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refactor compare_weapon_aux
[hengband/hengband.git] / src / xtra1.c
1
2 /* File: misc.c */
3
4 /*
5  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6  *
7  * This software may be copied and distributed for educational, research,
8  * and not for profit purposes provided that this copyright and statement
9  * are included in all such copies.  Other copyrights may also apply.
10  */
11
12 /* Purpose: misc code */
13
14 #include "angband.h"
15
16
17
18
19 /*
20  * Converts stat num into a six-char (right justified) string
21  */
22 void cnv_stat(int val, char *out_val)
23 {
24         /* Above 18 */
25         if (val > 18)
26         {
27                 int bonus = (val - 18);
28
29                 if (bonus >= 220)
30                 {
31                         sprintf(out_val, "18/%3s", "***");
32                 }
33                 else if (bonus >= 100)
34                 {
35                         sprintf(out_val, "18/%03d", bonus);
36                 }
37                 else
38                 {
39                         sprintf(out_val, " 18/%02d", bonus);
40                 }
41         }
42
43         /* From 3 to 18 */
44         else
45         {
46                 sprintf(out_val, "    %2d", val);
47         }
48 }
49
50
51
52 /*
53  * Modify a stat value by a "modifier", return new value
54  *
55  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
56  * Or even: 18/13, 18/23, 18/33, ..., 18/220
57  *
58  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
59  * Or even: 18/13, 18/03, 18, 17, ..., 3
60  */
61 s16b modify_stat_value(int value, int amount)
62 {
63         int    i;
64
65         /* Reward */
66         if (amount > 0)
67         {
68                 /* Apply each point */
69                 for (i = 0; i < amount; i++)
70                 {
71                         /* One point at a time */
72                         if (value < 18) value++;
73
74                         /* Ten "points" at a time */
75                         else value += 10;
76                 }
77         }
78
79         /* Penalty */
80         else if (amount < 0)
81         {
82                 /* Apply each point */
83                 for (i = 0; i < (0 - amount); i++)
84                 {
85                         /* Ten points at a time */
86                         if (value >= 18+10) value -= 10;
87
88                         /* Hack -- prevent weirdness */
89                         else if (value > 18) value = 18;
90
91                         /* One point at a time */
92                         else if (value > 3) value--;
93                 }
94         }
95
96         /* Return new value */
97         return (value);
98 }
99
100
101
102 /*
103  * Print character info at given row, column in a 13 char field
104  */
105 static void prt_field(cptr info, int row, int col)
106 {
107         /* Dump 13 spaces to clear */
108         c_put_str(TERM_WHITE, "             ", row, col);
109
110         /* Dump the info itself */
111         c_put_str(TERM_L_BLUE, info, row, col);
112 }
113
114
115 /*
116  *  Whether daytime or not
117  */
118 bool is_daytime(void)
119 {
120         s32b len = TURNS_PER_TICK * TOWN_DAWN;
121         if ((turn % len) < (len / 2))
122                 return TRUE;
123         else
124                 return FALSE;
125 }
126
127 /*
128  * Extract day, hour, min
129  */
130 void extract_day_hour_min(int *day, int *hour, int *min)
131 {
132         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
133         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
134
135         switch (p_ptr->start_race)
136         {
137         case RACE_VAMPIRE:
138         case RACE_SKELETON:
139         case RACE_ZOMBIE:
140         case RACE_SPECTRE:
141                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
142                 break;
143         default:
144                 *day = (turn + A_DAY / 4) / A_DAY + 1;
145                 break;
146         }
147         *hour = (24 * turn_in_today / A_DAY) % 24;
148         *min = (1440 * turn_in_today / A_DAY) % 60;
149 }
150
151 /*
152  * Print time
153  */
154 void prt_time(void)
155 {
156         int day, hour, min;
157
158         /* Dump 13 spaces to clear */
159         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
160
161         extract_day_hour_min(&day, &hour, &min);
162
163         /* Dump the info itself */
164 #ifdef JP
165         if (day < 1000) c_put_str(TERM_WHITE, format("%2dÆüÌÜ", day), ROW_DAY, COL_DAY);
166         else c_put_str(TERM_WHITE, "***ÆüÌÜ", ROW_DAY, COL_DAY);
167 #else
168         if (day < 1000) c_put_str(TERM_WHITE, format("Day%3d", day), ROW_DAY, COL_DAY);
169         else c_put_str(TERM_WHITE, "Day***", ROW_DAY, COL_DAY);
170 #endif
171
172         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
173 }
174
175
176 cptr map_name(void)
177 {
178         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
179             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
180 #ifdef JP
181                 return "¥¯¥¨¥¹¥È";
182 #else
183                 return "Quest";
184 #endif
185         else if (p_ptr->wild_mode)
186 #ifdef JP
187                 return "ÃϾå";
188 #else
189                 return "Surface";
190 #endif
191         else if (p_ptr->inside_arena)
192 #ifdef JP
193                 return "¥¢¥ê¡¼¥Ê";
194 #else
195                 return "Arena";
196 #endif
197         else if (p_ptr->inside_battle)
198 #ifdef JP
199                 return "Æ®µ»¾ì";
200 #else
201                 return "Monster Arena";
202 #endif
203         else if (!dun_level && p_ptr->town_num)
204                 return town[p_ptr->town_num].name;
205         else
206                 return d_name+d_info[dungeon_type].name;
207 }
208
209 /*
210  * Print dungeon
211  */
212 static void prt_dungeon(void)
213 {
214         cptr dungeon_name;
215         int col;
216
217         /* Dump 13 spaces to clear */
218         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
219
220         dungeon_name = map_name();
221
222         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
223         if (col < 0) col = 0;
224
225         /* Dump the info itself */
226         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
227                   ROW_DUNGEON, col);
228 }
229
230
231
232
233 /*
234  * Print character stat in given row, column
235  */
236 static void prt_stat(int stat)
237 {
238         char tmp[32];
239
240         /* Display "injured" stat */
241         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
242         {
243                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
244                 cnv_stat(p_ptr->stat_use[stat], tmp);
245                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
246         }
247
248         /* Display "healthy" stat */
249         else
250         {
251                 put_str(stat_names[stat], ROW_STAT + stat, 0);
252                 cnv_stat(p_ptr->stat_use[stat], tmp);
253                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
254         }
255
256         /* Indicate natural maximum */
257         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
258         {
259 #ifdef JP
260                 /* ÆüËܸì¤Ë¤«¤Ö¤é¤Ê¤¤¤è¤¦¤Ëɽ¼¨°ÌÃÖ¤òÊѹ¹ */
261                 put_str("!", ROW_STAT + stat, 5);
262 #else
263                 put_str("!", ROW_STAT + stat, 3);
264 #endif
265
266         }
267 }
268
269
270 /*
271  *  Data structure for status bar
272  */
273 #define BAR_TSUYOSHI 0
274 #define BAR_HALLUCINATION 1
275 #define BAR_BLINDNESS 2
276 #define BAR_PARALYZE 3
277 #define BAR_CONFUSE 4
278 #define BAR_POISONED 5
279 #define BAR_AFRAID 6
280 #define BAR_LEVITATE 7
281 #define BAR_REFLECTION 8
282 #define BAR_PASSWALL 9
283 #define BAR_WRAITH 10
284 #define BAR_PROTEVIL 11
285 #define BAR_KAWARIMI 12
286 #define BAR_MAGICDEFENSE 13
287 #define BAR_EXPAND 14
288 #define BAR_STONESKIN 15
289 #define BAR_MULTISHADOW 16
290 #define BAR_REGMAGIC 17
291 #define BAR_ULTIMATE 18
292 #define BAR_INVULN 19
293 #define BAR_IMMACID 20
294 #define BAR_RESACID 21
295 #define BAR_IMMELEC 22
296 #define BAR_RESELEC 23
297 #define BAR_IMMFIRE 24
298 #define BAR_RESFIRE 25
299 #define BAR_IMMCOLD 26
300 #define BAR_RESCOLD 27
301 #define BAR_RESPOIS 28
302 #define BAR_RESNETH 29
303 #define BAR_RESTIME 30
304 #define BAR_DUSTROBE 31
305 #define BAR_SHFIRE 32
306 #define BAR_TOUKI 33
307 #define BAR_SHHOLY 34
308 #define BAR_EYEEYE 35
309 #define BAR_BLESSED 36
310 #define BAR_HEROISM 37
311 #define BAR_BERSERK 38
312 #define BAR_ATTKFIRE 39
313 #define BAR_ATTKCOLD 40
314 #define BAR_ATTKELEC 41
315 #define BAR_ATTKACID 42
316 #define BAR_ATTKPOIS 43
317 #define BAR_ATTKCONF 44
318 #define BAR_SENSEUNSEEN 45
319 #define BAR_TELEPATHY 46
320 #define BAR_REGENERATION 47
321 #define BAR_INFRAVISION 48
322 #define BAR_STEALTH 49
323 #define BAR_SUPERSTEALTH 50
324 #define BAR_RECALL 51
325 #define BAR_ALTER 52
326 #define BAR_SHCOLD 53
327 #define BAR_SHELEC 54
328 #define BAR_SHSHADOW 55
329 #define BAR_MIGHT 56
330 #define BAR_BUILD 57
331 #define BAR_ANTIMULTI 58
332 #define BAR_ANTITELE 59
333 #define BAR_ANTIMAGIC 60
334 #define BAR_PATIENCE 61
335 #define BAR_REVENGE 62
336 #define BAR_RUNESWORD 63
337 #define BAR_VAMPILIC 64
338 #define BAR_CURE 65
339 #define BAR_ESP_EVIL 66
340
341 static struct {
342         byte attr;
343         cptr sstr;
344         cptr lstr;
345 } bar[]
346 #ifdef JP
347 = {
348         {TERM_YELLOW, "¤Ä", "¤Ä¤è¤·"},
349         {TERM_VIOLET, "¸¸", "¸¸³Ð"},
350         {TERM_L_DARK, "ÌÕ", "ÌÕÌÜ"},
351         {TERM_RED, "áã", "Ëãáã"},
352         {TERM_VIOLET, "Íð", "º®Íð"},
353         {TERM_GREEN, "ÆÇ", "ÆÇ"},
354         {TERM_BLUE, "¶²", "¶²ÉÝ"},
355         {TERM_L_BLUE, "Éâ", "ÉâÍ·"},
356         {TERM_SLATE, "È¿", "È¿¼Í"},
357         {TERM_SLATE, "ÊÉ", "ÊÉÈ´¤±"},
358         {TERM_L_DARK, "Í©", "Í©ÂÎ"},
359         {TERM_SLATE, "¼Ù", "ËɼÙ"},
360         {TERM_VIOLET, "ÊÑ", "ÊѤï¤ê¿È"},
361         {TERM_YELLOW, "Ëâ", "ËâË¡³»"},
362         {TERM_L_UMBER, "¿­", "¿­¤Ó"},
363         {TERM_WHITE, "ÀÐ", "ÀÐÈ©"},
364         {TERM_L_BLUE, "ʬ", "ʬ¿È"},
365         {TERM_SLATE, "ËÉ", "ËâË¡Ëɸæ"},
366         {TERM_YELLOW, "µæ", "µæ¶Ë"},
367         {TERM_YELLOW, "̵", "̵Ũ"},
368         {TERM_L_GREEN, "»À", "»ÀÌȱÖ"},
369         {TERM_GREEN, "»À", "ÂÑ»À"},
370         {TERM_L_BLUE, "ÅÅ", "ÅÅÌȱÖ"},
371         {TERM_BLUE, "ÅÅ", "ÂÑÅÅ"},
372         {TERM_L_RED, "²Ð", "²ÐÌȱÖ"},
373         {TERM_RED, "²Ð", "ÂѲÐ"},
374         {TERM_WHITE, "Îä", "ÎäÌȱÖ"},
375         {TERM_SLATE, "Îä", "ÂÑÎä"},
376         {TERM_GREEN, "ÆÇ", "ÂÑÆÇ"},
377         {TERM_L_DARK, "¹ö", "ÂÑÃϹö"},
378         {TERM_L_BLUE, "»þ", "ÂÑ»þ´Ö"},
379         {TERM_L_DARK, "¶À", "¶À¥ª¡¼¥é"},
380         {TERM_L_RED, "¥ª", "²Ð¥ª¡¼¥é"},
381         {TERM_WHITE, "Æ®", "Æ®µ¤"},
382         {TERM_WHITE, "À»", "À»¥ª¡¼¥é"},
383         {TERM_VIOLET, "ÌÜ", "ÌܤˤÏÌÜ"},
384         {TERM_WHITE, "½Ë", "½ËÊ¡"},
385         {TERM_WHITE, "ͦ", "ͦ"},
386         {TERM_RED, "¶¸", "¶¸Íð"},
387         {TERM_L_RED, "²Ð", "Ëâ·õ²Ð"},
388         {TERM_WHITE, "Îä", "Ëâ·õÎä"},
389         {TERM_L_BLUE, "ÅÅ", "Ëâ·õÅÅ"},
390         {TERM_SLATE, "»À", "Ëâ·õ»À"},
391         {TERM_L_GREEN, "ÆÇ", "Ëâ·õÆÇ"},
392         {TERM_RED, "Íð", "º®ÍðÂÇ·â"},
393         {TERM_L_BLUE, "»ë", "Æ©ÌÀ»ë"},
394         {TERM_ORANGE, "¥Æ", "¥Æ¥ì¥Ñ¥·"},
395         {TERM_L_BLUE, "²ó", "²óÉü"},
396         {TERM_L_RED, "ÀÖ", "ÀÖ³°"},
397         {TERM_UMBER, "±£", "±£Ì©"},
398         {TERM_YELLOW, "±£", "Ķ±£Ì©"},
399         {TERM_WHITE, "µ¢", "µ¢´Ô"},
400         {TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
401         /* Hex */
402         {TERM_WHITE, "¥ª", "ɹ¥ª¡¼¥é"},
403         {TERM_BLUE, "¥ª", "ÅÅ¥ª¡¼¥é"},
404         {TERM_L_DARK, "¥ª", "±Æ¥ª¡¼¥é"},
405         {TERM_YELLOW, "ÏÓ", "ÏÓÎ϶¯²½"},
406         {TERM_RED, "Æù", "ÆùÂζ¯²½"},
407         {TERM_L_DARK, "¿£", "È¿Áý¿£"},
408         {TERM_ORANGE, "¥Æ", "È¿¥Æ¥ì¥Ý"},
409         {TERM_RED, "Ëâ", "È¿ËâË¡"},
410         {TERM_SLATE, "²æ", "²æËý"},
411         {TERM_SLATE, "Àë", "Àë¹ð"},
412         {TERM_L_DARK, "·õ", "Ëâ·õ²½"},
413         {TERM_RED, "µÛ", "µÛ·ìÂÇ·â"},
414         {TERM_WHITE, "²ó", "²óÉü"},
415         {TERM_L_DARK, "´¶", "¼Ù°­´¶ÃÎ"},
416         {0, NULL, NULL}
417 };
418 #else
419 = {
420         {TERM_YELLOW, "Ts", "Tsuyoshi"},
421         {TERM_VIOLET, "Ha", "Halluc"},
422         {TERM_L_DARK, "Bl", "Blind"},
423         {TERM_RED, "Pa", "Paralyzed"},
424         {TERM_VIOLET, "Cf", "Confused"},
425         {TERM_GREEN, "Po", "Poisoned"},
426         {TERM_BLUE, "Af", "Afraid"},
427         {TERM_L_BLUE, "Lv", "Levit"},
428         {TERM_SLATE, "Rf", "Reflect"},
429         {TERM_SLATE, "Pw", "PassWall"},
430         {TERM_L_DARK, "Wr", "Wraith"},
431         {TERM_SLATE, "Ev", "PrtEvl"},
432         {TERM_VIOLET, "Kw", "Kawarimi"},
433         {TERM_YELLOW, "Md", "MgcArm"},
434         {TERM_L_UMBER, "Eh", "Expand"},
435         {TERM_WHITE, "Ss", "StnSkn"},
436         {TERM_L_BLUE, "Ms", "MltShdw"},
437         {TERM_SLATE, "Rm", "ResMag"},
438         {TERM_YELLOW, "Ul", "Ultima"},
439         {TERM_YELLOW, "Iv", "Invuln"},
440         {TERM_L_GREEN, "IAc", "ImmAcid"},
441         {TERM_GREEN, "Ac", "Acid"},
442         {TERM_L_BLUE, "IEl", "ImmElec"},
443         {TERM_BLUE, "El", "Elec"},
444         {TERM_L_RED, "IFi", "ImmFire"},
445         {TERM_RED, "Fi", "Fire"},
446         {TERM_WHITE, "ICo", "ImmCold"},
447         {TERM_SLATE, "Co", "Cold"},
448         {TERM_GREEN, "Po", "Pois"},
449         {TERM_L_DARK, "Nt", "Nthr"},
450         {TERM_L_BLUE, "Ti", "Time"},
451         {TERM_L_DARK, "Mr", "Mirr"},
452         {TERM_L_RED, "SFi", "SFire"},
453         {TERM_WHITE, "Fo", "Force"},
454         {TERM_WHITE, "Ho", "Holy"},
455         {TERM_VIOLET, "Ee", "EyeEye"},
456         {TERM_WHITE, "Bs", "Bless"},
457         {TERM_WHITE, "He", "Hero"},
458         {TERM_RED, "Br", "Berserk"},
459         {TERM_L_RED, "BFi", "BFire"},
460         {TERM_WHITE, "BCo", "BCold"},
461         {TERM_L_BLUE, "BEl", "BElec"},
462         {TERM_SLATE, "BAc", "BAcid"},
463         {TERM_L_GREEN, "BPo", "BPois"},
464         {TERM_RED, "TCf", "TchCnf"},
465         {TERM_L_BLUE, "Se", "SInv"},
466         {TERM_ORANGE, "Te", "Telepa"},
467         {TERM_L_BLUE, "Rg", "Regen"},
468         {TERM_L_RED, "If", "Infr"},
469         {TERM_UMBER, "Sl", "Stealth"},
470         {TERM_YELLOW, "Stlt", "Stealth"},
471         {TERM_WHITE, "Rc", "Recall"},
472         {TERM_WHITE, "Al", "Alter"},
473         /* Hex */
474         {TERM_WHITE, "SCo", "SCold"},
475         {TERM_BLUE, "SEl", "SElec"},
476         {TERM_L_DARK, "SSh", "SShadow"},
477         {TERM_YELLOW, "EMi", "ExMight"},
478         {TERM_RED, "Bu", "BuildUp"},
479         {TERM_L_DARK, "AMl", "AntiMulti"},
480         {TERM_ORANGE, "AT", "AntiTele"},
481         {TERM_RED, "AM", "AntiMagic"},
482         {TERM_SLATE, "Pa", "Patience"},
483         {TERM_SLATE, "Rv", "Revenge"},
484         {TERM_L_DARK, "Rs", "RuneSword"},
485         {TERM_RED, "Vm", "Vampiric"},
486         {TERM_WHITE, "Cu", "Cure"},
487         {TERM_L_DARK, "ET", "EvilTele"},
488         {0, NULL, NULL}
489 };
490 #endif
491
492 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
493 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
494
495
496 /*
497  *  Show status bar
498  */
499 static void prt_status(void)
500 {
501         u32b bar_flags[3];
502         int wid, hgt, row_statbar, max_col_statbar;
503         int i, col = 0, num = 0;
504         int space = 2;
505
506         Term_get_size(&wid, &hgt);
507         row_statbar = hgt + ROW_STATBAR;
508         max_col_statbar = wid + MAX_COL_STATBAR;
509
510         Term_erase(0, row_statbar, max_col_statbar);
511
512         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
513
514         /* Tsuyoshi  */
515         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
516
517         /* Hallucinating */
518         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
519
520         /* Blindness */
521         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
522
523         /* Paralysis */
524         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
525
526         /* Confusion */
527         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
528
529         /* Posioned */
530         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
531
532         /* Times see-invisible */
533         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
534
535         /* Timed esp */
536         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
537
538         /* Timed regenerate */
539         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
540
541         /* Timed infra-vision */
542         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
543
544         /* Protection from evil */
545         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
546
547         /* Invulnerability */
548         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
549
550         /* Wraith form */
551         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
552
553         /* Kabenuke */
554         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
555
556         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
557
558         /* Heroism */
559         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
560
561         /* Super Heroism / berserk */
562         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
563
564         /* Blessed */
565         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
566
567         /* Shield */
568         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
569
570         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
571
572         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
573         
574         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
575
576         /* Oppose Acid */
577         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
578         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
579
580         /* Oppose Lightning */
581         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
582         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
583
584         /* Oppose Fire */
585         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
586         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
587
588         /* Oppose Cold */
589         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
590         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
591
592         /* Oppose Poison */
593         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
594
595         /* Word of Recall */
596         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
597
598         /* Alter realiry */
599         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
600
601         /* Afraid */
602         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
603
604         /* Resist time */
605         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
606
607         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
608
609         /* Confusing Hands */
610         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
611
612         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
613
614         /* Ultimate-resistance */
615         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
616
617         /* tim levitation */
618         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
619
620         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
621
622         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
623
624         /* Mahouken */
625         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
626         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
627         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
628         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
629         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
630         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
631
632         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
633
634         /* tim stealth */
635         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
636
637         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
638
639         /* Holy aura */
640         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
641
642         /* An Eye for an Eye */
643         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
644
645         /* Hex spells */
646         if (p_ptr->realm1 == REALM_HEX)
647         {
648                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
649                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
650                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
651                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
652                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
653                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
654                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
655                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
656                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
657                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
658                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
659                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
660                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
661                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
662                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
663                 if (hex_spelling(HEX_CURE_LIGHT) ||
664                         hex_spelling(HEX_CURE_SERIOUS) ||
665                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
666
667                 if (p_ptr->magic_num2[2])
668                 {
669                         if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
670                         if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
671                 }
672         }
673
674         /* Calcurate length */
675         for (i = 0; bar[i].sstr; i++)
676         {
677                 if (IS_FLG(i))
678                 {
679                         col += strlen(bar[i].lstr) + 1;
680                         num++;
681                 }
682         }
683
684         /* If there are not excess spaces for long strings, use short one */
685         if (col - 1 > max_col_statbar)
686         {
687                 space = 0;
688                 col = 0;
689
690                 for (i = 0; bar[i].sstr; i++)
691                 {
692                         if (IS_FLG(i))
693                         {
694                                 col += strlen(bar[i].sstr);
695                         }
696                 }
697
698                 /* If there are excess spaces for short string, use more */
699                 if (col - 1 <= max_col_statbar - (num-1))
700                 {
701                         space = 1;
702                         col += num - 1;
703                 }
704         }
705
706
707         /* Centering display column */
708         col = (max_col_statbar - col) / 2;
709
710         /* Display status bar */
711         for (i = 0; bar[i].sstr; i++)
712         {
713                 if (IS_FLG(i))
714                 {
715                         cptr str;
716                         if (space == 2) str = bar[i].lstr;
717                         else str = bar[i].sstr;
718
719                         c_put_str(bar[i].attr, str, row_statbar, col);
720                         col += strlen(str);
721                         if (space > 0) col++;
722                         if (col > max_col_statbar) break;
723                 }
724         }
725 }
726
727
728
729 /*
730  * Prints "title", including "wizard" or "winner" as needed.
