_ptr->vir_types[i])
5523                 {
5524                 case V_JUSTICE:
5525                         p_ptr->align += p_ptr->virtues[i] * 2;
5526                         break;
5527                 case V_CHANCE:
5528                         /* Do nothing */
5529                         break;
5530                 case V_NATURE:
5531                 case V_HARMONY:
5532                         neutral[j++] = i;
5533                         break;
5534                 case V_UNLIFE:
5535                         p_ptr->align -= p_ptr->virtues[i];
5536                         break;
5537                 default:
5538                         p_ptr->align += p_ptr->virtues[i];
5539                         break;
5540                 }
5541         }
5542
5543         for (i = 0; i < j; i++)
5544         {
5545                 if (p_ptr->align > 0)
5546                 {
5547                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5548                         if (p_ptr->align < 0) p_ptr->align = 0;
5549                 }
5550                 else if (p_ptr->align < 0)
5551                 {
5552                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5553                         if (p_ptr->align > 0) p_ptr->align = 0;
5554                 }
5555         }
5556
5557         /* Hack -- handle "xtra" mode */
5558         if (character_xtra) return;
5559
5560         /* Take note when "heavy bow" changes */
5561         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5562         {
5563                 if (p_ptr->heavy_shoot)
5564                 {
5565                         msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5566                 }
5567                 else if (inventory[INVEN_BOW].k_idx)
5568                 {
5569                         msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5570                 }
5571                 else
5572                 {
5573                         msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5574                 }
5575
5576                 /* Save it */
5577                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5578         }
5579
5580         for (i = 0 ; i < 2 ; i++)
5581         {
5582                 /* Take note when "heavy weapon" changes */
5583                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5584                 {
5585                         if (p_ptr->heavy_wield[i])
5586                         {
5587                                 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5588                         }
5589                         else if (buki_motteruka(INVEN_RARM+i))
5590                         {
5591                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5592                         }
5593                         else if (p_ptr->heavy_wield[1-i])
5594                         {
5595                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5596                         }
5597                         else
5598                         {
5599                                 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5600                         }
5601
5602                         /* Save it */
5603                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5604                 }
5605
5606                 /* Take note when "heavy weapon" changes */
5607                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5608                 {
5609                         if (p_ptr->riding_wield[i])
5610                         {
5611                                 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5612                         }
5613                         else if (!p_ptr->riding)
5614                         {
5615                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5616                         }
5617                         else if (buki_motteruka(INVEN_RARM+i))
5618                         {
5619                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5620                         }
5621                         /* Save it */
5622                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5623                 }
5624
5625                 /* Take note when "illegal weapon" changes */
5626                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5627                 {
5628                         if (p_ptr->icky_wield[i])
5629                         {
5630                                 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5631                                 if (is_loading_now)
5632                                 {
5633                                         chg_virtue(V_FAITH, -1);
5634                                 }
5635                         }
5636                         else if (buki_motteruka(INVEN_RARM+i))
5637                         {
5638                                 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5639                         }
5640                         else
5641                         {
5642                                 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5643                         }
5644
5645                         /* Save it */
5646                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5647                 }
5648         }
5649
5650         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5651         {
5652                 if (p_ptr->riding_ryoute)
5653                 {
5654 #ifdef JP
5655                         msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5656 #else
5657                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5658 #endif
5659                 }
5660                 else
5661                 {
5662 #ifdef JP
5663                         msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5664 #else
5665                         msg_print("You began to control riding pet with one hand.");
5666 #endif
5667                 }
5668
5669                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5670         }
5671
5672         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5673         {
5674                 if (heavy_armor())
5675                 {
5676                         msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5677                         if (is_loading_now)
5678                         {
5679                                 chg_virtue(V_HARMONY, -1);
5680                         }
5681                 }
5682                 else
5683                 {
5684                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5685                 }
5686                 
5687                 monk_notify_aux = monk_armour_aux;
5688         }
5689
5690         for (i = 0; i < INVEN_PACK; i++)
5691         {
5692 #if 0
5693                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5694                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5695 #endif
5696                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5697                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5698         }
5699
5700         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5701         {
5702                 o_ptr = &o_list[this_o_idx];
5703
5704                 /* Acquire next object */
5705                 next_o_idx = o_ptr->next_o_idx;
5706
5707 #if 0
5708                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5709                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5710 #endif
5711                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5712                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5713         }
5714
5715         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5716 #if 0
5717         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5718         {
5719                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5720                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5721         }
5722
5723         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)))
5724         {
5725                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5726                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5727         }
5728 #endif
5729         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5730         {
5731                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5732                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5733         }
5734
5735         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5736         {
5737                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5738                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5739         }
5740 }
5741
5742
5743
5744 /*! 