731  */
732 static void prt_title(void)
733 {
734         cptr p = "";
735         char str[14];
736
737         /* Wizard */
738         if (p_ptr->wizard)
739         {
740 #ifdef JP
741                 /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
742                 p = "[¥¦¥£¥¶¡¼¥É]";
743 #else
744                 p = "[=-WIZARD-=]";
745 #endif
746
747         }
748
749         /* Winner */
750         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
751         {
752                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
753                 {
754 #ifdef JP
755                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
756                         p = "*¿¿¡¦¾¡Íø¼Ô*";
757 #else
758                         p = "*TRUEWINNER*";
759 #endif
760                 }
761                 else
762                 {
763 #ifdef JP
764                         /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½ ¾Î¹æ */
765                         p = "***¾¡Íø¼Ô***";
766 #else
767                         p = "***WINNER***";
768 #endif
769                 }
770         }
771
772         /* Normal */
773         else
774         {
775                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
776                 p = str;
777         }
778
779         prt_field(p, ROW_TITLE, COL_TITLE);
780 }
781
782
783 /*
784  * Prints level
785  */
786 static void prt_level(void)
787 {
788         char tmp[32];
789
790 #ifdef JP
791         sprintf(tmp, "%5d", p_ptr->lev);
792 #else
793         sprintf(tmp, "%6d", p_ptr->lev);
794 #endif
795
796
797         if (p_ptr->lev >= p_ptr->max_plv)
798         {
799 #ifdef JP
800                 put_str("¥ì¥Ù¥ë ", ROW_LEVEL, 0);
801                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
802 #else
803                 put_str("LEVEL ", ROW_LEVEL, 0);
804                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
805 #endif
806
807         }
808         else
809         {
810 #ifdef JP
811                 put_str("x¥ì¥Ù¥ë", ROW_LEVEL, 0);
812                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
813 #else
814                 put_str("Level ", ROW_LEVEL, 0);
815                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
816 #endif
817
818         }
819 }
820
821
822 /*
823  * Display the experience
824  */
825 static void prt_exp(void)
826 {
827         char out_val[32];
828
829         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
830         {
831 #ifdef JP
832         (void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
833 #else
834         (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
835 #endif
836         }
837         else
838         {
839                 if (p_ptr->lev >= PY_MAX_LEVEL)
840                 {
841                         (void)sprintf(out_val, "********");
842                 }
843                 else
844                 {
845 #ifdef JP
846                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
847 #else      
848                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
849 #endif
850                 }
851         }
852
853         if (p_ptr->exp >= p_ptr->max_exp)
854         {
855 #ifdef JP
856                 if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
857                 else put_str("·Ð¸³ ", ROW_EXP, 0);
858                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
859 #else
860                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
861                 else put_str("EXP ", ROW_EXP, 0);
862                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
863 #endif
864
865         }
866         else
867         {
868 #ifdef JP
869                 put_str("x·Ð¸³", ROW_EXP, 0);
870                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
871 #else
872                 put_str("Exp ", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
874 #endif
875
876         }
877 }
878
879 /*
880  * Prints current gold
881  */
882 static void prt_gold(void)
883 {
884         char tmp[32];
885
886 #ifdef JP
887         put_str("¡ð ", ROW_GOLD, COL_GOLD);
888 #else
889         put_str("AU ", ROW_GOLD, COL_GOLD);
890 #endif
891
892         sprintf(tmp, "%9ld", (long)p_ptr->au);
893         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
894 }
895
896
897
898 /*
899  * Prints current AC
900  */
901 static void prt_ac(void)
902 {
903         char tmp[32];
904
905 #ifdef JP
906 /* AC ¤Îɽ¼¨Êý¼°¤òÊѹ¹¤·¤Æ¤¤¤ë */
907         put_str(" £Á£Ã(     )", ROW_AC, COL_AC);
908         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
909         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
910 #else
911         put_str("Cur AC ", ROW_AC, COL_AC);
912         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
913         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
914 #endif
915
916 }
917
918
919 /*
920  * Prints Cur/Max hit points
921  */
922 static void prt_hp(void)
923 {
924 /* ¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹ */
925         char tmp[32];
926   
927         byte color;
928   
929         /* ¥¿¥¤¥È¥ë */
930 /*      put_str(" £È£Ð¡¦£Í£Ð", ROW_HPMP, COL_HPMP); */
931
932         put_str("HP", ROW_CURHP, COL_CURHP);
933
934         /* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
935         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
936
937         if (p_ptr->chp >= p_ptr->mhp)
938         {
939                 color = TERM_L_GREEN;
940         }
941         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
942         {
943                 color = TERM_YELLOW;
944         }
945         else
946         {
947                 color = TERM_RED;
948         }
949
950         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
951
952         /* ¶èÀÚ¤ê */
953         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
954
955         /* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
956         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
957         color = TERM_L_GREEN;
958
959         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
960 }
961
962
963 /*
964  * Prints players max/cur spell points
965  */
966 static void prt_sp(void)
967 {
968 /* ¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤Îɽ¼¨ÊýË¡¤òÊѹ¹¤·¤Æ¤¤¤ë */
969         char tmp[32];
970         byte color;
971
972
973         /* Do not show mana unless it matters */
974         if (!mp_ptr->spell_book) return;
975
976         /* ¥¿¥¤¥È¥ë */
977 /*      put_str(" £Í£Ð / ºÇÂç", ROW_MAXSP, COL_MAXSP); */
978
979 #ifdef JP
980         put_str("MP", ROW_CURSP, COL_CURSP);
981 #else
982         put_str("SP", ROW_CURSP, COL_CURSP);
983 #endif
984
985         /* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
986         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
987
988         if (p_ptr->csp >= p_ptr->msp)
989         {
990                 color = TERM_L_GREEN;
991         }
992         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
993         {
994                 color = TERM_YELLOW;
995         }
996         else
997         {
998                 color = TERM_RED;
999         }
1000
1001         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
1002
1003         /* ¶èÀÚ¤ê */
1004         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1005
1006         /* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
1007         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1008         color = TERM_L_GREEN;
1009
1010         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1011 }
1012
1013
1014 /*
1015  * Prints depth in stat area
1016  */
1017 static void prt_depth(void)
1018 {
1019         char depths[32];
1020         int wid, hgt, row_depth, col_depth;
1021         byte attr = TERM_WHITE;
1022
1023         Term_get_size(&wid, &hgt);
1024         col_depth = wid + COL_DEPTH;
1025         row_depth = hgt + ROW_DEPTH;
1026
1027         if (!dun_level)
1028         {
1029 #ifdef JP
1030                 strcpy(depths, "ÃϾå");
1031 #else
1032                 strcpy(depths, "Surf.");
1033 #endif
1034         }
1035         else if (p_ptr->inside_quest && !dungeon_type)
1036         {
1037 #ifdef JP
1038                 strcpy(depths, "ÃϾå");
1039 #else
1040                 strcpy(depths, "Quest");
1041 #endif
1042         }
1043         else
1044         {
1045 #ifdef JP
1046                 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
1047                 else (void)sprintf(depths, "%d ³¬", dun_level);
1048 #else
1049                 if (depth_in_feet) (void)sprintf(depths, "%d ft", dun_level * 50);
1050                 else (void)sprintf(depths, "Lev %d", dun_level);
1051 #endif
1052
1053
1054                 /* Get color of level based on feeling  -JSV- */
1055                 switch (p_ptr->feeling)
1056                 {
1057                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1058                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1059                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1060                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1061                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1062                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1063                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1064                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1065                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1066                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1067                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1068                 }
1069         }
1070
1071         /* Right-Adjust the "depth", and clear old values */
1072         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1073 }
1074
1075
1076 /*
1077  * Prints status of hunger
1078  */
1079 static void prt_hunger(void)
1080 {
1081         /* Fainting / Starving */
1082         if (p_ptr->food < PY_FOOD_FAINT)
1083         {
1084 #ifdef JP
1085                 c_put_str(TERM_RED, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1086 #else
1087                 c_put_str(TERM_RED, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1088 #endif
1089
1090         }
1091
1092         /* Weak */
1093         else if (p_ptr->food < PY_FOOD_WEAK)
1094         {
1095 #ifdef JP
1096                 c_put_str(TERM_ORANGE, "¿ê¼å  ", ROW_HUNGRY, COL_HUNGRY);
1097 #else
1098                 c_put_str(TERM_ORANGE, "Weak  ", ROW_HUNGRY, COL_HUNGRY);
1099 #endif
1100
1101         }
1102
1103         /* Hungry */
1104         else if (p_ptr->food < PY_FOOD_ALERT)
1105         {
1106 #ifdef JP
1107                 c_put_str(TERM_YELLOW, "¶õÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1108 #else
1109                 c_put_str(TERM_YELLOW, "Hungry", ROW_HUNGRY, COL_HUNGRY);
1110 #endif
1111
1112         }
1113
1114         /* Normal */
1115         else if (p_ptr->food < PY_FOOD_FULL)
1116         {
1117                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1118         }
1119
1120         /* Full */
1121         else if (p_ptr->food < PY_FOOD_MAX)
1122         {
1123 #ifdef JP
1124                 c_put_str(TERM_L_GREEN, "ËþÊ¢  ", ROW_HUNGRY, COL_HUNGRY);
1125 #else
1126                 c_put_str(TERM_L_GREEN, "Full  ", ROW_HUNGRY, COL_HUNGRY);
1127 #endif
1128
1129         }
1130
1131         /* Gorged */
1132         else
1133         {
1134 #ifdef JP
1135                 c_put_str(TERM_GREEN, "¿©²á¤®", ROW_HUNGRY, COL_HUNGRY);
1136 #else
1137                 c_put_str(TERM_GREEN, "Gorged", ROW_HUNGRY, COL_HUNGRY);
1138 #endif
1139
1140         }
1141 }
1142
1143
1144 /*
1145  * Prints Searching, Resting, Paralysis, or 'count' status
1146  * Display is always exactly 10 characters wide (see below)
1147  *
1148  * This function was a major bottleneck when resting, so a lot of
1149  * the text formatting code was optimized in place below.
1150  */
1151 static void prt_state(void)
1152 {
1153         byte attr = TERM_WHITE;
1154
1155         char text[5];
1156
1157         /* Repeating */
1158         if (command_rep)
1159         {
1160                 if (command_rep > 999)
1161                 {
1162 #ifdef JP
1163 sprintf(text, "%2d00", command_rep / 100);
1164 #else
1165                         (void)sprintf(text, "%2d00", command_rep / 100);
1166 #endif
1167
1168                 }
1169                 else
1170                 {
1171 #ifdef JP
1172 sprintf(text, "  %2d", command_rep);
1173 #else
1174                         (void)sprintf(text, "  %2d", command_rep);
1175 #endif
1176
1177                 }
1178         }
1179
1180         /* Action */
1181         else
1182         {
1183                 switch(p_ptr->action)
1184                 {
1185                         case ACTION_SEARCH:
1186                         {
1187 #ifdef JP
1188                                 strcpy(text, "õº÷");
1189 #else
1190                                 strcpy(text, "Sear");
1191 #endif
1192                                 break;
1193                         }
1194                         case ACTION_REST:
1195                         {
1196                                 int i;
1197
1198                                 /* Start with "Rest" */
1199 #ifdef JP
1200                                 strcpy(text, "    ");
1201 #else
1202                                 strcpy(text, "    ");
1203 #endif
1204
1205
1206                                 /* Extensive (timed) rest */
1207                                 if (resting >= 1000)
1208                                 {
1209                                         i = resting / 100;
1210                                         text[3] = '0';
1211                                         text[2] = '0';
1212                                         text[1] = '0' + (i % 10);
1213                                         text[0] = '0' + (i / 10);
1214                                 }
1215
1216                                 /* Long (timed) rest */
1217                                 else if (resting >= 100)
1218                                 {
1219                                         i = resting;
1220                                         text[3] = '0' + (i % 10);
1221                                         i = i / 10;
1222                                         text[2] = '0' + (i % 10);
1223                                         text[1] = '0' + (i / 10);
1224                                 }
1225
1226                                 /* Medium (timed) rest */
1227                                 else if (resting >= 10)
1228                                 {
1229                                         i = resting;
1230                                         text[3] = '0' + (i % 10);
1231                                         text[2] = '0' + (i / 10);
1232                                 }
1233
1234                                 /* Short (timed) rest */
1235                                 else if (resting > 0)
1236                                 {
1237                                         i = resting;
1238                                         text[3] = '0' + (i);
1239                                 }
1240
1241                                 /* Rest until healed */
1242                                 else if (resting == -1)
1243                                 {
1244                                         text[0] = text[1] = text[2] = text[3] = '*';
1245                                 }
1246
1247                                 /* Rest until done */
1248                                 else if (resting == -2)
1249                                 {
1250                                         text[0] = text[1] = text[2] = text[3] = '&';
1251                                 }
1252                                 break;
1253                         }
1254                         case ACTION_LEARN:
1255                         {
1256 #ifdef JP
1257                                 strcpy(text, "³Ø½¬");
1258 #else
1259                                 strcpy(text, "lear");
1260 #endif
1261                                 if (new_mane) attr = TERM_L_RED;
1262                                 break;
1263                         }
1264                         case ACTION_FISH:
1265                         {
1266 #ifdef JP
1267                                 strcpy(text, "Äà¤ê");
1268 #else
1269                                 strcpy(text, "fish");
1270 #endif
1271                                 break;
1272                         }
1273                         case ACTION_KAMAE:
1274                         {
1275                                 int i;
1276                                 for (i = 0; i < MAX_KAMAE; i++)
1277                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1278                                 switch (i)
1279                                 {
1280                                         case 0: attr = TERM_GREEN;break;
1281                                         case 1: attr = TERM_WHITE;break;
1282                                         case 2: attr = TERM_L_BLUE;break;
1283                                         case 3: attr = TERM_L_RED;break;
1284                                 }
1285                                 strcpy(text, kamae_shurui[i].desc);
1286                                 break;
1287                         }
1288                         case ACTION_KATA:
1289                         {
1290                                 int i;
1291                                 for (i = 0; i < MAX_KATA; i++)
1292                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1293                                 strcpy(text, kata_shurui[i].desc);
1294                                 break;
1295                         }
1296                         case ACTION_SING:
1297                         {
1298 #ifdef JP
1299                                 strcpy(text, "²Î  ");
1300 #else
1301                                 strcpy(text, "Sing");
1302 #endif
1303                                 break;
1304                         }
1305                         case ACTION_HAYAGAKE:
1306                         {
1307 #ifdef JP
1308                                 strcpy(text, "®¶î");
1309 #else
1310                                 strcpy(text, "Fast");
1311 #endif
1312                                 break;
1313                         }
1314                         case ACTION_SPELL:
1315                         {
1316 #ifdef JP
1317                                 strcpy(text, "±Ó¾§");
1318 #else
1319                                 strcpy(text, "Spel");
1320 #endif
1321                                 break;
1322                         }
1323                         default:
1324                         {
1325                                 strcpy(text, "    ");
1326                                 break;
1327                         }
1328                 }
1329         }
1330
1331         /* Display the info (or blanks) */
1332         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1333 }
1334
1335
1336 /*
1337  * Prints the speed of a character.                     -CJS-
1338  */
1339 static void prt_speed(void)
1340 {
1341         int i = p_ptr->pspeed;
1342         bool is_fast = IS_FAST();
1343
1344         byte attr = TERM_WHITE;
1345         char buf[32] = "";
1346         int wid, hgt, row_speed, col_speed;
1347
1348         Term_get_size(&wid, &hgt);
1349         col_speed = wid + COL_SPEED;
1350         row_speed = hgt + ROW_SPEED;
1351
1352         /* Hack -- Visually "undo" the Search Mode Slowdown */
1353         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1354
1355         /* Fast */
1356         if (i > 110)
1357         {
1358                 if (p_ptr->riding)
1359                 {
1360                         monster_type *m_ptr = &m_list[p_ptr->riding];
1361                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1362                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1363                         else attr = TERM_GREEN;
1364                 }
1365                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1366                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1367                 else attr = TERM_L_GREEN;
1368 #ifdef JP
1369                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "¾èÇÏ" : "²Ã®"), (i - 110));
1370 #else
1371                 sprintf(buf, "Fast(+%d)", (i - 110));
1372 #endif
1373
1374         }
1375
1376         /* Slow */
1377         else if (i < 110)
1378         {
1379                 if (p_ptr->riding)
1380                 {
1381                         monster_type *m_ptr = &m_list[p_ptr->riding];
1382                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1383                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1384                         else attr = TERM_RED;
1385                 }
1386                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1387                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1388                 else attr = TERM_L_UMBER;
1389 #ifdef JP
1390                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "¾èÇÏ" : "¸ºÂ®"), (110 - i));
1391 #else
1392                 sprintf(buf, "Slow(-%d)", (110 - i));
1393 #endif
1394         }
1395         else if (p_ptr->riding)
1396         {
1397                 attr = TERM_GREEN;
1398 #ifdef JP
1399                 strcpy(buf, "¾èÇÏÃæ");
1400 #else
1401                 strcpy(buf, "Riding");
1402 #endif
1403         }
1404
1405         /* Display the speed */
1406         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1407 }
1408
1409
1410 static void prt_study(void)
1411 {
1412         int wid, hgt, row_study, col_study;
1413
1414         Term_get_size(&wid, &hgt);
1415         col_study = wid + COL_STUDY;
1416         row_study = hgt + ROW_STUDY;
1417
1418         if (p_ptr->new_spells)
1419         {
1420 #ifdef JP
1421                 put_str("³Ø½¬", row_study, col_study);
1422 #else
1423                 put_str("Stud", row_study, col_study);
1424 #endif
1425
1426         }
1427         else
1428         {
1429                 put_str("    ", row_study, col_study);
1430         }
1431 }
1432
1433
1434 static void prt_imitation(void)
1435 {
1436         int wid, hgt, row_study, col_study;
1437
1438         Term_get_size(&wid, &hgt);
1439         col_study = wid + COL_STUDY;
1440         row_study = hgt + ROW_STUDY;
1441
1442         if (p_ptr->pclass == CLASS_IMITATOR)
1443         {
1444                 if (p_ptr->mane_num)
1445                 {
1446                         byte attr;
1447                         if (new_mane) attr = TERM_L_RED;
1448                         else attr = TERM_WHITE;
1449 #ifdef JP
1450                         c_put_str(attr, "¤Þ¤Í", row_study, col_study);
1451 #else
1452                         c_put_str(attr, "Imit", row_study, col_study);
1453 #endif
1454                 }
1455                 else
1456                 {
1457                         put_str("    ", row_study, col_study);
1458                 }
1459         }
1460 }
1461
1462
1463 static void prt_cut(void)
1464 {
1465         int c = p_ptr->cut;
1466
1467         if (c > 1000)
1468         {
1469 #ifdef JP
1470                 c_put_str(TERM_L_RED, "Ã×Ì¿½ý      ", ROW_CUT, COL_CUT);
1471 #else
1472                 c_put_str(TERM_L_RED, "Mortal wound", ROW_CUT, COL_CUT);
1473 #endif
1474
1475         }
1476         else if (c > 200)
1477         {
1478 #ifdef JP
1479                 c_put_str(TERM_RED, "¤Ò¤É¤¤¿¼¼ê  ", ROW_CUT, COL_CUT);
1480 #else
1481                 c_put_str(TERM_RED, "Deep gash   ", ROW_CUT, COL_CUT);
1482 #endif
1483
1484         }
1485         else if (c > 100)
1486         {
1487 #ifdef JP
1488                 c_put_str(TERM_RED, "½Å½ý        ", ROW_CUT, COL_CUT);
1489 #else
1490                 c_put_str(TERM_RED, "Severe cut  ", ROW_CUT, COL_CUT);
1491 #endif
1492
1493         }
1494         else if (c > 50)
1495         {
1496 #ifdef JP
1497                 c_put_str(TERM_ORANGE, "ÂçÊѤʽý    ", ROW_CUT, COL_CUT);
1498 #else
1499                 c_put_str(TERM_ORANGE, "Nasty cut   ", ROW_CUT, COL_CUT);
1500 #endif
1501
1502         }
1503         else if (c > 25)
1504         {
1505 #ifdef JP
1506                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¤½ý    ", ROW_CUT, COL_CUT);
1507 #else
1508                 c_put_str(TERM_ORANGE, "Bad cut     ", ROW_CUT, COL_CUT);
1509 #endif
1510
1511         }
1512         else if (c > 10)
1513         {
1514 #ifdef JP
1515                 c_put_str(TERM_YELLOW, "·Ú½ý        ", ROW_CUT, COL_CUT);
1516 #else
1517                 c_put_str(TERM_YELLOW, "Light cut   ", ROW_CUT, COL_CUT);
1518 #endif
1519
1520         }
1521         else if (c)
1522         {
1523 #ifdef JP
1524                 c_put_str(TERM_YELLOW, "¤«¤¹¤ê½ý    ", ROW_CUT, COL_CUT);
1525 #else
1526                 c_put_str(TERM_YELLOW, "Graze       ", ROW_CUT, COL_CUT);
1527 #endif
1528
1529         }
1530         else
1531         {
1532                 put_str("            ", ROW_CUT, COL_CUT);
1533         }
1534 }
1535
1536
1537
1538 static void prt_stun(void)
1539 {
1540         int s = p_ptr->stun;
1541
1542         if (s > 100)
1543         {
1544 #ifdef JP
1545                 c_put_str(TERM_RED, "°Õ¼±ÉÔÌÀÎÆ  ", ROW_STUN, COL_STUN);
1546 #else
1547                 c_put_str(TERM_RED, "Knocked out ", ROW_STUN, COL_STUN);
1548 #endif
1549
1550         }
1551         else if (s > 50)
1552         {
1553 #ifdef JP
1554                 c_put_str(TERM_ORANGE, "¤Ò¤É¤¯Û¯Û°  ", ROW_STUN, COL_STUN);
1555 #else
1556                 c_put_str(TERM_ORANGE, "Heavy stun  ", ROW_STUN, COL_STUN);
1557 #endif
1558
1559         }
1560         else if (s)
1561         {
1562 #ifdef JP
1563                 c_put_str(TERM_ORANGE, "ۯ۰        ", ROW_STUN, COL_STUN);
1564 #else
1565                 c_put_str(TERM_ORANGE, "Stun        ", ROW_STUN, COL_STUN);
1566 #endif
1567
1568         }
1569         else
1570         {
1571                 put_str("            ", ROW_STUN, COL_STUN);
1572         }
1573 }
1574
1575
1576
1577 /*
1578  * Redraw the "monster health bar"      -DRS-
1579  * Rather extensive modifications by    -BEN-
1580  *
1581  * The "monster health bar" provides visual feedback on the "health"
1582  * of the monster currently being "tracked".  There are several ways
1583  * to "track" a monster, including targetting it, attacking it, and
1584  * affecting it (and nobody else) with a ranged attack.
1585  *
1586  * Display the monster health bar (affectionately known as the
1587  * "health-o-meter").  Clear health bar if nothing is being tracked.
1588  * Auto-track current target monster when bored.  Note that the
1589  * health-bar stops tracking any monster that "disappears".
1590  */
1591 static void health_redraw(bool riding)
1592 {
1593         s16b health_who;
1594         int row, col;
1595         monster_type *m_ptr;
1596
1597         if (riding)
1598         {
1599                 health_who = p_ptr->riding;
1600                 row = ROW_RIDING_INFO;
1601                 col = COL_RIDING_INFO;
1602         }
1603         else
1604         {
1605                 health_who = p_ptr->health_who;
1606                 row = ROW_INFO;
1607                 col = COL_INFO;
1608         }
1609
1610         m_ptr = &m_list[health_who];
1611
1612         /* Not tracking */
1613         if (!health_who)
1614         {
1615                 /* Erase the health bar */
1616                 Term_erase(col, row, 12);
1617         }
1618
1619         /* Tracking an unseen monster */
1620         else if (!m_ptr->ml)
1621         {
1622                 /* Indicate that the monster health is "unknown" */
1623                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1624         }
1625
1626         /* Tracking a hallucinatory monster */
1627         else if (p_ptr->image)
1628         {
1629                 /* Indicate that the monster health is "unknown" */
1630                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1631         }
1632
1633         /* Tracking a dead monster (???) */
1634         else if (m_ptr->hp < 0)
1635         {
1636                 /* Indicate that the monster health is "unknown" */
1637                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1638         }
1639
1640         /* Tracking a visible monster */
1641         else
1642         {
1643                 /* Extract the "percent" of health */
1644                 int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1645                 int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1646
1647                 /* Convert percent into "health" */
1648                 int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1649
1650                 /* Default to almost dead */
1651                 byte attr = TERM_RED;
1652
1653                 /* Invulnerable */
1654                 if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1655
1656                 /* Asleep */
1657                 else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1658
1659                 /* Afraid */
1660                 else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1661
1662                 /* Healthy */
1663                 else if (pct >= 100) attr = TERM_L_GREEN;
1664
1665                 /* Somewhat Wounded */
1666                 else if (pct >= 60) attr = TERM_YELLOW;
1667
1668                 /* Wounded */
1669                 else if (pct >= 25) attr = TERM_ORANGE;
1670
1671                 /* Badly wounded */
1672                 else if (pct >= 10) attr = TERM_L_RED;
1673
1674                 /* Default to "unknown" */
1675                 Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1676
1677                 /* Dump the current "health" (use '*' symbols) */
1678                 Term_putstr(col + 1, row, len, attr, "**********");
1679         }
1680 }
1681
1682
1683
1684 /*
1685  * Display basic info (mostly left of map)
1686  */
1687 static void prt_frame_basic(void)
1688 {
1689         int i;
1690
1691         /* Race and Class */
1692         if (p_ptr->mimic_form)
1693                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1694         else
1695         {
1696                 char str[14];
1697                 my_strcpy(str, rp_ptr->title, sizeof(str));
1698                 prt_field(str, ROW_RACE, COL_RACE);
1699         }
1700 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1701 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1702
1703
1704         /* Title */
1705         prt_title();
1706
1707         /* Level/Experience */
1708         prt_level();
1709         prt_exp();
1710
1711         /* All Stats */
1712         for (i = 0; i < 6; i++) prt_stat(i);
1713
1714         /* Armor */
1715         prt_ac();
1716
1717         /* Hitpoints */
1718         prt_hp();
1719
1720         /* Spellpoints */
1721         prt_sp();
1722
1723         /* Gold */
1724         prt_gold();
1725
1726         /* Current depth */
1727         prt_depth();
1728
1729         /* Special */
1730         health_redraw(FALSE);
1731         health_redraw(TRUE);
1732 }
1733
1734
1735 /*
1736  * Display extra info (mostly below map)
1737  */
1738 static void prt_frame_extra(void)
1739 {
1740         /* Cut/Stun */
1741         prt_cut();
1742         prt_stun();
1743
1744         /* Food */
1745         prt_hunger();
1746
1747         /* State */
1748         prt_state();
1749
1750         /* Speed */
1751         prt_speed();
1752
1753         /* Study spells */
1754         prt_study();
1755
1756         prt_imitation();
1757
1758         prt_status();
1759 }
1760
1761
1762 /*
1763  * Hack -- display inventory in sub-windows
1764  */
1765 static void fix_inven(void)
1766 {
1767         int j;
1768
1769         /* Scan windows */
1770         for (j = 0; j < 8; j++)
1771         {
1772                 term *old = Term;
1773
1774                 /* No window */
1775                 if (!angband_term[j]) continue;
1776
1777                 /* No relevant flags */
1778                 if (!(window_flag[j] & (PW_INVEN))) continue;
1779
1780                 /* Activate */
1781                 Term_activate(angband_term[j]);
1782
1783                 /* Display inventory */
1784                 display_inven();
1785
1786                 /* Fresh */
1787                 Term_fresh();
1788
1789                 /* Restore */
1790                 Term_activate(old);
1791         }
1792 }
1793
1794
1795 /*
1796  * Print monster info in line
1797  * nnn X LV name
1798  *  nnn : number or unique(U) or wanted unique(W)
1799  *  X   : symbol of monster
1800  *  LV  : monster lv if known
1801  *  name: name of monster
1802  */
1803 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1804         char buf[256];
1805         int i;
1806         int r_idx = m_ptr->ap_r_idx;
1807         monster_race* r_ptr = &r_info[r_idx];
1808  
1809         Term_gotoxy(x, y);
1810         if(!r_ptr)return;
1811         //Number of 'U'nique
1812         if(r_ptr->flags1&RF1_UNIQUE){//unique
1813                 bool is_kubi = FALSE;
1814                 for(i=0;i<MAX_KUBI;i++){
1815                         if(kubi_r_idx[i] == r_idx){
1816                                 is_kubi = TRUE;
1817                                 break;
1818                         }
1819                 }
1820                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1821         }else{
1822                 sprintf(buf, "%3d", n_same);
1823                 Term_addstr(-1, TERM_WHITE, buf);
1824         }
1825         //symbol
1826         Term_addstr(-1, TERM_WHITE, " ");
1827         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1828         //Term_addstr(-1, TERM_WHITE, "/");
1829         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1830         //LV
1831         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1832                 sprintf(buf, " %2d", r_ptr->level);
1833         }else{
1834                 strcpy(buf, " ??");
1835         }
1836         Term_addstr(-1, TERM_WHITE, buf);
1837         //name
1838         sprintf(buf, " %s ", r_name+r_ptr->name);
1839         Term_addstr(-1, TERM_WHITE, buf);
1840  
1841         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1842 }
1843
1844  /*
1845         max_lines : ºÇÂ粿¹ÔÉÁ²è¤¹¤ë¤«¡¥
1846 */
1847 void print_monster_list(int x, int y, int max_lines){
1848         int line = y;
1849         monster_type* last_mons = NULL;
1850         monster_type* m_ptr = NULL;
1851         int n_same = 0;
1852         int i;
1853
1854         for(i=0;i<temp_n;i++){
1855                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1856                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1857                 m_ptr = &m_list[c_ptr->m_idx];
1858                 if(is_pet(m_ptr))continue;//pet
1859                 if(!m_ptr->r_idx)continue;//dead?
1860                 {
1861                         /*
1862                         int r_idx = m_ptr->ap_r_idx;
1863                         monster_race* r_ptr = &r_info[r_idx];
1864                         cptr name = (r_name + r_ptr->name);
1865                         cptr ename = (r_name + r_ptr->name);
1866                         //¥ß¥ß¥Ã¥¯Îà¤ä¡Ö¤½¤ì¡×Åù¤Ï¡¢°ìÍ÷¤Ë½Ð¤Æ¤Ï¤¤¤±¤Ê¤¤
1867                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1868                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1869                         //¡Ø¥Ì¥ë¡Ù¤Ï¡¢°ìÍ÷¤Ë½Ð¤Æ¤Ï¤¤¤±¤Ê¤¤
1870                         if((strcmp(name, "À¸¤±¤ëµõ̵¡Ø¥Ì¥ë¡Ù")==0)||
1871                            (strcmp(ename, "Null the Living Void")==0))continue;
1872                         //"¶â̵¹¤¤Î»ØÎØ"¤Ï¡¢°ìÍ÷¤Ë½Ð¤Æ¤Ï¤¤¤±¤Ê¤¤
1873                         if((strcmp(name, "¶â̵¹¤¤Î»ØÎØ")==0)||
1874                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1875                         */
1876                 }
1877
1878                 //¥½¡¼¥ÈºÑ¤ß¤Ê¤Î¤ÇƱ¤¸¥â¥ó¥¹¥¿¡¼¤ÏϢ³¤¹¤ë¡¥¤³¤ì¤òÍøÍѤ·¤ÆƱ¤¸¥â¥ó¥¹¥¿¡¼¤ò¥«¥¦¥ó¥È¡¤¤Þ¤È¤á¤Æɽ¼¨¤¹¤ë¡¥
1879                 if(!last_mons){//ÀèƬ¥â¥ó¥¹¥¿¡¼
1880                         last_mons = m_ptr;
1881                         n_same = 1;
1882                         continue;
1883                 }
1884                 //same race?
1885                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1886                         n_same++;
1887                         continue;//ɽ¼¨½èÍý¤ò¼¡¤Ë²ó¤¹
1888                 }
1889                 //print last mons info
1890                 print_monster_line(x, line++, last_mons, n_same);
1891                 n_same = 1;
1892                 last_mons = m_ptr;
1893                 if(line-y-1==max_lines){//»Ä¤ê1¹Ô
1894                         break;
1895                 }
1896         }
1897         if(line-y-1==max_lines && i!=temp_n){
1898                 Term_gotoxy(x, line);
1899                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1900         }else{
1901                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1902         }
1903 }
1904 /*
1905  * Hack -- display monster list in sub-windows
1906  */
1907 static void fix_monster_list(void)
1908 {
1909         int j;
1910         int w, h;
1911
1912         /* Scan windows */
1913         for (j = 0; j < 8; j++)
1914         {
1915                 term *old = Term;
1916
1917                 /* No window */
1918                 if (!angband_term[j]) continue;
1919
1920                 /* No relevant flags */
1921                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1922
1923                 /* Activate */
1924                 Term_activate(angband_term[j]);
1925                 Term_get_size(&w, &h);
1926
1927                 Term_clear();
1928
1929                 target_set_prepare_look();//¥â¥ó¥¹¥¿¡¼°ìÍ÷¤òÀ¸À®¡¤¥½¡¼¥È
1930                 print_monster_list(0, 0, h);
1931
1932                 /* Fresh */
1933                 Term_fresh();
1934
1935                 /* Restore */
1936                 Term_activate(old);
1937         }
1938 }
1939
1940
1941
1942
1943 /*
1944  * Hack -- display equipment in sub-windows
1945  */
1946 static void fix_equip(void)
1947 {
1948         int j;
1949
1950         /* Scan windows */
1951         for (j = 0; j < 8; j++)
1952         {
1953                 term *old = Term;
1954
1955                 /* No window */
1956                 if (!angband_term[j]) continue;
1957
1958                 /* No relevant flags */
1959                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1960
1961                 /* Activate */
1962                 Term_activate(angband_term[j]);
1963
1964                 /* Display equipment */
1965                 display_equip();
1966
1967                 /* Fresh */
1968                 Term_fresh();
1969
1970                 /* Restore */
1971                 Term_activate(old);
1972         }
1973 }
1974
1975
1976 /*
1977  * Hack -- display equipment in sub-windows
1978  */
1979 static void fix_spell(void)
1980 {
1981         int j;
1982
1983         /* Scan windows */
1984         for (j = 0; j < 8; j++)
1985         {
1986                 term *old = Term;
1987
1988                 /* No window */
1989                 if (!angband_term[j]) continue;
1990
1991                 /* No relevant flags */
1992                 if (!(window_flag[j] & (PW_SPELL))) continue;
1993
1994                 /* Activate */
1995                 Term_activate(angband_term[j]);
1996
1997                 /* Display spell list */
1998                 display_spell_list();
1999
2000                 /* Fresh */
2001                 Term_fresh();
2002
2003                 /* Restore */
2004                 Term_activate(old);
2005         }
2006 }
2007
2008
2009 /*
2010  * Hack -- display character in sub-windows
2011  */
2012 static void fix_player(void)
2013 {
2014         int j;
2015
2016         /* Scan windows */
2017         for (j = 0; j < 8; j++)
2018         {
2019                 term *old = Term;
2020
2021                 /* No window */
2022                 if (!angband_term[j]) continue;
2023
2024                 /* No relevant flags */
2025                 if (!(window_flag[j] & (PW_PLAYER))) continue;
2026
2027                 /* Activate */
2028                 Term_activate(angband_term[j]);
2029
2030                 update_playtime();
2031
2032                 /* Display player */
2033                 display_player(0);
2034
2035                 /* Fresh */
2036                 Term_fresh();
2037
2038                 /* Restore */
2039                 Term_activate(old);
2040         }
2041 }
2042
2043
2044
2045 /*
2046  * Hack -- display recent messages in sub-windows
2047  *
2048  * XXX XXX XXX Adjust for width and split messages
2049  */
2050 static void fix_message(void)
2051 {
2052         int j, i;
2053         int w, h;
2054         int x, y;
2055
2056         /* Scan windows */
2057         for (j = 0; j < 8; j++)
2058         {
2059                 term *old = Term;
2060
2061                 /* No window */
2062                 if (!angband_term[j]) continue;
2063
2064                 /* No relevant flags */
2065                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2066
2067                 /* Activate */
2068                 Term_activate(angband_term[j]);
2069
2070                 /* Get size */
2071                 Term_get_size(&w, &h);
2072
2073                 /* Dump messages */
2074                 for (i = 0; i < h; i++)
2075                 {
2076                         /* Dump the message on the appropriate line */
2077                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2078
2079                         /* Cursor */
2080                         Term_locate(&x, &y);
2081
2082                         /* Clear to end of line */
2083                         Term_erase(x, y, 255);
2084                 }
2085
2086                 /* Fresh */
2087                 Term_fresh();
2088
2089                 /* Restore */
2090                 Term_activate(old);
2091         }
2092 }
2093
2094
2095 /*
2096  * Hack -- display overhead view in sub-windows
2097  *
2098  * Note that the "player" symbol does NOT appear on the map.
2099  */
2100 static void fix_overhead(void)
2101 {
2102         int j;
2103
2104         int cy, cx;
2105
2106         /* Scan windows */
2107         for (j = 0; j < 8; j++)
2108         {
2109                 term *old = Term;
2110                 int wid, hgt;
2111
2112                 /* No window */
2113                 if (!angband_term[j]) continue;
2114
2115                 /* No relevant flags */
2116                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2117
2118                 /* Activate */
2119                 Term_activate(angband_term[j]);
2120
2121                 /* Full map in too small window is useless  */
2122                 Term_get_size(&wid, &hgt);
2123                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2124                 {
2125                         /* Redraw map */
2126                         display_map(&cy, &cx);
2127
2128                         /* Fresh */
2129                         Term_fresh();
2130                 }
2131
2132                 /* Restore */
2133                 Term_activate(old);
2134         }
2135 }
2136
2137
2138 /*
2139  * Hack -- display dungeon view in sub-windows
2140  */
2141 static void fix_dungeon(void)
2142 {
2143         int j;
2144
2145         /* Scan windows */
2146         for (j = 0; j < 8; j++)
2147         {
2148                 term *old = Term;
2149
2150                 /* No window */
2151                 if (!angband_term[j]) continue;
2152
2153                 /* No relevant flags */
2154                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2155
2156                 /* Activate */
2157                 Term_activate(angband_term[j]);
2158
2159                 /* Redraw dungeon view */
2160                 display_dungeon();
2161
2162                 /* Fresh */
2163                 Term_fresh();
2164
2165                 /* Restore */
2166                 Term_activate(old);
2167         }
2168 }
2169
2170
2171 /*
2172  * Hack -- display monster recall in sub-windows
2173  */
2174 static void fix_monster(void)
2175 {
2176         int j;
2177
2178         /* Scan windows */
2179         for (j = 0; j < 8; j++)
2180         {
2181                 term *old = Term;
2182
2183                 /* No window */
2184                 if (!angband_term[j]) continue;
2185
2186                 /* No relevant flags */
2187                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2188
2189                 /* Activate */
2190                 Term_activate(angband_term[j]);
2191
2192                 /* Display monster race info */
2193                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2194
2195                 /* Fresh */
2196                 Term_fresh();
2197
2198                 /* Restore */
2199                 Term_activate(old);
2200         }
2201 }
2202
2203
2204 /*
2205  * Hack -- display object recall in sub-windows
2206  */
2207 static void fix_object(void)
2208 {
2209         int j;
2210
2211         /* Scan windows */
2212         for (j = 0; j < 8; j++)
2213         {
2214                 term *old = Term;
2215
2216                 /* No window */
2217                 if (!angband_term[j]) continue;
2218
2219                 /* No relevant flags */
2220                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2221
2222                 /* Activate */
2223                 Term_activate(angband_term[j]);
2224
2225                 /* Display monster race info */
2226                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2227
2228                 /* Fresh */
2229                 Term_fresh();
2230
2231                 /* Restore */
2232                 Term_activate(old);
2233         }
2234 }
2235
2236
2237 /*
2238  * Calculate number of spells player should have, and forget,
2239  * or remember, spells until that number is properly reflected.
2240  *
2241  * Note that this function induces various "status" messages,
2242  * which must be bypasses until the character is created.