5745  * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5746  * @return なし
5747  * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5748  */
5749 static void notice_stuff(void)
5750 {
5751         if(!p_ptr->notice) return;
5752
5753         /* Actually do auto-destroy */
5754         if(p_ptr->notice & (PN_AUTODESTROY))
5755         {
5756                 p_ptr->notice &= ~(PN_AUTODESTROY);
5757                 autopick_delayed_alter();
5758         }
5759
5760         /* Combine the pack */
5761         if (p_ptr->notice & (PN_COMBINE))
5762         {
5763                 p_ptr->notice &= ~(PN_COMBINE);
5764                 combine_pack();
5765         }
5766
5767         /* Reorder the pack */
5768         if (p_ptr->notice & (PN_REORDER))
5769         {
5770                 p_ptr->notice &= ~(PN_REORDER);
5771                 reorder_pack();
5772         }
5773 }
5774
5775
5776 /*! 
5777  * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5778  * @return なし
5779  * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5780  */
5781 static void update_stuff(void)
5782 {
5783         if (!p_ptr->update) return;
5784
5785         if (p_ptr->update & (PU_BONUS))
5786         {
5787                 p_ptr->update &= ~(PU_BONUS);
5788                 calc_bonuses();
5789         }
5790
5791         if (p_ptr->update & (PU_TORCH))
5792         {
5793                 p_ptr->update &= ~(PU_TORCH);
5794                 calc_torch();
5795         }
5796
5797         if (p_ptr->update & (PU_HP))
5798         {
5799                 p_ptr->update &= ~(PU_HP);
5800                 calc_hitpoints();
5801         }
5802
5803         if (p_ptr->update & (PU_MANA))
5804         {
5805                 p_ptr->update &= ~(PU_MANA);
5806                 calc_mana();
5807         }
5808
5809         if (p_ptr->update & (PU_SPELLS))
5810         {
5811                 p_ptr->update &= ~(PU_SPELLS);
5812                 calc_spells();
5813         }
5814
5815         /* Character is not ready yet, no screen updates */
5816         if (!character_generated) return;
5817
5818         /* Character is in "icky" mode, no screen updates */
5819         if (character_icky) return;
5820
5821         if (p_ptr->update & (PU_UN_LITE))
5822         {
5823                 p_ptr->update &= ~(PU_UN_LITE);
5824                 forget_lite();
5825         }
5826
5827         if (p_ptr->update & (PU_UN_VIEW))
5828         {
5829                 p_ptr->update &= ~(PU_UN_VIEW);
5830                 forget_view();
5831         }
5832
5833         if (p_ptr->update & (PU_VIEW))
5834         {
5835                 p_ptr->update &= ~(PU_VIEW);
5836                 update_view();
5837         }
5838
5839         if (p_ptr->update & (PU_LITE))
5840         {
5841                 p_ptr->update &= ~(PU_LITE);
5842                 update_lite();
5843         }
5844
5845
5846         if (p_ptr->update & (PU_FLOW))
5847         {
5848                 p_ptr->update &= ~(PU_FLOW);
5849                 update_flow();
5850         }
5851
5852         if (p_ptr->update & (PU_DISTANCE))
5853         {
5854                 p_ptr->update &= ~(PU_DISTANCE);
5855
5856                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5857                 /* p_ptr->update &= ~(PU_MONSTERS); */
5858
5859                 update_monsters(TRUE);
5860         }
5861
5862         if (p_ptr->update & (PU_MON_LITE))
5863         {
5864                 p_ptr->update &= ~(PU_MON_LITE);
5865                 update_mon_lite();
5866         }
5867
5868         /*
5869          * Mega-Hack -- Delayed visual update
5870          * Only used if update_view(), update_lite() or update_mon_lite() was called
5871          */
5872         if (p_ptr->update & (PU_DELAY_VIS))
5873         {
5874                 p_ptr->update &= ~(PU_DELAY_VIS);
5875                 delayed_visual_update();
5876         }
5877
5878         if (p_ptr->update & (PU_MONSTERS))
5879         {
5880                 p_ptr->update &= ~(PU_MONSTERS);
5881                 update_monsters(FALSE);
5882         }
5883 }
5884
5885
5886 /*! 