2243  */
2244 static void calc_spells(void)
2245 {
2246         int                     i, j, k, levels;
2247         int                     num_allowed;
2248         int         num_boukyaku = 0;
2249
2250         const magic_type        *s_ptr;
2251         int which;
2252         int bonus = 0;
2253
2254
2255         cptr p;
2256
2257         /* Hack -- must be literate */
2258         if (!mp_ptr->spell_book) return;
2259
2260         /* Hack -- wait for creation */
2261         if (!character_generated) return;
2262
2263         /* Hack -- handle "xtra" mode */
2264         if (character_xtra) return;
2265
2266         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2267         {
2268                 p_ptr->new_spells = 0;
2269                 return;
2270         }
2271
2272         p = spell_category_name(mp_ptr->spell_book);
2273
2274         /* Determine the number of spells allowed */
2275         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2276
2277         /* Hack -- no negative spells */
2278         if (levels < 0) levels = 0;
2279
2280         /* Extract total allowed spells */
2281         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2282
2283         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2284         {
2285                 bonus = 4;
2286         }
2287         if (p_ptr->pclass == CLASS_SAMURAI)
2288         {
2289                 num_allowed = 32;
2290         }
2291         else if (p_ptr->realm2 == REALM_NONE)
2292         {
2293                 num_allowed = (num_allowed+1)/2;
2294                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2295         }
2296         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2297         {
2298                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2299         }
2300         else
2301         {
2302                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2303         }
2304
2305         /* Count the number of spells we know */
2306         for (j = 0; j < 64; j++)
2307         {
2308                 /* Count known spells */
2309                 if ((j < 32) ?
2310                     (p_ptr->spell_forgotten1 & (1L << j)) :
2311                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2312                 {
2313                         num_boukyaku++;
2314                 }
2315         }
2316
2317         /* See how many spells we must forget or may learn */
2318         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2319
2320         /* Forget spells which are too hard */
2321         for (i = 63; i >= 0; i--)
2322         {
2323                 /* Efficiency -- all done */
2324                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2325
2326                 /* Access the spell */
2327                 j = p_ptr->spell_order[i];
2328
2329                 /* Skip non-spells */
2330                 if (j >= 99) continue;
2331
2332
2333                 /* Get the spell */
2334                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2335                 {
2336                         if (j < 32)
2337                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2338                         else
2339                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2340                 }
2341                 else if (j < 32)
2342                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2343                 else
2344                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2345
2346                 /* Skip spells we are allowed to know */
2347                 if (s_ptr->slevel <= p_ptr->lev) continue;
2348
2349                 /* Is it known? */
2350                 if ((j < 32) ?
2351                     (p_ptr->spell_learned1 & (1L << j)) :
2352                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2353                 {
2354                         /* Mark as forgotten */
2355                         if (j < 32)
2356                         {
2357                                 p_ptr->spell_forgotten1 |= (1L << j);
2358                                 which = p_ptr->realm1;
2359                         }
2360                         else
2361                         {
2362                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2363                                 which = p_ptr->realm2;
2364                         }
2365
2366                         /* No longer known */
2367                         if (j < 32)
2368                         {
2369                                 p_ptr->spell_learned1 &= ~(1L << j);
2370                                 which = p_ptr->realm1;
2371                         }
2372                         else
2373                         {
2374                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2375                                 which = p_ptr->realm2;
2376                         }
2377
2378                         /* Message */
2379 #ifdef JP
2380                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2381                                    do_spell(which, j%32, SPELL_NAME), p );
2382 #else
2383                         msg_format("You have forgotten the %s of %s.", p,
2384                         do_spell(which, j%32, SPELL_NAME));
2385 #endif
2386
2387
2388                         /* One more can be learned */
2389                         p_ptr->new_spells++;
2390                 }
2391         }
2392
2393
2394         /* Forget spells if we know too many spells */
2395         for (i = 63; i >= 0; i--)
2396         {
2397                 /* Stop when possible */
2398                 if (p_ptr->new_spells >= 0) break;
2399
2400                 /* Efficiency -- all done */
2401                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2402
2403                 /* Get the (i+1)th spell learned */
2404                 j = p_ptr->spell_order[i];
2405
2406                 /* Skip unknown spells */
2407                 if (j >= 99) continue;
2408
2409                 /* Forget it (if learned) */
2410                 if ((j < 32) ?
2411                     (p_ptr->spell_learned1 & (1L << j)) :
2412                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2413                 {
2414                         /* Mark as forgotten */
2415                         if (j < 32)
2416                         {
2417                                 p_ptr->spell_forgotten1 |= (1L << j);
2418                                 which = p_ptr->realm1;
2419                         }
2420                         else
2421                         {
2422                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2423                                 which = p_ptr->realm2;
2424                         }
2425
2426                         /* No longer known */
2427                         if (j < 32)
2428                         {
2429                                 p_ptr->spell_learned1 &= ~(1L << j);
2430                                 which = p_ptr->realm1;
2431                         }
2432                         else
2433                         {
2434                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2435                                 which = p_ptr->realm2;
2436                         }
2437
2438                         /* Message */
2439 #ifdef JP
2440                         msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
2441                                    do_spell(which, j%32, SPELL_NAME), p );
2442 #else
2443                         msg_format("You have forgotten the %s of %s.", p,
2444                                    do_spell(which, j%32, SPELL_NAME));
2445 #endif
2446
2447
2448                         /* One more can be learned */
2449                         p_ptr->new_spells++;
2450                 }
2451         }
2452
2453
2454         /* Check for spells to remember */
2455         for (i = 0; i < 64; i++)
2456         {
2457                 /* None left to remember */
2458                 if (p_ptr->new_spells <= 0) break;
2459
2460                 /* Efficiency -- all done */
2461                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2462
2463                 /* Get the next spell we learned */
2464                 j = p_ptr->spell_order[i];
2465
2466                 /* Skip unknown spells */
2467                 if (j >= 99) break;
2468
2469                 /* Access the spell */
2470                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2471                 {
2472                         if (j < 32)
2473                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2474                         else
2475                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2476                 }
2477                 else if (j<32)
2478                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2479                 else
2480                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2481
2482                 /* Skip spells we cannot remember */
2483                 if (s_ptr->slevel > p_ptr->lev) continue;
2484
2485                 /* First set of spells */
2486                 if ((j < 32) ?
2487                     (p_ptr->spell_forgotten1 & (1L << j)) :
2488                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2489                 {
2490                         /* No longer forgotten */
2491                         if (j < 32)
2492                         {
2493                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2494                                 which = p_ptr->realm1;
2495                         }
2496                         else
2497                         {
2498                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2499                                 which = p_ptr->realm2;
2500                         }
2501
2502                         /* Known once more */
2503                         if (j < 32)
2504                         {
2505                                 p_ptr->spell_learned1 |= (1L << j);
2506                                 which = p_ptr->realm1;
2507                         }
2508                         else
2509                         {
2510                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2511                                 which = p_ptr->realm2;
2512                         }
2513
2514                         /* Message */
2515 #ifdef JP
2516                         msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
2517                                    do_spell(which, j%32, SPELL_NAME), p );
2518 #else
2519                         msg_format("You have remembered the %s of %s.",
2520                                    p, do_spell(which, j%32, SPELL_NAME));
2521 #endif
2522
2523
2524                         /* One less can be learned */
2525                         p_ptr->new_spells--;
2526                 }
2527         }
2528
2529         k = 0;
2530
2531         if (p_ptr->realm2 == REALM_NONE)
2532         {
2533                 /* Count spells that can be learned */
2534                 for (j = 0; j < 32; j++)
2535                 {
2536                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2537                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2538
2539                         /* Skip spells we cannot remember */
2540                         if (s_ptr->slevel > p_ptr->lev) continue;
2541
2542                         /* Skip spells we already know */
2543                         if (p_ptr->spell_learned1 & (1L << j))
2544                         {
2545                                 continue;
2546                         }
2547
2548                         /* Count it */
2549                         k++;
2550                 }
2551                 if (k > 32) k = 32;
2552                 if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
2553         }
2554
2555         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2556
2557         /* Spell count changed */
2558         if (p_ptr->old_spells != p_ptr->new_spells)
2559         {
2560                 /* Message if needed */
2561                 if (p_ptr->new_spells)
2562                 {
2563                         /* Message */
2564 #ifdef JP
2565                         if( p_ptr->new_spells < 10 ){
2566                                 msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2567                         }else{
2568                                 msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
2569                         }
2570 #else
2571                         msg_format("You can learn %d more %s%s.",
2572                                    p_ptr->new_spells, p,
2573                                    (p_ptr->new_spells != 1) ? "s" : "");
2574 #endif
2575
2576                 }
2577
2578                 /* Save the new_spells value */
2579                 p_ptr->old_spells = p_ptr->new_spells;
2580
2581                 /* Redraw Study Status */
2582                 p_ptr->redraw |= (PR_STUDY);
2583
2584                 /* Redraw object recall */
2585                 p_ptr->window |= (PW_OBJECT);
2586         }
2587 }
2588
2589
2590 /*
2591  * Calculate maximum mana.  You do not need to know any spells.
2592  * Note that mana is lowered by heavy (or inappropriate) armor.
2593  *
2594  * This function induces status messages.
2595  */
2596 static void calc_mana(void)
2597 {
2598         int             msp, levels, cur_wgt, max_wgt;
2599
2600         object_type     *o_ptr;
2601
2602
2603         /* Hack -- Must be literate */
2604         if (!mp_ptr->spell_book) return;
2605
2606         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2607             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2608             (p_ptr->pclass == CLASS_BLUE_MAGE))
2609         {
2610                 levels = p_ptr->lev;
2611         }
2612         else
2613         {
2614                 if(mp_ptr->spell_first > p_ptr->lev)
2615                 {
2616                         /* Save new mana */
2617                         p_ptr->msp = 0;
2618
2619                         /* Display mana later */
2620                         p_ptr->redraw |= (PR_MANA);
2621                         return;
2622                 }
2623
2624                 /* Extract "effective" player level */
2625                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2626         }
2627
2628         if (p_ptr->pclass == CLASS_SAMURAI)
2629         {
2630                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2631                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2632         }
2633         else
2634         {
2635                 /* Extract total mana */
2636                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2637
2638                 /* Hack -- usually add one mana */
2639                 if (msp) msp++;
2640
2641                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2642
2643                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2644
2645                 /* Hack: High mages have a 25% mana bonus */
2646                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2647
2648                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2649         }
2650
2651         /* Only mages are affected */
2652         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2653         {
2654                 u32b flgs[TR_FLAG_SIZE];
2655
2656                 /* Assume player is not encumbered by gloves */
2657                 p_ptr->cumber_glove = FALSE;
2658
2659                 /* Get the gloves */
2660                 o_ptr = &inventory[INVEN_HANDS];
2661
2662                 /* Examine the gloves */
2663                 object_flags(o_ptr, flgs);
2664
2665                 /* Normal gloves hurt mage-type spells */
2666                 if (o_ptr->k_idx &&
2667                     !(have_flag(flgs, TR_FREE_ACT)) &&
2668                         !(have_flag(flgs, TR_DEC_MANA)) &&
2669                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2670                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2671                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2672                 {
2673                         /* Encumbered */
2674                         p_ptr->cumber_glove = TRUE;
2675
2676                         /* Reduce mana */
2677                         msp = (3 * msp) / 4;
2678                 }
2679         }
2680
2681
2682         /* Assume player not encumbered by armor */
2683         p_ptr->cumber_armor = FALSE;
2684
2685         /* Weigh the armor */
2686         cur_wgt = 0;
2687         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2688         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2689         cur_wgt += inventory[INVEN_BODY].weight;
2690         cur_wgt += inventory[INVEN_HEAD].weight;
2691         cur_wgt += inventory[INVEN_OUTER].weight;
2692         cur_wgt += inventory[INVEN_HANDS].weight;
2693         cur_wgt += inventory[INVEN_FEET].weight;
2694
2695         /* Subtract a percentage of maximum mana. */
2696         switch (p_ptr->pclass)
2697         {
2698                 /* For these classes, mana is halved if armour 
2699                  * is 30 pounds over their weight limit. */
2700                 case CLASS_MAGE:
2701                 case CLASS_HIGH_MAGE:
2702                 case CLASS_BLUE_MAGE:
2703                 case CLASS_MONK:
2704                 case CLASS_FORCETRAINER:
2705                 case CLASS_SORCERER:
2706                 {
2707                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2708                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2709                         break;
2710                 }
2711
2712                 /* Mana halved if armour is 40 pounds over weight limit. */
2713                 case CLASS_PRIEST:
2714                 case CLASS_BARD:
2715                 case CLASS_TOURIST:
2716                 {
2717                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2718                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2719                         break;
2720                 }
2721
2722                 case CLASS_MINDCRAFTER:
2723                 case CLASS_BEASTMASTER:
2724                 case CLASS_MIRROR_MASTER:
2725                 {
2726                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2727                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2728                         break;
2729                 }
2730
2731                 /* Mana halved if armour is 50 pounds over weight limit. */
2732                 case CLASS_ROGUE:
2733                 case CLASS_RANGER:
2734                 case CLASS_RED_MAGE:
2735                 case CLASS_WARRIOR_MAGE:
2736                 {
2737                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2738                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2739                         break;
2740                 }
2741
2742                 /* Mana halved if armour is 60 pounds over weight limit. */
2743                 case CLASS_PALADIN:
2744                 case CLASS_CHAOS_WARRIOR:
2745                 {
2746                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2747                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2748                         break;
2749                 }
2750
2751                 /* For new classes created, but not yet added to this formula. */
2752                 default:
2753                 {
2754                         break;
2755                 }
2756         }
2757
2758         /* Determine the weight allowance */
2759         max_wgt = mp_ptr->spell_weight;
2760
2761         /* Heavy armor penalizes mana by a percentage.  -LM- */
2762         if ((cur_wgt - max_wgt) > 0)
2763         {
2764                 /* Encumbered */
2765                 p_ptr->cumber_armor = TRUE;
2766
2767                 /* Subtract a percentage of maximum mana. */
2768                 switch (p_ptr->pclass)
2769                 {
2770                         /* For these classes, mana is halved if armour 
2771                          * is 30 pounds over their weight limit. */
2772                         case CLASS_MAGE:
2773                         case CLASS_HIGH_MAGE:
2774                         case CLASS_BLUE_MAGE:
2775                         {
2776                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2777                                 break;
2778                         }
2779
2780                         /* Mana halved if armour is 40 pounds over weight limit. */
2781                         case CLASS_PRIEST:
2782                         case CLASS_MINDCRAFTER:
2783                         case CLASS_BEASTMASTER:
2784                         case CLASS_BARD:
2785                         case CLASS_FORCETRAINER:
2786                         case CLASS_TOURIST:
2787                         case CLASS_MIRROR_MASTER:
2788                         {
2789                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2790                                 break;
2791                         }
2792
2793                         case CLASS_SORCERER:
2794                         {
2795                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2796                                 break;
2797                         }
2798
2799                         /* Mana halved if armour is 50 pounds over weight limit. */
2800                         case CLASS_ROGUE:
2801                         case CLASS_RANGER:
2802                         case CLASS_MONK:
2803                         case CLASS_RED_MAGE:
2804                         {
2805                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2806                                 break;
2807                         }
2808
2809                         /* Mana halved if armour is 60 pounds over weight limit. */
2810                         case CLASS_PALADIN:
2811                         case CLASS_CHAOS_WARRIOR:
2812                         case CLASS_WARRIOR_MAGE:
2813                         {
2814                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2815                                 break;
2816                         }
2817
2818                         case CLASS_SAMURAI:
2819                         {
2820                                 p_ptr->cumber_armor = FALSE;
2821                                 break;
2822                         }
2823
2824                         /* For new classes created, but not yet added to this formula. */
2825                         default:
2826                         {
2827                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2828                                 break;
2829                         }
2830                 }
2831         }
2832
2833         /* Mana can never be negative */
2834         if (msp < 0) msp = 0;
2835
2836
2837         /* Maximum mana has changed */
2838         if (p_ptr->msp != msp)
2839         {
2840                 /* Enforce maximum */
2841                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2842                 {
2843                         p_ptr->csp = msp;
2844                         p_ptr->csp_frac = 0;
2845                 }
2846
2847 #ifdef JP
2848                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2849                 if ((level_up == 1) && (msp > p_ptr->msp))
2850                 {
2851                         msg_format("ºÇÂç¥Þ¥¸¥Ã¥¯¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2852                                    (msp - p_ptr->msp));
2853                 }
2854 #endif
2855                 /* Save new mana */
2856                 p_ptr->msp = msp;
2857
2858                 /* Display mana later */
2859                 p_ptr->redraw |= (PR_MANA);
2860
2861                 /* Window stuff */
2862                 p_ptr->window |= (PW_PLAYER);
2863                 p_ptr->window |= (PW_SPELL);
2864         }
2865
2866
2867         /* Hack -- handle "xtra" mode */
2868         if (character_xtra) return;
2869
2870         /* Take note when "glove state" changes */
2871         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2872         {
2873                 /* Message */
2874                 if (p_ptr->cumber_glove)
2875                 {
2876 #ifdef JP
2877                         msg_print("¼ê¤¬Ê¤¤ï¤ì¤Æ¼öʸ¤¬¾§¤¨¤Ë¤¯¤¤´¶¤¸¤¬¤¹¤ë¡£");
2878 #else
2879                         msg_print("Your covered hands feel unsuitable for spellcasting.");
2880 #endif
2881
2882                 }
2883                 else
2884                 {
2885 #ifdef JP
2886                         msg_print("¤³¤Î¼ê¤Î¾õÂ֤ʤ顢¤°¤Ã¤È¼öʸ¤¬¾§¤¨¤ä¤¹¤¤´¶¤¸¤À¡£");
2887 #else
2888                         msg_print("Your hands feel more suitable for spellcasting.");
2889 #endif
2890
2891                 }
2892
2893                 /* Save it */
2894                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2895         }
2896
2897
2898         /* Take note when "armor state" changes */
2899         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2900         {
2901                 /* Message */
2902                 if (p_ptr->cumber_armor)
2903                 {
2904 #ifdef JP
2905                         msg_print("ÁõÈ÷¤Î½Å¤µ¤ÇÆ°¤­¤¬Æߤ¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
2906 #else
2907                         msg_print("The weight of your equipment encumbers your movement.");
2908 #endif
2909
2910                 }
2911                 else
2912                 {
2913 #ifdef JP
2914                         msg_print("¤°¤Ã¤È³Ú¤ËÂΤòÆ°¤«¤»¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
2915 #else
2916                         msg_print("You feel able to move more freely.");
2917 #endif
2918
2919                 }
2920
2921                 /* Save it */
2922                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2923         }
2924 }
2925
2926
2927
2928 /*
2929  * Calculate the players (maximal) hit points
2930  * Adjust current hitpoints if necessary
2931  */
2932 static void calc_hitpoints(void)
2933 {
2934         int bonus, mhp;
2935         byte tmp_hitdie;
2936
2937         /* Un-inflate "half-hitpoint bonus per level" value */
2938         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2939
2940         /* Calculate hitpoints */
2941         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2942
2943         if (p_ptr->mimic_form)
2944         {
2945                 if (p_ptr->pclass == CLASS_SORCERER)
2946                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2947                 else
2948                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2949                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2950         }
2951
2952         if (p_ptr->pclass == CLASS_SORCERER)
2953         {
2954                 if (p_ptr->lev < 30)
2955                         mhp = (mhp * (45+p_ptr->lev) / 100);
2956                 else
2957                         mhp = (mhp * 75 / 100);
2958                 bonus = (bonus * 65 / 100);
2959         }
2960
2961         mhp += bonus;
2962
2963         if (p_ptr->pclass == CLASS_BERSERKER)
2964         {
2965                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2966         }
2967
2968         /* Always have at least one hitpoint per level */
2969         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2970
2971         /* Factor in the hero / superhero settings */
2972         if (IS_HERO()) mhp += 10;
2973         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2974         if (p_ptr->tsuyoshi) mhp += 50;
2975
2976         /* Factor in the hex spell settings */
2977         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2978         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2979
2980         /* New maximum hitpoints */
2981         if (p_ptr->mhp != mhp)
2982         {
2983                 /* Enforce maximum */
2984                 if (p_ptr->chp >= mhp)
2985                 {
2986                         p_ptr->chp = mhp;
2987                         p_ptr->chp_frac = 0;
2988                 }
2989
2990 #ifdef JP
2991                 /* ¥ì¥Ù¥ë¥¢¥Ã¥×¤Î»þ¤Ï¾å¾ºÎ̤òɽ¼¨¤¹¤ë */
2992                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2993                 {
2994                         msg_format("ºÇÂç¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¤¬ %d Áý²Ã¤·¤¿¡ª",
2995                                    (mhp - p_ptr->mhp) );
2996                 }
2997 #endif
2998                 /* Save the new max-hitpoints */
2999                 p_ptr->mhp = mhp;
3000
3001                 /* Display hitpoints (later) */
3002                 p_ptr->redraw |= (PR_HP);
3003
3004                 /* Window stuff */
3005                 p_ptr->window |= (PW_PLAYER);
3006         }
3007 }
3008
3009
3010
3011 /*
3012  * Extract and set the current "lite radius"
3013  *
3014  * SWD: Experimental modification: multiple light sources have additive effect.
3015  *
3016  */
3017 static void calc_torch(void)
3018 {
3019         int i;
3020         object_type *o_ptr;
3021         u32b flgs[TR_FLAG_SIZE];
3022
3023         /* Assume no light */
3024         p_ptr->cur_lite = 0;
3025
3026         /* Loop through all wielded items */
3027         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3028         {
3029                 o_ptr = &inventory[i];
3030
3031                 /* Examine actual lites */
3032                 if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
3033                 {
3034                         if (o_ptr->name2 == EGO_LITE_DARKNESS)
3035                         {
3036                                 if (o_ptr->sval == SV_LITE_TORCH)
3037                                 {
3038                                         p_ptr->cur_lite -= 1;
3039                                 }
3040
3041                                 /* Lanterns (with fuel) provide more lite */
3042                                 else if (o_ptr->sval == SV_LITE_LANTERN)
3043                                 {
3044                                         p_ptr->cur_lite -= 2;
3045                                 }
3046
3047                                 else if (o_ptr->sval == SV_LITE_FEANOR)
3048                                 {
3049                                         p_ptr->cur_lite -= 3;
3050                                 }
3051                         }
3052                         /* Torches (with fuel) provide some lite */
3053                         else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
3054                         {
3055                                 p_ptr->cur_lite += 1;
3056                         }
3057
3058                         /* Lanterns (with fuel) provide more lite */
3059                         else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
3060                         {
3061                                 p_ptr->cur_lite += 2;
3062                         }
3063
3064                         else if (o_ptr->sval == SV_LITE_FEANOR)
3065                         {
3066                                 p_ptr->cur_lite += 2;
3067                         }
3068
3069                         /* Artifact Lites provide permanent, bright, lite */
3070                         else if (object_is_fixed_artifact(o_ptr))
3071                         {
3072                                 p_ptr->cur_lite += 3;
3073                         }
3074
3075                         if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3076                 }
3077                 else
3078                 {
3079                         /* Skip empty slots */
3080                         if (!o_ptr->k_idx) continue;
3081
3082                         /* Extract the flags */
3083                         object_flags(o_ptr, flgs);
3084
3085                         /* does this item glow? */
3086                         if (have_flag(flgs, TR_LITE))
3087                         {
3088                                 if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
3089                                 else p_ptr->cur_lite++;
3090                         }
3091                 }
3092
3093         }
3094
3095         /* max radius is 14 (was 5) without rewriting other code -- */
3096         /* see cave.c:update_lite() and defines.h:LITE_MAX */
3097         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3098                 p_ptr->cur_lite = 1;
3099
3100         /*
3101          * check if the player doesn't have light radius, 
3102          * but does weakly glow as an intrinsic.
3103          */
3104         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3105
3106         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3107         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3108
3109         /* end experimental mods */
3110
3111         /* Notice changes in the "lite radius" */
3112         if (p_ptr->old_lite != p_ptr->cur_lite)
3113         {
3114                 /* Update stuff */
3115                 /* Hack -- PU_MON_LITE for monsters' darkness */
3116                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3117
3118                 /* Remember the old lite */
3119                 p_ptr->old_lite = p_ptr->cur_lite;
3120
3121                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3122                         set_superstealth(FALSE);
3123         }
3124 }
3125
3126
3127
3128 /*
3129  * Computes current weight limit.
3130  */
3131 u32b weight_limit(void)
3132 {
3133         u32b i;
3134
3135         /* Weight limit based only on strength */
3136         i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3137         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3138
3139         /* Return the result */
3140         return i;
3141 }
3142
3143
3144 bool buki_motteruka(int i)
3145 {
3146         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3147 }
3148
3149 bool is_heavy_shoot(object_type *o_ptr)
3150 {
3151         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3152         /* It is hard to carholdry a heavy bow */
3153         return (hold < o_ptr->weight / 10);
3154 }
3155
3156 int bow_tval_ammo(object_type *o_ptr)
3157 {
3158         /* Analyze the launcher */
3159         switch (o_ptr->sval)
3160         {
3161                 case SV_SLING:
3162                 {
3163                         return TV_SHOT;
3164                 }
3165
3166                 case SV_SHORT_BOW:
3167                 case SV_LONG_BOW:
3168                 case SV_NAMAKE_BOW:
3169                 {
3170                         return TV_ARROW;
3171                 }
3172
3173                 case SV_LIGHT_XBOW:
3174                 case SV_HEAVY_XBOW:
3175                 {
3176                         return TV_BOLT;
3177                 }
3178                 case SV_CRIMSON:
3179                 {
3180                         return TV_NO_AMMO;
3181                 }
3182         }
3183         
3184         return 0;
3185 }
3186
3187 /* calcurate the fire rate of target object */
3188 s16b calc_num_fire(object_type *o_ptr)
3189 {
3190         int extra_shots = 0;
3191         int i;
3192         int num = 0;
3193         int tval_ammo = bow_tval_ammo(o_ptr);
3194         object_type *q_ptr;
3195         u32b flgs[TR_FLAG_SIZE];
3196         
3197         /* Scan the usable inventory */
3198         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3199         {
3200                 q_ptr = &inventory[i];
3201
3202                 /* Skip non-objects */
3203                 if (!q_ptr->k_idx) continue;
3204                 
3205                 /* Do not apply current equip */
3206                 if (i == INVEN_BOW) continue;
3207
3208                 /* Extract the item flags */
3209                 object_flags(q_ptr, flgs);
3210
3211                 /* Boost shots */
3212                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3213         }
3214         
3215         object_flags(o_ptr, flgs);
3216         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3217         
3218         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3219         {
3220                 num = 100;
3221                 /* Extra shots */
3222                 num += (extra_shots * 100);
3223
3224                 /* Hack -- Rangers love Bows */
3225                 if ((p_ptr->pclass == CLASS_RANGER) && 
3226                                         (tval_ammo == TV_ARROW))
3227                 {
3228                         num += (p_ptr->lev * 4);
3229                 }
3230
3231                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3232                     (tval_ammo == TV_ARROW))
3233                 {
3234                         num += (p_ptr->lev * 3);
3235                 }
3236
3237                 if (p_ptr->pclass == CLASS_ARCHER)
3238                 {
3239                         if (tval_ammo == TV_ARROW)
3240                                 num += ((p_ptr->lev * 5)+50);
3241                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3242                                 num += (p_ptr->lev * 4);
3243                 }
3244
3245                 /*
3246                  * Addendum -- also "Reward" high level warriors,
3247                  * with _any_ missile weapon -- TY
3248                  */
3249                 if (p_ptr->pclass == CLASS_WARRIOR &&
3250                    (tval_ammo <= TV_BOLT) &&
3251                    (tval_ammo >= TV_SHOT))
3252                 {
3253                         num += (p_ptr->lev * 2);
3254                 }
3255                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3256                     (tval_ammo == TV_SHOT))
3257                 {
3258                         num += (p_ptr->lev * 4);
3259                 }
3260         }
3261         return num;
3262 }
3263
3264 /*
3265  * Calculate the players current "state", taking into account
3266  * not only race/class intrinsics, but also objects being worn
3267  * and temporary spell effects.
3268  *
3269  * See also calc_mana() and calc_hitpoints().
3270  *
3271  * Take note of the new "speed code", in particular, a very strong
3272  * player will start slowing down as soon as he reaches 150 pounds,
3273  * but not until he reaches 450 pounds will he be half as fast as
3274  * a normal kobold.  This both hurts and helps the player, hurts
3275  * because in the old days a player could just avoid 300 pounds,
3276  * and helps because now carrying 300 pounds is not very painful.
3277  *
3278  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3279  * damage, since that would affect non-combat things.  These values
3280  * are actually added in later, at the appropriate place.
3281  *
3282  * This function induces various "status" messages.
3283  */
3284 void calc_bonuses(void)
3285 {
3286         int             i, j, hold, neutral[2];
3287         int             new_speed;
3288         int             default_hand = 0;
3289         int             empty_hands_status = empty_hands(TRUE);
3290         int             extra_blows[2];
3291         object_type     *o_ptr;
3292         u32b flgs[TR_FLAG_SIZE];
3293         bool            omoi = FALSE;
3294         bool            yoiyami = FALSE;
3295         bool            down_saving = FALSE;
3296 #if 0
3297         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3298 #endif
3299         bool            have_sw = FALSE, have_kabe = FALSE;
3300         bool            easy_2weapon = FALSE;
3301         bool            riding_levitation = FALSE;
3302         s16b this_o_idx, next_o_idx = 0;
3303         const player_race *tmp_rp_ptr;
3304
3305         /* Save the old vision stuff */
3306         bool old_telepathy = p_ptr->telepathy;
3307         bool old_esp_animal = p_ptr->esp_animal;
3308         bool old_esp_undead = p_ptr->esp_undead;
3309         bool old_esp_demon = p_ptr->esp_demon;
3310         bool old_esp_orc = p_ptr->esp_orc;
3311         bool old_esp_troll = p_ptr->esp_troll;
3312         bool old_esp_giant = p_ptr->esp_giant;
3313         bool old_esp_dragon = p_ptr->esp_dragon;
3314         bool old_esp_human = p_ptr->esp_human;
3315         bool old_esp_evil = p_ptr->esp_evil;
3316         bool old_esp_good = p_ptr->esp_good;
3317         bool old_esp_nonliving = p_ptr->esp_nonliving;
3318         bool old_esp_unique = p_ptr->esp_unique;
3319         bool old_see_inv = p_ptr->see_inv;
3320         bool old_mighty_throw = p_ptr->mighty_throw;
3321
3322         /* Save the old armor class */
3323         bool old_dis_ac = p_ptr->dis_ac;
3324         bool old_dis_to_a = p_ptr->dis_to_a;
3325
3326
3327         /* Clear extra blows/shots */
3328         extra_blows[0] = extra_blows[1] = 0;
3329
3330         /* Clear the stat modifiers */
3331         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3332
3333
3334         /* Clear the Displayed/Real armor class */
3335         p_ptr->dis_ac = p_ptr->ac = 0;
3336
3337         /* Clear the Displayed/Real Bonuses */
3338         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3339         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3340         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3341         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3342         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3343         p_ptr->dis_to_a = p_ptr->to_a = 0;
3344         p_ptr->to_h_m = 0;
3345         p_ptr->to_d_m = 0;
3346
3347         p_ptr->to_m_chance = 0;
3348
3349         /* Clear the Extra Dice Bonuses */
3350         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3351         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3352
3353         /* Start with "normal" speed */
3354         new_speed = 110;
3355
3356         /* Start with a single blow per turn */
3357         p_ptr->num_blow[0] = 1;
3358         p_ptr->num_blow[1] = 1;
3359
3360         /* Start with a single shot per turn */
3361         p_ptr->num_fire = 100;
3362
3363         /* Reset the "xtra" tval */
3364         p_ptr->tval_xtra = 0;
3365
3366         /* Reset the "ammo" tval */
3367         p_ptr->tval_ammo = 0;
3368
3369         /* Clear all the flags */
3370         p_ptr->cursed = 0L;
3371         p_ptr->bless_blade = FALSE;
3372         p_ptr->xtra_might = FALSE;
3373         p_ptr->impact[0] = FALSE;
3374         p_ptr->impact[1] = FALSE;
3375         p_ptr->pass_wall = FALSE;
3376         p_ptr->kill_wall = FALSE;
3377         p_ptr->dec_mana = FALSE;
3378         p_ptr->easy_spell = FALSE;
3379         p_ptr->heavy_spell = FALSE;
3380         p_ptr->see_inv = FALSE;
3381         p_ptr->free_act = FALSE;
3382         p_ptr->slow_digest = FALSE;
3383         p_ptr->regenerate = FALSE;
3384         p_ptr->can_swim = FALSE;
3385         p_ptr->levitation = FALSE;
3386         p_ptr->hold_life = FALSE;
3387         p_ptr->telepathy = FALSE;
3388         p_ptr->esp_animal = FALSE;
3389         p_ptr->esp_undead = FALSE;
3390         p_ptr->esp_demon = FALSE;
3391         p_ptr->esp_orc = FALSE;
3392         p_ptr->esp_troll = FALSE;
3393         p_ptr->esp_giant = FALSE;
3394         p_ptr->esp_dragon = FALSE;
3395         p_ptr->esp_human = FALSE;
3396         p_ptr->esp_evil = FALSE;
3397         p_ptr->esp_good = FALSE;
3398         p_ptr->esp_nonliving = FALSE;
3399         p_ptr->esp_unique = FALSE;
3400         p_ptr->lite = FALSE;
3401         p_ptr->sustain_str = FALSE;
3402         p_ptr->sustain_int = FALSE;
3403         p_ptr->sustain_wis = FALSE;
3404         p_ptr->sustain_con = FALSE;
3405         p_ptr->sustain_dex = FALSE;
3406         p_ptr->sustain_chr = FALSE;
3407         p_ptr->resist_acid = FALSE;
3408         p_ptr->resist_elec = FALSE;
3409         p_ptr->resist_fire = FALSE;
3410         p_ptr->resist_cold = FALSE;
3411         p_ptr->resist_pois = FALSE;
3412         p_ptr->resist_conf = FALSE;
3413         p_ptr->resist_sound = FALSE;
3414         p_ptr->resist_lite = FALSE;
3415         p_ptr->resist_dark = FALSE;
3416         p_ptr->resist_chaos = FALSE;
3417         p_ptr->resist_disen = FALSE;
3418         p_ptr->resist_shard = FALSE;
3419         p_ptr->resist_nexus = FALSE;
3420         p_ptr->resist_blind = FALSE;
3421         p_ptr->resist_neth = FALSE;
3422         p_ptr->resist_time = FALSE;
3423         p_ptr->resist_fear = FALSE;
3424         p_ptr->reflect = FALSE;
3425         p_ptr->sh_fire = FALSE;
3426         p_ptr->sh_elec = FALSE;
3427         p_ptr->sh_cold = FALSE;
3428         p_ptr->anti_magic = FALSE;
3429         p_ptr->anti_tele = FALSE;
3430         p_ptr->warning = FALSE;
3431         p_ptr->mighty_throw = FALSE;
3432         p_ptr->see_nocto = FALSE;
3433
3434         p_ptr->immune_acid = FALSE;
3435         p_ptr->immune_elec = FALSE;
3436         p_ptr->immune_fire = FALSE;
3437         p_ptr->immune_cold = FALSE;
3438
3439         p_ptr->ryoute = FALSE;
3440         p_ptr->migite = FALSE;
3441         p_ptr->hidarite = FALSE;
3442         p_ptr->no_flowed = FALSE;
3443
3444         p_ptr->align = friend_align;
3445
3446         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3447         else tmp_rp_ptr = &race_info[p_ptr->prace];
3448
3449         /* Base infravision (purely racial) */
3450         p_ptr->see_infra = tmp_rp_ptr->infra;
3451
3452         /* Base skill -- disarming */
3453         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3454
3455         /* Base skill -- magic devices */
3456         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3457
3458         /* Base skill -- saving throw */
3459         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3460
3461         /* Base skill -- stealth */
3462         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3463
3464         /* Base skill -- searching ability */
3465         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3466
3467         /* Base skill -- searching frequency */
3468         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3469
3470         /* Base skill -- combat (normal) */
3471         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3472
3473         /* Base skill -- combat (shooting) */
3474         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3475
3476         /* Base skill -- combat (throwing) */
3477         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3478
3479         /* Base skill -- digging */
3480         p_ptr->skill_dig = 0;
3481
3482         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3483         if (buki_motteruka(INVEN_LARM))
3484         {
3485                 p_ptr->hidarite = TRUE;
3486                 if (!p_ptr->migite) default_hand = 1;
3487         }
3488
3489         if (CAN_TWO_HANDS_WIELDING())
3490         {
3491                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3492                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3493                 {
3494                         p_ptr->ryoute = TRUE;
3495                 }
3496                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3497                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3498                 {
3499                         p_ptr->ryoute = TRUE;
3500                 }
3501                 else
3502                 {
3503                         switch (p_ptr->pclass)
3504                         {
3505                         case CLASS_MONK:
3506                         case CLASS_FORCETRAINER:
3507                         case CLASS_BERSERKER:
3508                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3509                                 {
3510                                         p_ptr->migite = TRUE;
3511                                         p_ptr->ryoute = TRUE;
3512                                 }
3513                                 break;
3514                         }
3515                 }
3516         }
3517
3518         if (!p_ptr->migite && !p_ptr->hidarite)
3519         {
3520                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3521                 else if (empty_hands_status == EMPTY_HAND_LARM)
3522                 {
3523                         p_ptr->hidarite = TRUE;
3524                         default_hand = 1;
3525                 }
3526         }
3527
3528         if (p_ptr->special_defense & KAMAE_MASK)
3529         {
3530                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3531                 {
3532                         set_action(ACTION_NONE);
3533                 }
3534         }
3535
3536         switch (p_ptr->pclass)
3537         {
3538                 case CLASS_WARRIOR:
3539                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3540                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3541                         break;
3542                 case CLASS_PALADIN:
3543                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3544                         break;
3545                 case CLASS_CHAOS_WARRIOR:
3546                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3547                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3548                         break;
3549                 case CLASS_MINDCRAFTER:
3550                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3551                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3552                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3553                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3554                         break;
3555                 case CLASS_MONK:
3556                 case CLASS_FORCETRAINER:
3557                         /* Unencumbered Monks become faster every 10 levels */
3558                         if (!(heavy_armor()))
3559                         {
3560                                 if (!(prace_is_(RACE_KLACKON) ||
3561                                       prace_is_(RACE_SPRITE) ||
3562                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3563                                         new_speed += (p_ptr->lev) / 10;
3564
3565                                 /* Free action if unencumbered at level 25 */
3566                                 if  (p_ptr->lev > 24)
3567                                         p_ptr->free_act = TRUE;
3568                         }
3569                         break;
3570                 case CLASS_SORCERER:
3571                         p_ptr->to_a -= 50;
3572                         p_ptr->dis_to_a -= 50;
3573                         break;
3574                 case CLASS_BARD:
3575                         p_ptr->resist_sound = TRUE;
3576                         break;
3577                 case CLASS_SAMURAI:
3578                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3579                         break;
3580                 case CLASS_BERSERKER:
3581                         p_ptr->shero = 1;
3582                         p_ptr->sustain_str = TRUE;
3583                         p_ptr->sustain_dex = TRUE;
3584                         p_ptr->sustain_con = TRUE;
3585                         p_ptr->regenerate = TRUE;
3586                         p_ptr->free_act = TRUE;
3587                         new_speed += 2;
3588                         if (p_ptr->lev > 29) new_speed++;
3589                         if (p_ptr->lev > 39) new_speed++;
3590                         if (p_ptr->lev > 44) new_speed++;
3591                         if (p_ptr->lev > 49) new_speed++;
3592                         p_ptr->to_a += 10+p_ptr->lev/2;
3593                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3594                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3595                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3596                         p_ptr->redraw |= PR_STATUS;
3597                         break;
3598                 case CLASS_MIRROR_MASTER:
3599                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3600                         break;
3601                 case CLASS_NINJA:
3602                         /* Unencumbered Ninjas become faster every 10 levels */
3603                         if (heavy_armor())
3604                         {
3605                                 new_speed -= (p_ptr->lev) / 10;
3606                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3607                         }
3608                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3609                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3610                         {
3611                                 new_speed += 3;
3612                                 if (!(prace_is_(RACE_KLACKON) ||
3613                                       prace_is_(RACE_SPRITE) ||
3614                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3615                                         new_speed += (p_ptr->lev) / 10;
3616                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3617
3618                                 /* Free action if unencumbered at level 25 */
3619                                 if  (p_ptr->lev > 24)
3620                                         p_ptr->free_act = TRUE;
3621                         }
3622                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3623                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3624                         {
3625                                 p_ptr->to_a += p_ptr->lev/2+5;
3626                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3627                         }
3628                         p_ptr->slow_digest = TRUE;
3629                         p_ptr->resist_fear = TRUE;
3630                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3631                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3632                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3633                         if (p_ptr->lev > 44)
3634                         {
3635                                 p_ptr->oppose_pois = 1;
3636                                 p_ptr->redraw |= PR_STATUS;
3637                         }
3638                         p_ptr->see_nocto = TRUE;
3639                         break;
3640         }
3641
3642         /***** Races ****/
3643         if (p_ptr->mimic_form)
3644         {
3645                 switch (p_ptr->mimic_form)
3646                 {
3647                 case MIMIC_DEMON:
3648                         p_ptr->hold_life = TRUE;
3649                         p_ptr->resist_chaos = TRUE;
3650                         p_ptr->resist_neth = TRUE;
3651                         p_ptr->resist_fire = TRUE;
3652                         p_ptr->oppose_fire = 1;
3653                         p_ptr->see_inv=TRUE;
3654                         new_speed += 3;
3655                         p_ptr->redraw |= PR_STATUS;
3656                         p_ptr->to_a += 10;
3657                         p_ptr->dis_to_a += 10;
3658                         p_ptr->align -= 200;
3659                         break;
3660                 case MIMIC_DEMON_LORD:
3661                         p_ptr->hold_life = TRUE;
3662                         p_ptr->resist_chaos = TRUE;
3663                         p_ptr->resist_neth = TRUE;
3664                         p_ptr->immune_fire = TRUE;
3665                         p_ptr->resist_acid = TRUE;
3666                         p_ptr->resist_fire = TRUE;
3667                         p_ptr->resist_cold = TRUE;
3668                         p_ptr->resist_elec = TRUE;
3669                         p_ptr->resist_pois = TRUE;
3670                         p_ptr->resist_conf = TRUE;
3671                         p_ptr->resist_disen = TRUE;