5887  * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5888  * @return なし
5889  * @details 更新処理の対象はゲーム中の全描画処理
5890  */
5891 static void redraw_stuff(void)
5892 {
5893         if (!p_ptr->redraw) return;
5894
5895         /* Character is not ready yet, no screen updates */
5896         if (!character_generated) return;
5897
5898         /* Character is in "icky" mode, no screen updates */
5899         if (character_icky) return;
5900
5901         /* Hack -- clear the screen */
5902         if (p_ptr->redraw & (PR_WIPE))
5903         {
5904                 p_ptr->redraw &= ~(PR_WIPE);
5905                 msg_print(NULL);
5906                 Term_clear();
5907         }
5908
5909         if (p_ptr->redraw & (PR_MAP))
5910         {
5911                 p_ptr->redraw &= ~(PR_MAP);
5912                 prt_map();
5913         }
5914
5915         if (p_ptr->redraw & (PR_BASIC))
5916         {
5917                 p_ptr->redraw &= ~(PR_BASIC);
5918                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5919                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5920                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5921                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5922                 prt_frame_basic();
5923                 prt_time();
5924                 prt_dungeon();
5925         }
5926
5927         if (p_ptr->redraw & (PR_EQUIPPY))
5928         {
5929                 p_ptr->redraw &= ~(PR_EQUIPPY);
5930                 print_equippy(); /* To draw / delete equippy chars */
5931         }
5932
5933         if (p_ptr->redraw & (PR_MISC))
5934         {
5935                 p_ptr->redraw &= ~(PR_MISC);
5936                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5937 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5938         }
5939
5940         if (p_ptr->redraw & (PR_TITLE))
5941         {
5942                 p_ptr->redraw &= ~(PR_TITLE);
5943                 prt_title();
5944         }
5945
5946         if (p_ptr->redraw & (PR_LEV))
5947         {
5948                 p_ptr->redraw &= ~(PR_LEV);
5949                 prt_level();
5950         }
5951
5952         if (p_ptr->redraw & (PR_EXP))
5953         {
5954                 p_ptr->redraw &= ~(PR_EXP);
5955                 prt_exp();
5956         }
5957
5958         if (p_ptr->redraw & (PR_STATS))
5959         {
5960                 p_ptr->redraw &= ~(PR_STATS);
5961                 prt_stat(A_STR);
5962                 prt_stat(A_INT);
5963                 prt_stat(A_WIS);
5964                 prt_stat(A_DEX);
5965                 prt_stat(A_CON);
5966                 prt_stat(A_CHR);
5967         }
5968
5969         if (p_ptr->redraw & (PR_STATUS))
5970         {
5971                 p_ptr->redraw &= ~(PR_STATUS);
5972                 prt_status();