3672                         p_ptr->resist_nexus = TRUE;
3673                         p_ptr->resist_fear = TRUE;
3674                         p_ptr->sh_fire = TRUE;
3675                         p_ptr->see_inv = TRUE;
3676                         p_ptr->telepathy = TRUE;
3677                         p_ptr->levitation = TRUE;
3678                         p_ptr->kill_wall = TRUE;
3679                         new_speed += 5;
3680                         p_ptr->to_a += 20;
3681                         p_ptr->dis_to_a += 20;
3682                         p_ptr->align -= 200;
3683                         break;
3684                 case MIMIC_VAMPIRE:
3685                         p_ptr->resist_dark = TRUE;
3686                         p_ptr->hold_life = TRUE;
3687                         p_ptr->resist_neth = TRUE;
3688                         p_ptr->resist_cold = TRUE;
3689                         p_ptr->resist_pois = TRUE;
3690                         p_ptr->see_inv = TRUE;
3691                         new_speed += 3;
3692                         p_ptr->to_a += 10;
3693                         p_ptr->dis_to_a += 10;
3694                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3695                         break;
3696                 }
3697         }
3698         else
3699         {
3700                 switch (p_ptr->prace)
3701                 {
3702                 case RACE_ELF:
3703                         p_ptr->resist_lite = TRUE;
3704                         break;
3705                 case RACE_HOBBIT:
3706                         p_ptr->hold_life = TRUE;
3707                         break;
3708                 case RACE_GNOME:
3709                         p_ptr->free_act = TRUE;
3710                         break;
3711                 case RACE_DWARF:
3712                         p_ptr->resist_blind = TRUE;
3713                         break;
3714                 case RACE_HALF_ORC:
3715                         p_ptr->resist_dark = TRUE;
3716                         break;
3717                 case RACE_HALF_TROLL:
3718                         p_ptr->sustain_str = TRUE;
3719
3720                         if (p_ptr->lev > 14)
3721                         {
3722                                 /* High level trolls heal fast... */
3723                                 p_ptr->regenerate = TRUE;
3724
3725                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3726                                 {
3727                                         p_ptr->slow_digest = TRUE;
3728                                         /* Let's not make Regeneration
3729                                          * a disadvantage for the poor warriors who can
3730                                          * never learn a spell that satisfies hunger (actually
3731                                          * neither can rogues, but half-trolls are not
3732                                          * supposed to play rogues) */
3733                                 }
3734                         }
3735                         break;
3736                 case RACE_AMBERITE:
3737                         p_ptr->sustain_con = TRUE;
3738                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3739                         break;
3740                 case RACE_HIGH_ELF:
3741                         p_ptr->resist_lite = TRUE;
3742                         p_ptr->see_inv = TRUE;
3743                         break;
3744                 case RACE_BARBARIAN:
3745                         p_ptr->resist_fear = TRUE;
3746                         break;
3747                 case RACE_HALF_OGRE:
3748                         p_ptr->resist_dark = TRUE;
3749                         p_ptr->sustain_str = TRUE;
3750                         break;
3751                 case RACE_HALF_GIANT:
3752                         p_ptr->sustain_str = TRUE;
3753                         p_ptr->resist_shard = TRUE;
3754                         break;
3755                 case RACE_HALF_TITAN:
3756                         p_ptr->resist_chaos = TRUE;
3757                         break;
3758                 case RACE_CYCLOPS:
3759                         p_ptr->resist_sound = TRUE;
3760                         break;
3761                 case RACE_YEEK:
3762                         p_ptr->resist_acid = TRUE;
3763                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3764                         break;
3765                 case RACE_KLACKON:
3766                         p_ptr->resist_conf = TRUE;
3767                         p_ptr->resist_acid = TRUE;
3768
3769                         /* Klackons become faster */
3770                         new_speed += (p_ptr->lev) / 10;
3771                         break;
3772                 case RACE_KOBOLD:
3773                         p_ptr->resist_pois = TRUE;
3774                         break;
3775                 case RACE_NIBELUNG:
3776                         p_ptr->resist_disen = TRUE;
3777                         p_ptr->resist_dark = TRUE;
3778                         break;
3779                 case RACE_DARK_ELF:
3780                         p_ptr->resist_dark = TRUE;
3781                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3782                         break;
3783                 case RACE_DRACONIAN:
3784                         p_ptr->levitation = TRUE;
3785                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3786                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3787                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3788                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3789                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3790                         break;
3791                 case RACE_MIND_FLAYER:
3792                         p_ptr->sustain_int = TRUE;
3793                         p_ptr->sustain_wis = TRUE;
3794                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3795                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3796                         break;
3797                 case RACE_IMP:
3798                         p_ptr->resist_fire = TRUE;
3799                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3800                         break;
3801                 case RACE_GOLEM:
3802                         p_ptr->slow_digest = TRUE;
3803                         p_ptr->free_act = TRUE;
3804                         p_ptr->see_inv = TRUE;
3805                         p_ptr->resist_pois = TRUE;
3806                         if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
3807                         break;
3808                 case RACE_SKELETON:
3809                         p_ptr->resist_shard = TRUE;
3810                         p_ptr->hold_life = TRUE;
3811                         p_ptr->see_inv = TRUE;
3812                         p_ptr->resist_pois = TRUE;
3813                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3814                         break;
3815                 case RACE_ZOMBIE:
3816                         p_ptr->resist_neth = TRUE;
3817                         p_ptr->hold_life = TRUE;
3818                         p_ptr->see_inv = TRUE;
3819                         p_ptr->resist_pois = TRUE;
3820                         p_ptr->slow_digest = TRUE;
3821                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3822                         break;
3823                 case RACE_VAMPIRE:
3824                         p_ptr->resist_dark = TRUE;
3825                         p_ptr->hold_life = TRUE;
3826                         p_ptr->resist_neth = TRUE;
3827                         p_ptr->resist_cold = TRUE;
3828                         p_ptr->resist_pois = TRUE;
3829                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3830                         break;
3831                 case RACE_SPECTRE:
3832                         p_ptr->levitation = TRUE;
3833                         p_ptr->free_act = TRUE;
3834                         p_ptr->resist_neth = TRUE;
3835                         p_ptr->hold_life = TRUE;
3836                         p_ptr->see_inv = TRUE;
3837                         p_ptr->resist_pois = TRUE;
3838                         p_ptr->slow_digest = TRUE;
3839                         p_ptr->resist_cold = TRUE;
3840                         p_ptr->pass_wall = TRUE;
3841                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3842                         break;
3843                 case RACE_SPRITE:
3844                         p_ptr->levitation = TRUE;
3845                         p_ptr->resist_lite = TRUE;
3846
3847                         /* Sprites become faster */
3848                         new_speed += (p_ptr->lev) / 10;
3849                         break;
3850                 case RACE_BEASTMAN:
3851                         p_ptr->resist_conf  = TRUE;
3852                         p_ptr->resist_sound = TRUE;
3853                         break;
3854                 case RACE_ENT:
3855                         /* Ents dig like maniacs, but only with their hands. */
3856                         if (!inventory[INVEN_RARM].k_idx) 
3857                                 p_ptr->skill_dig += p_ptr->lev * 10;
3858                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3859                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3860                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3861                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3862
3863                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3864                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3865                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3866
3867                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3868                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3869                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3870                         break;
3871                 case RACE_ANGEL:
3872                         p_ptr->levitation = TRUE;
3873                         p_ptr->see_inv = TRUE;
3874                         p_ptr->align += 200;
3875                         break;
3876                 case RACE_DEMON:
3877                         p_ptr->resist_fire  = TRUE;
3878                         p_ptr->resist_neth  = TRUE;
3879                         p_ptr->hold_life = TRUE;
3880                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3881                         if (p_ptr->lev > 44)
3882                         {
3883                                 p_ptr->oppose_fire = 1;
3884                                 p_ptr->redraw |= PR_STATUS;
3885                         }
3886                         p_ptr->align -= 200;
3887                         break;
3888                 case RACE_DUNADAN:
3889                         p_ptr->sustain_con = TRUE;
3890                         break;
3891                 case RACE_S_FAIRY:
3892                         p_ptr->levitation = TRUE;
3893                         break;
3894                 case RACE_KUTAR:
3895                         p_ptr->resist_conf = TRUE;
3896                         break;
3897                 case RACE_ANDROID:
3898                         p_ptr->slow_digest = TRUE;
3899                         p_ptr->free_act = TRUE;
3900                         p_ptr->resist_pois = TRUE;
3901                         p_ptr->hold_life = TRUE;
3902                         break;
3903                 default:
3904                         /* Do nothing */
3905                         ;
3906                 }
3907         }
3908
3909         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3910         {
3911                 p_ptr->see_inv = TRUE;
3912                 p_ptr->free_act = TRUE;
3913                 p_ptr->slow_digest = TRUE;
3914                 p_ptr->regenerate = TRUE;
3915                 p_ptr->levitation = TRUE;
3916                 p_ptr->hold_life = TRUE;
3917                 p_ptr->telepathy = TRUE;
3918                 p_ptr->lite = TRUE;
3919                 p_ptr->sustain_str = TRUE;
3920                 p_ptr->sustain_int = TRUE;
3921                 p_ptr->sustain_wis = TRUE;
3922                 p_ptr->sustain_con = TRUE;
3923                 p_ptr->sustain_dex = TRUE;
3924                 p_ptr->sustain_chr = TRUE;
3925                 p_ptr->resist_acid = TRUE;
3926                 p_ptr->resist_elec = TRUE;
3927                 p_ptr->resist_fire = TRUE;
3928                 p_ptr->resist_cold = TRUE;
3929                 p_ptr->resist_pois = TRUE;
3930                 p_ptr->resist_conf = TRUE;
3931                 p_ptr->resist_sound = TRUE;
3932                 p_ptr->resist_lite = TRUE;
3933                 p_ptr->resist_dark = TRUE;
3934                 p_ptr->resist_chaos = TRUE;
3935                 p_ptr->resist_disen = TRUE;
3936                 p_ptr->resist_shard = TRUE;
3937                 p_ptr->resist_nexus = TRUE;
3938                 p_ptr->resist_blind = TRUE;
3939                 p_ptr->resist_neth = TRUE;
3940                 p_ptr->resist_fear = TRUE;
3941                 p_ptr->reflect = TRUE;
3942                 p_ptr->sh_fire = TRUE;
3943                 p_ptr->sh_elec = TRUE;
3944                 p_ptr->sh_cold = TRUE;
3945                 p_ptr->to_a += 100;
3946                 p_ptr->dis_to_a += 100;
3947         }
3948         /* Temporary shield */
3949         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3950         {
3951                 p_ptr->to_a += 50;
3952                 p_ptr->dis_to_a += 50;
3953         }
3954
3955         if (p_ptr->tim_res_nether)
3956         {
3957                 p_ptr->resist_neth = TRUE;
3958         }
3959         if (p_ptr->tim_sh_fire)
3960         {
3961                 p_ptr->sh_fire = TRUE;
3962         }
3963         if (p_ptr->tim_res_time)
3964         {
3965                 p_ptr->resist_time = TRUE;
3966         }
3967
3968         /* Sexy Gal */
3969         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3970         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3971         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3972         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3973
3974         /* Lucky man */
3975         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3976
3977         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3978         {
3979                 p_ptr->resist_blind = TRUE;
3980                 p_ptr->resist_conf  = TRUE;
3981                 p_ptr->hold_life = TRUE;
3982                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3983
3984                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3985                         /* Munchkin become faster */
3986                         new_speed += (p_ptr->lev) / 10 + 5;
3987         }
3988
3989         if (music_singing(MUSIC_WALL))
3990         {
3991                 p_ptr->kill_wall = TRUE;
3992         }
3993
3994         /* Hack -- apply racial/class stat maxes */
3995         /* Apply the racial modifiers */
3996         for (i = 0; i < 6; i++)
3997         {
3998                 /* Modify the stats for "race" */
3999                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
4000         }
4001
4002
4003         /* I'm adding the mutations here for the lack of a better place... */
4004         if (p_ptr->muta3)
4005         {
4006                 /* Hyper Strength */
4007                 if (p_ptr->muta3 & MUT3_HYPER_STR)
4008                 {
4009                         p_ptr->stat_add[A_STR] += 4;
4010                 }
4011
4012                 /* Puny */
4013                 if (p_ptr->muta3 & MUT3_PUNY)
4014                 {
4015                         p_ptr->stat_add[A_STR] -= 4;
4016                 }
4017
4018                 /* Living computer */
4019                 if (p_ptr->muta3 & MUT3_HYPER_INT)
4020                 {
4021                         p_ptr->stat_add[A_INT] += 4;
4022                         p_ptr->stat_add[A_WIS] += 4;
4023                 }
4024
4025                 /* Moronic */
4026                 if (p_ptr->muta3 & MUT3_MORONIC)
4027                 {
4028                         p_ptr->stat_add[A_INT] -= 4;
4029                         p_ptr->stat_add[A_WIS] -= 4;
4030                 }
4031
4032                 if (p_ptr->muta3 & MUT3_RESILIENT)
4033                 {
4034                         p_ptr->stat_add[A_CON] += 4;
4035                 }
4036
4037                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
4038                 {
4039                         p_ptr->stat_add[A_CON] += 2;
4040                         new_speed -= 2;
4041                 }
4042
4043                 if (p_ptr->muta3 & MUT3_ALBINO)
4044                 {
4045                         p_ptr->stat_add[A_CON] -= 4;
4046                 }
4047
4048                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
4049                 {
4050                         p_ptr->stat_add[A_CON] -= 2;
4051                         p_ptr->stat_add[A_CHR] -= 1;
4052                         p_ptr->regenerate = FALSE;
4053                         /* Cancel innate regeneration */
4054                 }
4055
4056                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
4057                 {
4058                         p_ptr->stat_add[A_CHR] -= 4;
4059                 }
4060
4061                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
4062                 {
4063                         p_ptr->stat_add[A_CHR] -= 1;
4064                 }
4065
4066                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
4067                 {
4068                         p_ptr->skill_fos += 15;
4069                         p_ptr->skill_srh += 15;
4070                 }
4071
4072                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
4073                 {
4074                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
4075                 }
4076
4077                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
4078                 {
4079                         p_ptr->skill_stl -= 3;
4080                 }
4081
4082                 if (p_ptr->muta3 & MUT3_INFRAVIS)
4083                 {
4084                         p_ptr->see_infra += 3;
4085                 }
4086
4087                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4088                 {
4089                         new_speed += 3;
4090                 }
4091
4092                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4093                 {
4094                         new_speed -= 3;
4095                 }
4096
4097                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4098                 {
4099                         p_ptr->sh_elec = TRUE;
4100                 }
4101
4102                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4103                 {
4104                         p_ptr->sh_fire = TRUE;
4105                         p_ptr->lite = TRUE;
4106                 }
4107
4108                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4109                 {
4110                         p_ptr->stat_add[A_CHR] -= 2;
4111                         p_ptr->to_a += 5;
4112                         p_ptr->dis_to_a += 5;
4113                 }
4114
4115                 if (p_ptr->muta3 & MUT3_SCALES)
4116                 {
4117                         p_ptr->stat_add[A_CHR] -= 1;
4118                         p_ptr->to_a += 10;
4119                         p_ptr->dis_to_a += 10;
4120                 }
4121
4122                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4123                 {
4124                         p_ptr->stat_add[A_DEX] -= 1;
4125                         p_ptr->to_a += 25;
4126                         p_ptr->dis_to_a += 25;
4127                 }
4128
4129                 if (p_ptr->muta3 & MUT3_WINGS)
4130                 {
4131                         p_ptr->levitation = TRUE;
4132                 }
4133
4134                 if (p_ptr->muta3 & MUT3_FEARLESS)
4135                 {
4136                         p_ptr->resist_fear = TRUE;
4137                 }
4138
4139                 if (p_ptr->muta3 & MUT3_REGEN)
4140                 {
4141                         p_ptr->regenerate = TRUE;
4142                 }
4143
4144                 if (p_ptr->muta3 & MUT3_ESP)
4145                 {
4146                         p_ptr->telepathy = TRUE;
4147                 }
4148
4149                 if (p_ptr->muta3 & MUT3_LIMBER)
4150                 {
4151                         p_ptr->stat_add[A_DEX] += 3;
4152                 }
4153
4154                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4155                 {
4156                         p_ptr->stat_add[A_DEX] -= 3;
4157                 }
4158
4159                 if (p_ptr->muta3 & MUT3_MOTION)
4160                 {
4161                         p_ptr->free_act = TRUE;
4162                         p_ptr->skill_stl += 1;
4163                 }
4164
4165                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4166                 {
4167                         p_ptr->stat_add[A_CHR] = 0;
4168                 }
4169         }
4170
4171         if (p_ptr->tsuyoshi)
4172         {
4173                 p_ptr->stat_add[A_STR] += 4;
4174                 p_ptr->stat_add[A_CON] += 4;
4175         }
4176
4177         /* Scan the usable inventory */
4178         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4179         {
4180                 int bonus_to_h, bonus_to_d;
4181                 o_ptr = &inventory[i];
4182
4183                 /* Skip non-objects */
4184                 if (!o_ptr->k_idx) continue;
4185
4186                 /* Extract the item flags */
4187                 object_flags(o_ptr, flgs);
4188
4189                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4190                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4191
4192                 /* Affect stats */
4193                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4194                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4195                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4196                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4197                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4198                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4199
4200                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4201
4202                 /* Affect stealth */
4203                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4204
4205                 /* Affect searching ability (factor of five) */
4206                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4207
4208                 /* Affect searching frequency (factor of five) */
4209                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4210
4211                 /* Affect infravision */
4212                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4213
4214                 /* Affect digging (factor of 20) */
4215                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4216
4217                 /* Affect speed */
4218                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4219
4220                 /* Affect blows */
4221                 if (have_flag(flgs, TR_BLOWS))
4222                 {
4223                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4224                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4225                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4226                 }
4227
4228                 /* Hack -- cause earthquakes */
4229                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4230
4231                 /* Various flags */
4232                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4233                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4234                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4235                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4236                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4237                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4238                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4239                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4240                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4241                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4242                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4243                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4244                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4245                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4246                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4247                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4248                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4249                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4250                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4251                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4252                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4253                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4254                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4255
4256                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4257                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4258                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4259                 if (have_flag(flgs, TR_HOLD_LIFE))   p_ptr->hold_life = TRUE;
4260                 if (have_flag(flgs, TR_WARNING)){
4261                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4262                           p_ptr->warning = TRUE;
4263                 }
4264
4265                 if (have_flag(flgs, TR_TELEPORT))
4266                 {
4267                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4268                         else
4269                         {
4270                                 cptr insc = quark_str(o_ptr->inscription);
4271
4272                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4273                                 {
4274                                         /*
4275                                          * {.} will stop random teleportation.
4276                                          */
4277                                 }
4278                                 else
4279                                 {
4280                                         /* Controlled random teleportation */
4281                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4282                                 }
4283                         }
4284                 }
4285
4286                 /* Immunity flags */
4287                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4288                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4289                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4290                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4291
4292                 /* Resistance flags */
4293                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4294                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4295                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4296                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4297                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4298                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4299                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4300                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4301                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4302                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4303                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4304                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4305                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4306                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4307                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4308                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4309
4310                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4311                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4312                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4313                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4314                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4315                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4316
4317                 /* Sustain flags */
4318                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4319                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4320                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4321                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4322                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4323                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4324
4325                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4326                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4327                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4328                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4329                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4330                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4331                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4332
4333                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4334                 {
4335                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4336                         {
4337                                 p_ptr->to_m_chance += 10;
4338                         }
4339                         else
4340                         {
4341                                 p_ptr->to_m_chance += 3;
4342                         }
4343                 }
4344
4345                 if (o_ptr->tval == TV_CAPTURE) continue;
4346
4347                 /* Modify the base armor class */
4348                 p_ptr->ac += o_ptr->ac;
4349
4350                 /* The base armor class is always known */
4351                 p_ptr->dis_ac += o_ptr->ac;
4352
4353                 /* Apply the bonuses to armor class */
4354                 p_ptr->to_a += o_ptr->to_a;
4355
4356                 /* Apply the mental bonuses to armor class, if known */
4357                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4358
4359                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4360                 {
4361                         int slot = i - INVEN_RARM;
4362                         if (slot < 2)
4363                         {
4364                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4365                                 {
4366                                         p_ptr->to_h[slot] -= 15;
4367                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4368                                 }
4369                                 else
4370                                 {
4371                                         p_ptr->to_h[slot] -= 5;
4372                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4373                                 }
4374                         }
4375                         else
4376                         {
4377                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4378                                 {
4379                                         p_ptr->to_h_b -= 15;
4380                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4381                                 }
4382                                 else
4383                                 {
4384                                         p_ptr->to_h_b -= 5;
4385                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4386                                 }
4387                         }
4388                 }
4389
4390                 if (o_ptr->curse_flags & TRC_LOW_AC)
4391                 {
4392                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4393                         {
4394                                 p_ptr->to_a -= 30;
4395                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4396                         }
4397                         else
4398                         {
4399                                 p_ptr->to_a -= 10;
4400                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4401                         }
4402                 }
4403
4404                 /* Hack -- do not apply "weapon" bonuses */
4405                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4406                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4407
4408                 /* Hack -- do not apply "bow" bonuses */
4409                 if (i == INVEN_BOW) continue;
4410
4411                 bonus_to_h = o_ptr->to_h;
4412                 bonus_to_d = o_ptr->to_d;
4413
4414                 if (p_ptr->pclass == CLASS_NINJA)
4415                 {
4416                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4417                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4418                 }
4419
4420                 /* To Bow and Natural attack */
4421
4422                 /* Apply the bonuses to hit/damage */
4423                 p_ptr->to_h_b += bonus_to_h;
4424                 p_ptr->to_h_m += bonus_to_h;
4425                 p_ptr->to_d_m += bonus_to_d;
4426
4427                 /* Apply the mental bonuses tp hit/damage, if known */
4428                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
4429
4430                 /* To Melee */
4431                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4432                 {
4433                         /* Apply the bonuses to hit/damage */
4434                         p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
4435                         p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
4436
4437                         /* Apply the mental bonuses tp hit/damage, if known */
4438                         if (object_is_known(o_ptr))
4439                         {
4440                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
4441                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
4442                         }
4443                 }
4444                 else if (p_ptr->migite && p_ptr->hidarite)
4445                 {
4446                         /* Apply the bonuses to hit/damage */
4447                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4448                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4449                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4450                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4451
4452                         /* Apply the mental bonuses tp hit/damage, if known */
4453                         if (object_is_known(o_ptr))
4454                         {
4455                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4456                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4457                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4458                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4459                         }
4460                 }
4461                 else
4462                 {
4463                         /* Apply the bonuses to hit/damage */
4464                         p_ptr->to_h[default_hand] += bonus_to_h;
4465                         p_ptr->to_d[default_hand] += bonus_to_d;
4466
4467                         /* Apply the mental bonuses to hit/damage, if known */
4468                         if (object_is_known(o_ptr))
4469                         {
4470                                 p_ptr->dis_to_h[default_hand] += bonus_to_h;
4471                                 p_ptr->dis_to_d[default_hand] += bonus_to_d;
4472                         }
4473                 }
4474         }
4475
4476         if (old_mighty_throw != p_ptr->mighty_throw)
4477         {
4478                 /* Redraw average damege display of Shuriken */
4479                 p_ptr->window |= PW_INVEN;
4480         }
4481
4482         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4483
4484         /* Monks get extra ac for armour _not worn_ */
4485         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4486         {
4487                 if (!(inventory[INVEN_BODY].k_idx))
4488                 {
4489                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4490                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4491                 }
4492                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4493                 {
4494                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4495                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4496                 }
4497                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4498                 {
4499                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4500                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4501                 }
4502                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4503                 {
4504                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4505                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4506                 }
4507                 if (!(inventory[INVEN_HANDS].k_idx))
4508                 {
4509                         p_ptr->to_a += (p_ptr->lev / 2);
4510                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4511                 }
4512                 if (!(inventory[INVEN_FEET].k_idx))
4513                 {
4514                         p_ptr->to_a += (p_ptr->lev / 3);
4515                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4516                 }
4517                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4518                 {
4519                         p_ptr->stat_add[A_STR] += 2;
4520                         p_ptr->stat_add[A_DEX] += 2;
4521                         p_ptr->stat_add[A_CON] -= 3;
4522                 }
4523                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4524                 {
4525                 }
4526                 else if (p_ptr->special_defense & KAMAE_GENBU)
4527                 {
4528                         p_ptr->stat_add[A_INT] -= 1;
4529                         p_ptr->stat_add[A_WIS] -= 1;
4530                         p_ptr->stat_add[A_DEX] -= 2;
4531                         p_ptr->stat_add[A_CON] += 3;
4532                 }
4533                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4534                 {
4535                         p_ptr->stat_add[A_STR] -= 2;
4536                         p_ptr->stat_add[A_INT] += 1;
4537                         p_ptr->stat_add[A_WIS] += 1;
4538                         p_ptr->stat_add[A_DEX] += 2;
4539                         p_ptr->stat_add[A_CON] -= 2;
4540                 }
4541         }
4542
4543         if (p_ptr->special_defense & KATA_KOUKIJIN)
4544         {
4545                 for (i = 0; i < 6; i++)
4546                         p_ptr->stat_add[i] += 5;
4547                 p_ptr->to_a -= 50;
4548                 p_ptr->dis_to_a -= 50;
4549         }
4550
4551         /* Hack -- aura of fire also provides light */
4552         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4553
4554         /* Golems also get an intrinsic AC bonus */
4555         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4556         {
4557                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4558                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4559         }
4560
4561         /* Hex bonuses */
4562         if (p_ptr->realm1 == REALM_HEX)
4563         {
4564                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
4565                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4566                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4567                 if (hex_spelling(HEX_BUILDING))
4568                 {
4569                         p_ptr->stat_add[A_STR] += 4;
4570                         p_ptr->stat_add[A_DEX] += 4;
4571                         p_ptr->stat_add[A_CON] += 4;
4572                 }
4573                 if (hex_spelling(HEX_DEMON_AURA))
4574                 {
4575                         p_ptr->sh_fire = TRUE;
4576                         p_ptr->regenerate = TRUE;
4577                 }
4578                 if (hex_spelling(HEX_ICE_ARMOR))
4579                 {
4580                         p_ptr->sh_cold = TRUE; 
4581                         p_ptr->to_a += 30;
4582                         p_ptr->dis_to_a += 30;
4583                 }
4584                 if (hex_spelling(HEX_SHOCK_CLOAK))
4585                 {
4586                         p_ptr->sh_elec = TRUE;
4587                         new_speed += 3;
4588                 }
4589                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4590                 {
4591                         int ac = 0;
4592                         o_ptr = &inventory[i];
4593                         if (!o_ptr->k_idx) continue;
4594                         if (!object_is_armour(o_ptr)) continue;
4595                         if (!object_is_cursed(o_ptr)) continue;
4596                         ac += 5;
4597                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4598                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4599                         p_ptr->to_a += ac;
4600                         p_ptr->dis_to_a += ac;
4601                 }
4602         }
4603
4604         /* Calculate stats */
4605         for (i = 0; i < 6; i++)
4606         {
4607                 int top, use, ind;
4608
4609                 /* Extract the new "stat_use" value for the stat */
4610                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4611
4612                 /* Notice changes */
4613                 if (p_ptr->stat_top[i] != top)
4614                 {
4615                         /* Save the new value */
4616                         p_ptr->stat_top[i] = top;
4617
4618                         /* Redisplay the stats later */
4619                         p_ptr->redraw |= (PR_STATS);
4620
4621                         /* Window stuff */
4622                         p_ptr->window |= (PW_PLAYER);
4623                 }
4624
4625
4626                 /* Extract the new "stat_use" value for the stat */
4627                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4628
4629                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4630                 {
4631                         /* 10 to 18/90 charisma, guaranteed, based on level */
4632                         if (use < 8 + 2 * p_ptr->lev)
4633                         {
4634                                 use = 8 + 2 * p_ptr->lev;
4635                         }
4636                 }
4637
4638                 /* Notice changes */
4639                 if (p_ptr->stat_use[i] != use)
4640                 {
4641                         /* Save the new value */
4642                         p_ptr->stat_use[i] = use;
4643
4644                         /* Redisplay the stats later */
4645                         p_ptr->redraw |= (PR_STATS);
4646
4647                         /* Window stuff */
4648                         p_ptr->window |= (PW_PLAYER);
4649                 }
4650
4651
4652                 /* Values: 3, 4, ..., 17 */
4653                 if (use <= 18) ind = (use - 3);
4654
4655                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4656                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4657
4658                 /* Range: 18/220+ */
4659                 else ind = (37);
4660
4661                 /* Notice changes */
4662                 if (p_ptr->stat_ind[i] != ind)
4663                 {
4664                         /* Save the new index */
4665                         p_ptr->stat_ind[i] = ind;
4666
4667                         /* Change in CON affects Hitpoints */
4668                         if (i == A_CON)
4669                         {
4670                                 p_ptr->update |= (PU_HP);
4671                         }
4672
4673                         /* Change in INT may affect Mana/Spells */
4674                         else if (i == A_INT)
4675                         {
4676                                 if (mp_ptr->spell_stat == A_INT)
4677                                 {
4678                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4679                                 }
4680                         }
4681
4682                         /* Change in WIS may affect Mana/Spells */
4683                         else if (i == A_WIS)
4684                         {
4685                                 if (mp_ptr->spell_stat == A_WIS)
4686                                 {
4687                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4688                                 }
4689                         }
4690
4691                         /* Change in WIS may affect Mana/Spells */
4692                         else if (i == A_CHR)
4693                         {
4694                                 if (mp_ptr->spell_stat == A_CHR)
4695                                 {
4696                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4697                                 }
4698                         }
4699
4700                         /* Window stuff */
4701                         p_ptr->window |= (PW_PLAYER);
4702                 }
4703         }
4704
4705
4706         /* Apply temporary "stun" */
4707         if (p_ptr->stun > 50)
4708         {
4709                 p_ptr->to_h[0] -= 20;
4710                 p_ptr->to_h[1] -= 20;
4711                 p_ptr->to_h_b  -= 20;
4712                 p_ptr->to_h_m  -= 20;
4713                 p_ptr->dis_to_h[0] -= 20;
4714                 p_ptr->dis_to_h[1] -= 20;
4715                 p_ptr->dis_to_h_b  -= 20;
4716                 p_ptr->to_d[0] -= 20;
4717                 p_ptr->to_d[1] -= 20;
4718                 p_ptr->to_d_m -= 20;
4719                 p_ptr->dis_to_d[0] -= 20;
4720                 p_ptr->dis_to_d[1] -= 20;
4721         }
4722         else if (p_ptr->stun)
4723         {
4724                 p_ptr->to_h[0] -= 5;
4725                 p_ptr->to_h[1] -= 5;
4726                 p_ptr->to_h_b -= 5;
4727                 p_ptr->to_h_m -= 5;
4728                 p_ptr->dis_to_h[0] -= 5;
4729                 p_ptr->dis_to_h[1] -= 5;
4730                 p_ptr->dis_to_h_b -= 5;
4731                 p_ptr->to_d[0] -= 5;
4732                 p_ptr->to_d[1] -= 5;
4733                 p_ptr->to_d_m -= 5;
4734                 p_ptr->dis_to_d[0] -= 5;
4735                 p_ptr->dis_to_d[1] -= 5;
4736         }
4737
4738         /* Wraith form */
4739         if (p_ptr->wraith_form)
4740         {
4741                 p_ptr->reflect = TRUE;
4742                 p_ptr->pass_wall = TRUE;
4743         }
4744
4745         if (p_ptr->kabenuke)
4746         {
4747                 p_ptr->pass_wall = TRUE;
4748         }
4749
4750         /* Temporary blessing */
4751         if (IS_BLESSED())
4752         {
4753                 p_ptr->to_a += 5;
4754                 p_ptr->dis_to_a += 5;
4755                 p_ptr->to_h[0] += 10;
4756                 p_ptr->to_h[1] += 10;
4757                 p_ptr->to_h_b  += 10;
4758                 p_ptr->to_h_m  += 10;
4759                 p_ptr->dis_to_h[0] += 10;
4760                 p_ptr->dis_to_h[1] += 10;
4761                 p_ptr->dis_to_h_b += 10;
4762         }
4763
4764         if (p_ptr->magicdef)
4765         {
4766                 p_ptr->resist_blind = TRUE;
4767                 p_ptr->resist_conf = TRUE;
4768                 p_ptr->reflect = TRUE;
4769                 p_ptr->free_act = TRUE;
4770                 p_ptr->levitation = TRUE;
4771         }
4772
4773         /* Temporary "Hero" */
4774         if (IS_HERO())
4775         {
4776                 p_ptr->to_h[0] += 12;
4777                 p_ptr->to_h[1] += 12;
4778                 p_ptr->to_h_b  += 12;
4779                 p_ptr->to_h_m  += 12;
4780                 p_ptr->dis_to_h[0] += 12;
4781                 p_ptr->dis_to_h[1] += 12;
4782                 p_ptr->dis_to_h_b  += 12;
4783         }
4784
4785         /* Temporary "Beserk" */
4786         if (p_ptr->shero)
4787         {
4788                 p_ptr->to_h[0] += 12;
4789                 p_ptr->to_h[1] += 12;
4790                 p_ptr->to_h_b  -= 12;
4791                 p_ptr->to_h_m  += 12;
4792                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4793                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4794                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4795                 p_ptr->dis_to_h[0] += 12;
4796                 p_ptr->dis_to_h[1] += 12;
4797                 p_ptr->dis_to_h_b  -= 12;
4798                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4799                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4800                 p_ptr->to_a -= 10;
4801                 p_ptr->dis_to_a -= 10;
4802                 p_ptr->skill_stl -= 7;
4803                 p_ptr->skill_dev -= 20;
4804                 p_ptr->skill_sav -= 30;
4805                 p_ptr->skill_srh -= 15;
4806                 p_ptr->skill_fos -= 15;
4807                 p_ptr->skill_tht -= 20;
4808                 p_ptr->skill_dig += 30;
4809         }
4810
4811         /* Temporary "fast" */
4812         if (IS_FAST())
4813         {
4814                 new_speed += 10;
4815         }
4816
4817         /* Temporary "slow" */
4818         if (p_ptr->slow)
4819         {
4820                 new_speed -= 10;
4821         }
4822
4823         /* Temporary "telepathy" */
4824         if (IS_TIM_ESP())
4825         {
4826                 p_ptr->telepathy = TRUE;
4827         }
4828
4829         if (p_ptr->ele_immune)
4830         {
4831                 if (p_ptr->special_defense & DEFENSE_ACID)
4832                         p_ptr->immune_acid = TRUE;
4833                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4834                         p_ptr->immune_elec = TRUE;
4835                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4836                         p_ptr->immune_fire = TRUE;
4837                 else if (p_ptr->special_defense & DEFENSE_COLD)
4838                         p_ptr->immune_cold = TRUE;
4839         }
4840
4841         /* Temporary see invisible */
4842         if (p_ptr->tim_invis)
4843         {
4844                 p_ptr->see_inv = TRUE;
4845         }
4846
4847         /* Temporary infravision boost */
4848         if (p_ptr->tim_infra)
4849         {
4850                 p_ptr->see_infra+=3;
4851         }
4852
4853         /* Temporary regeneration boost */
4854         if (p_ptr->tim_regen)
4855         {
4856                 p_ptr->regenerate = TRUE;
4857         }
4858
4859         /* Temporary levitation */
4860         if (p_ptr->tim_levitation)
4861         {
4862                 p_ptr->levitation = TRUE;
4863         }
4864
4865         /* Temporary reflection */
4866         if (p_ptr->tim_reflect)
4867         {
4868                 p_ptr->reflect = TRUE;
4869         }
4870
4871         /* Hack -- Hero/Shero -> Res fear */
4872         if (IS_HERO() || p_ptr->shero)
4873         {
4874                 p_ptr->resist_fear = TRUE;
4875         }
4876
4877
4878         /* Hack -- Telepathy Change */
4879         if (p_ptr->telepathy != old_telepathy)
4880         {
4881                 p_ptr->update |= (PU_MONSTERS);
4882         }
4883
4884         if ((p_ptr->esp_animal != old_esp_animal) ||
4885             (p_ptr->esp_undead != old_esp_undead) ||
4886             (p_ptr->esp_demon != old_esp_demon) ||
4887             (p_ptr->esp_orc != old_esp_orc) ||
4888             (p_ptr->esp_troll != old_esp_troll) ||
4889             (p_ptr->esp_giant != old_esp_giant) ||
4890             (p_ptr->esp_dragon != old_esp_dragon) ||
4891             (p_ptr->esp_human != old_esp_human) ||
4892             (p_ptr->esp_evil != old_esp_evil) ||
4893             (p_ptr->esp_good != old_esp_good) ||
4894             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4895             (p_ptr->esp_unique != old_esp_unique))
4896         {
4897                 p_ptr->update |= (PU_MONSTERS);
4898         }
4899
4900         /* Hack -- See Invis Change */
4901         if (p_ptr->see_inv != old_see_inv)
4902         {
4903                 p_ptr->update |= (PU_MONSTERS);
4904         }
4905
4906         /* Bloating slows the player down (a little) */
4907         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4908
4909         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4910
4911         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4912             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4913         {
4914                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4915                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4916         }
4917
4918         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4919         {
4920                 int penalty1, penalty2;
4921                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4922                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4923                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4924                 {
4925                         penalty1 = penalty1 / 2 - 5;
4926                         penalty2 = penalty2 / 2 - 5;
4927                         new_speed += 7;
4928                         p_ptr->to_a += 10;
4929                         p_ptr->dis_to_a += 10;
4930                 }
4931                 if (easy_2weapon)
4932                 {
4933                         if (penalty1 > 0) penalty1 /= 2;
4934                         if (penalty2 > 0) penalty2 /= 2;
4935                 }
4936                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4937                 {
4938                         penalty1 = MAX(0, penalty1 - 10);
4939                         penalty2 = MAX(0, penalty2 - 10);
4940                 }
4941                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4942                 {
4943                         penalty1 = MIN(0, penalty1);
4944                         penalty2 = MIN(0, penalty2);
4945                         p_ptr->to_a += 10;
4946                         p_ptr->dis_to_a += 10;
4947                 }
4948                 else
4949                 {
4950                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4951                                 penalty1 /= 2;
4952                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4953                                 penalty2 /= 2;
4954                 }
4955                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4956                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4957                 p_ptr->to_h[0] -= penalty1;
4958                 p_ptr->to_h[1] -= penalty2;
4959                 p_ptr->dis_to_h[0] -= penalty1;
4960                 p_ptr->dis_to_h[1] -= penalty2;
4961         }
4962
4963         /* Extract the current weight (in tenth pounds) */
4964         j = p_ptr->total_weight;
4965
4966         if (!p_ptr->riding)
4967         {
4968                 /* Extract the "weight limit" (in tenth pounds) */
4969                 i = (int)weight_limit();
4970         }
4971         else
4972         {
4973                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4974                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4975                 int speed = riding_m_ptr->mspeed;
4976
4977                 if (riding_m_ptr->mspeed > 110)
4978                 {
4979                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4980                         if (new_speed < 110) new_speed = 110;
4981                 }
4982                 else
4983                 {
4984                         new_speed = speed;
4985                 }
4986                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4987                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4988                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4989                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4990                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4991
4992                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4993                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4994
4995                 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;
4996
4997                 /* Extract the "weight limit" */
4998                 i = 1500 + riding_r_ptr->level * 25;
4999         }
5000
5001         /* XXX XXX XXX Apply "encumbrance" from weight */
5002         if (j > i) new_speed -= ((j - i) / (i / 5));
5003
5004         /* Searching slows the player down */
5005         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
5006
5007         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
5008         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
5009         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5010         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5011         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5012         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5013         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5014         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5015         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5016         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5017         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5018         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5019         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5020
5021         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
5022         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
5023         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5024         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
5025         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5026         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5027         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5028         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5029         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5030         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
5031
5032
5033         /* Obtain the "hold" value */
5034         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
5035
5036
5037         /* Examine the "current bow" */
5038         o_ptr = &inventory[INVEN_BOW];
5039
5040         /* It is hard to carholdry a heavy bow */
5041         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
5042         if (p_ptr->heavy_shoot)
5043         {
5044                 /* Hard to wield a heavy bow */
5045                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
5046                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
5047         }
5048
5049         /* Compute "extra shots" if needed */
5050         if (o_ptr->k_idx)
5051         {
5052                 p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
5053
5054                 /* Apply special flags */
5055                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
5056                 {
5057                         /* Extra shots */