5973         }
5974
5975         if (p_ptr->redraw & (PR_ARMOR))
5976         {
5977                 p_ptr->redraw &= ~(PR_ARMOR);
5978                 prt_ac();
5979         }
5980
5981         if (p_ptr->redraw & (PR_HP))
5982         {
5983                 p_ptr->redraw &= ~(PR_HP);
5984                 prt_hp();
5985         }
5986
5987         if (p_ptr->redraw & (PR_MANA))
5988         {
5989                 p_ptr->redraw &= ~(PR_MANA);
5990                 prt_sp();
5991         }
5992
5993         if (p_ptr->redraw & (PR_GOLD))
5994         {
5995                 p_ptr->redraw &= ~(PR_GOLD);
5996                 prt_gold();
5997         }
5998
5999         if (p_ptr->redraw & (PR_DEPTH))
6000         {
6001                 p_ptr->redraw &= ~(PR_DEPTH);
6002                 prt_depth();
6003         }
6004
6005         if (p_ptr->redraw & (PR_HEALTH))
6006         {
6007                 p_ptr->redraw &= ~(PR_HEALTH);
6008                 health_redraw(FALSE);
6009         }
6010
6011         if (p_ptr->redraw & (PR_UHEALTH))
6012         {
6013                 p_ptr->redraw &= ~(PR_UHEALTH);
6014                 health_redraw(TRUE);
6015         }
6016
6017         if (p_ptr->redraw & (PR_EXTRA))
6018         {
6019                 p_ptr->redraw &= ~(PR_EXTRA);
6020                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6021                 p_ptr->redraw &= ~(PR_HUNGER);
6022                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6023                 prt_frame_extra();
6024         }
6025
6026         if (p_ptr->redraw & (PR_CUT))
6027         {
6028                 p_ptr->redraw &= ~(PR_CUT);
6029                 prt_cut();
6030         }
6031
6032         if (p_ptr->redraw & (PR_STUN))
6033         {
6034                 p_ptr->redraw &= ~(PR_STUN);
6035                 prt_stun();
6036         }
6037
6038         if (p_ptr->redraw & (PR_HUNGER))
6039         {
6040                 p_ptr->redraw &= ~(PR_HUNGER);
6041                 prt_hunger();
6042         }
6043
6044         if (p_ptr->redraw & (PR_STATE))
6045         {
6046                 p_ptr->redraw &= ~(PR_STATE);
6047                 prt_state();
6048         }
6049
6050         if (p_ptr->redraw & (PR_SPEED))
6051         {
6052                 p_ptr->redraw &= ~(PR_SPEED);
6053                 prt_speed();
6054         }
6055
6056         if (p_ptr->pclass == CLASS_IMITATOR)
6057         {
6058                 if (p_ptr->redraw & (PR_IMITATION))
6059                 {
6060                         p_ptr->redraw &= ~(PR_IMITATION);
6061                         prt_imitation();
6062                 }
6063         }
6064         else if (p_ptr->redraw & (PR_STUDY))
6065         {
6066                 p_ptr->redraw &= ~(PR_STUDY);
6067                 prt_study();
6068         }
6069 }
6070
6071 /*! 
6072  * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6073  * @return なし
6074  * @details 更新処理の対象はサブウィンドウ全般
6075  */
6076 static void window_stuff(void)
6077 {
6078         int j;
6079         BIT_FLAGS mask = 0L;
6080
6081         /* Nothing to do */
6082         if (!p_ptr->window) return;
6083
6084         /* Scan windows */
6085         for (j = 0; j < 8; j++)
6086         {
6087                 /* Save usable flags */
6088                 if (angband_term[j]) mask |= window_flag[j];
6089         }
6090
6091         /* Apply usable flags */
6092         p_ptr->window &= mask;
6093
6094         /* Nothing to do */
6095         if (!p_ptr->window) return;
6096
6097         /* Display inventory */
6098         if (p_ptr->window & (PW_INVEN))
6099         {
6100                 p_ptr->window &= ~(PW_INVEN);
6101                 fix_inven();
6102         }
6103
6104         /* Display equipment */
6105         if (p_ptr->window & (PW_EQUIP))
6106         {
6107                 p_ptr->window &= ~(PW_EQUIP);
6108                 fix_equip();
6109         }
6110
6111         /* Display spell list */
6112         if (p_ptr->window & (PW_SPELL))
6113         {
6114                 p_ptr->window &= ~(PW_SPELL);
6115                 fix_spell();
6116         }
6117
6118         /* Display player */
6119         if (p_ptr->window & (PW_PLAYER))
6120         {
6121                 p_ptr->window &= ~(PW_PLAYER);
6122                 fix_player();
6123         }
6124         
6125         /* Display monster list */
6126         if (p_ptr->window & (PW_MONSTER_LIST))
6127         {
6128                 p_ptr->window &= ~(PW_MONSTER_LIST);
6129                 fix_monster_list();
6130         }
6131         
6132         /* Display overhead view */
6133         if (p_ptr->window & (PW_MESSAGE))
6134         {
6135                 p_ptr->window &= ~(PW_MESSAGE);
6136                 fix_message();
6137         }
6138
6139         /* Display overhead view */
6140         if (p_ptr->window & (PW_OVERHEAD))
6141         {
6142                 p_ptr->window &= ~(PW_OVERHEAD);
6143                 fix_overhead();
6144         }
6145
6146         /* Display overhead view */
6147         if (p_ptr->window & (PW_DUNGEON))
6148         {
6149                 p_ptr->window &= ~(PW_DUNGEON);
6150                 fix_dungeon();
6151         }
6152
6153         /* Display monster recall */
6154         if (p_ptr->window & (PW_MONSTER))
6155         {
6156                 p_ptr->window &= ~(PW_MONSTER);
6157                 fix_monster();
6158         }
6159
6160         /* Display object recall */
6161         if (p_ptr->window & (PW_OBJECT))
6162         {
6163                 p_ptr->window &= ~(PW_OBJECT);
6164                 fix_object();
6165         }
6166 }
6167
6168
6169 /*!
6170  * @brief 全更新処理をチェックして処理していく
6171  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6172  * @return なし
6173  */
6174 void handle_stuff(void)
6175 {
6176         if (p_ptr->notice) notice_stuff();
6177         if (p_ptr->update) update_stuff();
6178         if (p_ptr->redraw) redraw_stuff();
6179         if (p_ptr->window) window_stuff();
6180 }
6181
6182 /*!
6183  * @brief プレイヤーの現在開いている手の状態を返す
6184  * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6185  * @return 開いている手のビットフラグ
6186  */
6187 BIT_FLAGS16 empty_hands(bool riding_control)
6188 {
6189         BIT_FLAGS16 status = EMPTY_HAND_NONE;
6190
6191         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6192         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6193
6194         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6195         {
6196                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6197                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6198         }
6199
6200         return status;
6201 }
6202
6203
6204 /*!
6205  * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6206  * @return ペナルティが適用されるならばTRUE。
6207  */
6208 bool heavy_armor(void)
6209 {
6210         WEIGHT monk_arm_wgt = 0;
6211
6212         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6213
6214         /* Weight the armor */
6215         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6216         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6217         monk_arm_wgt += inventory[INVEN_BODY].weight;
6218         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6219         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6220         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6221         monk_arm_wgt += inventory[INVEN_FEET].weight;
6222
6223         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6224 }
6225
6226 /*!
6227  * @brief 実ゲームプレイ時間を更新する
6228  */
6229 void update_playtime(void)
6230 {
6231         /* Check if the game has started */
6232         if (start_time != 0)
6233         {
6234                 u32b tmp = (u32b)time(NULL);
6235                 playtime += (tmp - start_time);
6236                 start_time = tmp;
6237         }
6238 }