5058                         p_ptr->num_fire = calc_num_fire(o_ptr);
5059
5060                         /* Snipers love Cross bows */
5061                         if ((p_ptr->pclass == CLASS_SNIPER) &&
5062                                 (p_ptr->tval_ammo == TV_BOLT))
5063                         {
5064                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
5065                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
5066                         }
5067                 }
5068         }
5069
5070         if (p_ptr->ryoute)
5071                 hold *= 2;
5072
5073         for(i = 0 ; i < 2 ; i++)
5074         {
5075                 /* Examine the "main weapon" */
5076                 o_ptr = &inventory[INVEN_RARM+i];
5077
5078                 object_flags(o_ptr, flgs);
5079
5080                 /* Assume not heavy */
5081                 p_ptr->heavy_wield[i] = FALSE;
5082                 p_ptr->icky_wield[i] = FALSE;
5083                 p_ptr->riding_wield[i] = FALSE;
5084
5085                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5086                 /* It is hard to hold a heavy weapon */
5087                 if (hold < o_ptr->weight / 10)
5088                 {
5089                         /* Hard to wield a heavy weapon */
5090                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5091                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5092
5093                         /* Heavy weapon */
5094                         p_ptr->heavy_wield[i] = TRUE;
5095                 }
5096                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5097
5098                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5099                 {
5100                         p_ptr->to_a += 5;
5101                         p_ptr->dis_to_a += 5;
5102                 }
5103
5104                 /* Normal weapons */
5105                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5106                 {
5107                         int str_index, dex_index;
5108
5109                         int num = 0, wgt = 0, mul = 0, div = 0;
5110
5111                         /* Analyze the class */
5112                         switch (p_ptr->pclass)
5113                         {
5114                                 /* Warrior */
5115                                 case CLASS_WARRIOR:
5116                                         num = 6; wgt = 70; mul = 5; break;
5117
5118                                 /* Berserker */
5119                                 case CLASS_BERSERKER:
5120                                         num = 6; wgt = 70; mul = 7; break;
5121
5122                                 /* Mage */
5123                                 case CLASS_MAGE:
5124                                 case CLASS_HIGH_MAGE:
5125                                 case CLASS_BLUE_MAGE:
5126                                         num = 3; wgt = 100; mul = 2; break;
5127
5128                                 /* Priest, Mindcrafter, Magic-Eater */
5129                                 case CLASS_PRIEST:
5130                                 case CLASS_MAGIC_EATER:
5131                                 case CLASS_MINDCRAFTER:
5132                                         num = 5; wgt = 100; mul = 3; break;
5133
5134                                 /* Rogue */
5135                                 case CLASS_ROGUE:
5136                                         num = 5; wgt = 40; mul = 3; break;
5137
5138                                 /* Ranger */
5139                                 case CLASS_RANGER:
5140                                         num = 5; wgt = 70; mul = 4; break;
5141
5142                                 /* Paladin */
5143                                 case CLASS_PALADIN:
5144                                 case CLASS_SAMURAI:
5145                                         num = 5; wgt = 70; mul = 4; break;
5146
5147                                 /* Weaponsmith */
5148                                 case CLASS_SMITH:
5149                                         num = 5; wgt = 150; mul = 5; break;
5150
5151                                 /* Warrior-Mage */
5152                                 case CLASS_WARRIOR_MAGE:
5153                                 case CLASS_RED_MAGE:
5154                                         num = 5; wgt = 70; mul = 3; break;
5155
5156                                 /* Chaos Warrior */
5157                                 case CLASS_CHAOS_WARRIOR:
5158                                         num = 5; wgt = 70; mul = 4; break;
5159
5160                                 /* Monk */
5161                                 case CLASS_MONK:
5162                                         num = 5; wgt = 60; mul = 3; break;
5163
5164                                 /* Tourist */
5165                                 case CLASS_TOURIST:
5166                                         num = 4; wgt = 100; mul = 3; break;
5167
5168                                 /* Imitator */
5169                                 case CLASS_IMITATOR:
5170                                         num = 5; wgt = 70; mul = 4; break;
5171
5172                                 /* Beastmaster */
5173                                 case CLASS_BEASTMASTER:
5174                                         num = 5; wgt = 70; mul = 3; break;
5175
5176                                 /* Cavalry */
5177                                 case CLASS_CAVALRY:
5178                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5179                                         else {num = 5; wgt = 100; mul = 3;}
5180                                         break;
5181
5182                                 /* Sorcerer */
5183                                 case CLASS_SORCERER:
5184                                         num = 1; wgt = 1; mul = 1; break;
5185
5186                                 /* Archer, Bard, Sniper */
5187                                 case CLASS_ARCHER:
5188                                 case CLASS_BARD:
5189                                 case CLASS_SNIPER:
5190                                         num = 4; wgt = 70; mul = 2; break;
5191
5192                                 /* ForceTrainer */
5193                                 case CLASS_FORCETRAINER:
5194                                         num = 4; wgt = 60; mul = 2; break;
5195
5196                                 /* Mirror Master */
5197                                 case CLASS_MIRROR_MASTER:
5198                                         num = 3; wgt = 100; mul = 3; break;
5199
5200                                 /* Ninja */
5201                                 case CLASS_NINJA:
5202                                         num = 4; wgt = 20; mul = 1; break;
5203                         }
5204
5205                         /* Hex - extra mights gives +1 bonus to max blows */
5206                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5207
5208                         /* Enforce a minimum "weight" (tenth pounds) */
5209                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5210
5211                         /* Access the strength vs weight */
5212                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5213
5214                         if (p_ptr->ryoute && !omoi) str_index++;
5215                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5216
5217                         /* Maximal value */
5218                         if (str_index > 11) str_index = 11;
5219
5220                         /* Index by dexterity */
5221                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5222
5223                         /* Maximal value */
5224                         if (dex_index > 11) dex_index = 11;
5225
5226                         /* Use the blows table */
5227                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5228
5229                         /* Maximal value */
5230                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
5231
5232                         /* Add in the "bonus blows" */
5233                         p_ptr->num_blow[i] += extra_blows[i];
5234
5235
5236                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5237                         else if (p_ptr->pclass == CLASS_BERSERKER)
5238                         {
5239                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5240                         }
5241                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5242
5243                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5244
5245                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5246
5247
5248                         /* Require at least one blow */
5249                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5250
5251                         /* Boost digging skill by weapon weight */
5252                         p_ptr->skill_dig += (o_ptr->weight / 10);
5253                 }
5254
5255                 /* Assume okay */
5256                 /* Priest weapon penalty for non-blessed edged weapons */
5257                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5258                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5259                 {
5260                         /* Reduce the real bonuses */
5261                         p_ptr->to_h[i] -= 2;
5262                         p_ptr->to_d[i] -= 2;
5263
5264                         /* Reduce the mental bonuses */
5265                         p_ptr->dis_to_h[i] -= 2;
5266                         p_ptr->dis_to_d[i] -= 2;
5267
5268                         /* Icky weapon */
5269                         p_ptr->icky_wield[i] = TRUE;
5270                 }
5271                 else if (p_ptr->pclass == CLASS_BERSERKER)
5272                 {
5273                         p_ptr->to_h[i] += p_ptr->lev/5;
5274                         p_ptr->to_d[i] += p_ptr->lev/6;
5275                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5276                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5277                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5278                         {
5279                                 p_ptr->to_h[i] += p_ptr->lev/5;
5280                                 p_ptr->to_d[i] += p_ptr->lev/6;
5281                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5282                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5283                         }
5284                 }
5285                 else if (p_ptr->pclass == CLASS_SORCERER)
5286                 {
5287                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5288                         {
5289                                 /* Reduce the real bonuses */
5290                                 p_ptr->to_h[i] -= 200;
5291                                 p_ptr->to_d[i] -= 200;
5292
5293                                 /* Reduce the mental bonuses */
5294                                 p_ptr->dis_to_h[i] -= 200;
5295                                 p_ptr->dis_to_d[i] -= 200;
5296
5297                                 /* Icky weapon */
5298                                 p_ptr->icky_wield[i] = TRUE;
5299                         }
5300                         else
5301                         {
5302                                 /* Reduce the real bonuses */
5303                                 p_ptr->to_h[i] -= 30;
5304                                 p_ptr->to_d[i] -= 10;
5305
5306                                 /* Reduce the mental bonuses */
5307                                 p_ptr->dis_to_h[i] -= 30;
5308                                 p_ptr->dis_to_d[i] -= 10;
5309                         }
5310                 }
5311                 /* Hex bonuses */
5312                 if (p_ptr->realm1 == REALM_HEX)
5313                 {
5314                         if (object_is_cursed(o_ptr))
5315                         {
5316                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5317                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5318                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5319                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5320                                 if (hex_spelling(HEX_RUNESWORD))
5321                                 {
5322                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5323                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5324                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5325                                 }
5326                         }
5327                 }
5328                 if (p_ptr->riding)
5329                 {
5330                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5331                         {
5332                                 p_ptr->to_h[i] +=15;
5333                                 p_ptr->dis_to_h[i] +=15;
5334                                 p_ptr->to_dd[i] += 2;
5335                         }
5336                         else if (!(have_flag(flgs, TR_RIDING)))
5337                         {
5338                                 int penalty;
5339                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5340                                 {
5341                                         penalty = 5;
5342                                 }
5343                                 else
5344                                 {
5345                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5346                                         penalty += 30;
5347                                         if (penalty < 30) penalty = 30;
5348                                 }
5349                                 p_ptr->to_h[i] -= penalty;
5350                                 p_ptr->dis_to_h[i] -= penalty;
5351
5352                                 /* Riding weapon */
5353                                 p_ptr->riding_wield[i] = TRUE;
5354                         }
5355                 }
5356         }
5357
5358         if (p_ptr->riding)
5359         {
5360                 int penalty = 0;
5361
5362                 p_ptr->riding_ryoute = FALSE;
5363
5364                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5365                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5366                 {
5367                         switch (p_ptr->pclass)
5368                         {
5369                         case CLASS_MONK:
5370                         case CLASS_FORCETRAINER:
5371                         case CLASS_BERSERKER:
5372                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5373                                         p_ptr->riding_ryoute = TRUE;
5374                                 break;
5375                         }
5376                 }
5377
5378                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5379                 {
5380                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5381                 }
5382                 else
5383                 {
5384                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5385                         penalty += 30;
5386                         if (penalty < 30) penalty = 30;
5387                 }
5388                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5389                 p_ptr->to_h_b -= penalty;
5390                 p_ptr->dis_to_h_b -= penalty;
5391         }
5392
5393         /* Different calculation for monks with empty hands */
5394         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5395                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5396         {
5397                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5398                 p_ptr->num_blow[0] = 0;
5399
5400                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5401                 {
5402                         if (blow_base > 18) p_ptr->num_blow[0]++;
5403                         if (blow_base > 31) p_ptr->num_blow[0]++;
5404                         if (blow_base > 44) p_ptr->num_blow[0]++;
5405                         if (blow_base > 58) p_ptr->num_blow[0]++;
5406                         if (p_ptr->magic_num1[0])
5407                         {
5408                                 p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
5409                                 p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
5410                         }
5411                 }
5412                 else
5413                 {
5414                         if (blow_base > 12) p_ptr->num_blow[0]++;
5415                         if (blow_base > 22) p_ptr->num_blow[0]++;
5416                         if (blow_base > 31) p_ptr->num_blow[0]++;
5417                         if (blow_base > 39) p_ptr->num_blow[0]++;
5418                         if (blow_base > 46) p_ptr->num_blow[0]++;
5419                         if (blow_base > 53) p_ptr->num_blow[0]++;
5420                         if (blow_base > 59) p_ptr->num_blow[0]++;
5421                 }
5422
5423                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5424                         p_ptr->num_blow[0] /= 2;
5425                 else
5426                 {
5427                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5428                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5429
5430                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5431                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5432                 }
5433
5434                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5435                 {
5436                         p_ptr->to_a -= 40;
5437                         p_ptr->dis_to_a -= 40;
5438                         
5439                 }
5440                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5441                 {
5442                         p_ptr->to_a -= 50;
5443                         p_ptr->dis_to_a -= 50;
5444                         p_ptr->resist_acid = TRUE;
5445                         p_ptr->resist_fire = TRUE;
5446                         p_ptr->resist_elec = TRUE;
5447                         p_ptr->resist_cold = TRUE;
5448                         p_ptr->resist_pois = TRUE;
5449                         p_ptr->sh_fire = TRUE;
5450                         p_ptr->sh_elec = TRUE;
5451                         p_ptr->sh_cold = TRUE;
5452                         p_ptr->levitation = TRUE;
5453                 }
5454                 else if (p_ptr->special_defense & KAMAE_GENBU)
5455                 {
5456                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5457                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5458                         p_ptr->reflect = TRUE;
5459                         p_ptr->num_blow[0] -= 2;
5460                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5461                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5462                 }
5463                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5464                 {
5465                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5466                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5467
5468                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5469                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5470                         p_ptr->num_blow[0] /= 2;
5471                         p_ptr->levitation = TRUE;
5472                 }
5473
5474                 p_ptr->num_blow[0] += 1+extra_blows[0];
5475         }
5476
5477         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5478
5479         monk_armour_aux = FALSE;
5480
5481         if (heavy_armor())
5482         {
5483                 monk_armour_aux = TRUE;
5484         }
5485
5486         for (i = 0; i < 2; i++)
5487         {
5488                 if (buki_motteruka(INVEN_RARM+i))
5489                 {
5490                         int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5491                         int sval = inventory[INVEN_RARM+i].sval;
5492
5493                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5494                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5495                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5496                         {
5497                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5498                                 {
5499                                         p_ptr->to_h[i] -= 40;
5500                                         p_ptr->dis_to_h[i] -= 40;
5501                                         p_ptr->icky_wield[i] = TRUE;
5502                                 }
5503                         }
5504                         else if (p_ptr->pclass == CLASS_NINJA)
5505                         {
5506                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5507                                 {
5508                                         p_ptr->to_h[i] -= 40;
5509                                         p_ptr->dis_to_h[i] -= 40;
5510                                         p_ptr->icky_wield[i] = TRUE;
5511                                         p_ptr->num_blow[i] /= 2;
5512                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5513                                 }
5514                         }
5515
5516                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5517                 }
5518         }
5519
5520         /* Maximum speed is (+99). (internally it's 110 + 99) */
5521         /* Temporary lightspeed forces to be maximum speed */
5522         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5523         {
5524                 new_speed = 209;
5525         }
5526
5527         /* Minimum speed is (-99). (internally it's 110 - 99) */
5528         if (new_speed < 11) new_speed = 11;
5529
5530         /* Display the speed (if needed) */
5531         if (p_ptr->pspeed != (byte)new_speed)
5532         {
5533                 p_ptr->pspeed = (byte)new_speed;
5534                 p_ptr->redraw |= (PR_SPEED);
5535         }
5536
5537         if (yoiyami)
5538         {
5539                 if (p_ptr->to_a > (0 - p_ptr->ac))
5540                         p_ptr->to_a = 0 - p_ptr->ac;
5541                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5542                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5543         }
5544
5545         /* Redraw armor (if needed) */
5546         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5547         {
5548                 /* Redraw */
5549                 p_ptr->redraw |= (PR_ARMOR);
5550
5551                 /* Window stuff */
5552                 p_ptr->window |= (PW_PLAYER);
5553         }
5554
5555
5556         if (p_ptr->ryoute && !omoi)
5557         {
5558                 int bonus_to_h=0, bonus_to_d=0;
5559                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5560                 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);
5561
5562                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5563                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5564                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5565                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5566         }
5567
5568         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;
5569
5570         /* Affect Skill -- stealth (bonus one) */
5571         p_ptr->skill_stl += 1;
5572
5573         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5574
5575         /* Affect Skill -- disarming (DEX and INT) */
5576         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5577         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5578
5579         /* Affect Skill -- magic devices (INT) */
5580         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5581
5582         /* Affect Skill -- saving throw (WIS) */
5583         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5584
5585         /* Affect Skill -- digging (STR) */
5586         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5587
5588         /* Affect Skill -- disarming (Level, by Class) */
5589         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5590
5591         /* Affect Skill -- magic devices (Level, by Class) */
5592         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5593
5594         /* Affect Skill -- saving throw (Level, by Class) */
5595         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5596
5597         /* Affect Skill -- stealth (Level, by Class) */
5598         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5599
5600         /* Affect Skill -- search ability (Level, by Class) */
5601         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5602
5603         /* Affect Skill -- search frequency (Level, by Class) */
5604         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5605
5606         /* Affect Skill -- combat (normal) (Level, by Class) */
5607         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5608
5609         /* Affect Skill -- combat (shooting) (Level, by Class) */
5610         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5611
5612         /* Affect Skill -- combat (throwing) (Level, by Class) */
5613         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5614
5615
5616         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5617         {
5618                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5619                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5620         }
5621
5622         /* Limit Skill -- stealth from 0 to 30 */
5623         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5624         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5625
5626         /* Limit Skill -- digging from 1 up */
5627         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5628
5629         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5630
5631         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5632
5633         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;
5634
5635         if (down_saving) p_ptr->skill_sav /= 2;
5636
5637         /* Hack -- Each elemental immunity includes resistance */
5638         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5639         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5640         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5641         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5642
5643         /* Determine player alignment */
5644         for (i = 0, j = 0; i < 8; i++)
5645         {
5646                 switch (p_ptr->vir_types[i])
5647                 {
5648                 case V_JUSTICE:
5649                         p_ptr->align += p_ptr->virtues[i] * 2;
5650                         break;
5651                 case V_CHANCE:
5652                         /* Do nothing */
5653                         break;
5654                 case V_NATURE:
5655                 case V_HARMONY:
5656                         neutral[j++] = i;
5657                         break;
5658                 case V_UNLIFE:
5659                         p_ptr->align -= p_ptr->virtues[i];
5660                         break;
5661                 default:
5662                         p_ptr->align += p_ptr->virtues[i];
5663                         break;
5664                 }
5665         }
5666
5667         for (i = 0; i < j; i++)
5668         {
5669                 if (p_ptr->align > 0)
5670                 {
5671                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5672                         if (p_ptr->align < 0) p_ptr->align = 0;
5673                 }
5674                 else if (p_ptr->align < 0)
5675                 {
5676                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5677                         if (p_ptr->align > 0) p_ptr->align = 0;
5678                 }
5679         }
5680
5681         /* Hack -- handle "xtra" mode */
5682         if (character_xtra) return;
5683
5684         /* Take note when "heavy bow" changes */
5685         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5686         {
5687                 /* Message */
5688                 if (p_ptr->heavy_shoot)
5689                 {
5690 #ifdef JP
5691                         msg_print("¤³¤ó¤Ê½Å¤¤µÝ¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5692 #else
5693                         msg_print("You have trouble wielding such a heavy bow.");
5694 #endif
5695
5696                 }
5697                 else if (inventory[INVEN_BOW].k_idx)
5698                 {
5699 #ifdef JP
5700                         msg_print("¤³¤ÎµÝ¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5701 #else
5702                         msg_print("You have no trouble wielding your bow.");
5703 #endif
5704
5705                 }
5706                 else
5707                 {
5708 #ifdef JP
5709                         msg_print("½Å¤¤µÝ¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5710 #else
5711                         msg_print("You feel relieved to put down your heavy bow.");
5712 #endif
5713
5714                 }
5715
5716                 /* Save it */
5717                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5718         }
5719
5720         for (i = 0 ; i < 2 ; i++)
5721         {
5722                 /* Take note when "heavy weapon" changes */
5723                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5724                 {
5725                         /* Message */
5726                         if (p_ptr->heavy_wield[i])
5727                         {
5728 #ifdef JP
5729                                 msg_print("¤³¤ó¤Ê½Å¤¤Éð´ï¤òÁõÈ÷¤·¤Æ¤¤¤ë¤Î¤ÏÂçÊѤÀ¡£");
5730 #else
5731                                 msg_print("You have trouble wielding such a heavy weapon.");
5732 #endif
5733
5734                         }
5735                         else if (buki_motteruka(INVEN_RARM+i))
5736                         {
5737 #ifdef JP
5738                                 msg_print("¤³¤ì¤Ê¤éÁõÈ÷¤·¤Æ¤¤¤Æ¤â¿É¤¯¤Ê¤¤¡£");
5739 #else
5740                                 msg_print("You have no trouble wielding your weapon.");
5741 #endif
5742
5743                         }
5744                         else if (p_ptr->heavy_wield[1-i])
5745                         {
5746 #ifdef JP
5747                                 msg_print("¤Þ¤ÀÉð´ï¤¬½Å¤¤¡£");
5748 #else
5749                                 msg_print("You have still trouble wielding a heavy weapon.");
5750 #endif
5751
5752                         }
5753                         else
5754                         {
5755 #ifdef JP
5756                                 msg_print("½Å¤¤Éð´ï¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤ÆÂΤ¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5757 #else
5758                                 msg_print("You feel relieved to put down your heavy weapon.");
5759 #endif
5760
5761                         }
5762
5763                         /* Save it */
5764                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5765                 }
5766
5767                 /* Take note when "heavy weapon" changes */
5768                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5769                 {
5770                         /* Message */
5771                         if (p_ptr->riding_wield[i])
5772                         {
5773 #ifdef JP
5774                                 msg_print("¤³¤ÎÉð´ï¤Ï¾èÇÏÃæ¤Ë»È¤¦¤Ë¤Ï¤à¤«¤Ê¤¤¤è¤¦¤À¡£");
5775 #else
5776                                 msg_print("This weapon is not suitable for use while riding.");
5777 #endif
5778
5779                         }
5780                         else if (!p_ptr->riding)
5781                         {
5782 #ifdef JP
5783                                 msg_print("¤³¤ÎÉð´ï¤ÏÅÌÊâ¤Ç»È¤¤¤ä¤¹¤¤¡£");
5784 #else
5785                                 msg_print("This weapon was not suitable for use while riding.");
5786 #endif
5787
5788                         }
5789                         else if (buki_motteruka(INVEN_RARM+i))
5790                         {
5791 #ifdef JP
5792                                 msg_print("¤³¤ì¤Ê¤é¾èÇÏÃæ¤Ë¤Ô¤Ã¤¿¤ê¤À¡£");
5793 #else
5794                                 msg_print("This weapon is suitable for use while riding.");
5795 #endif
5796
5797                         }
5798                         /* Save it */
5799                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5800                 }
5801
5802                 /* Take note when "illegal weapon" changes */
5803                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5804                 {
5805                         /* Message */
5806                         if (p_ptr->icky_wield[i])
5807                         {
5808 #ifdef JP
5809                                 msg_print("º£¤ÎÁõÈ÷¤Ï¤É¤¦¤â¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
5810 #else
5811                                 msg_print("You do not feel comfortable with your weapon.");
5812 #endif
5813                                 if (hack_mind)
5814                                 {
5815                                         chg_virtue(V_FAITH, -1);
5816                                 }
5817                         }
5818                         else if (buki_motteruka(INVEN_RARM+i))
5819                         {
5820 #ifdef JP
5821                                 msg_print("º£¤ÎÁõÈ÷¤Ï¼«Ê¬¤Ë¤Õ¤µ¤ï¤·¤¤µ¤¤¬¤¹¤ë¡£");
5822 #else
5823                                 msg_print("You feel comfortable with your weapon.");
5824 #endif
5825
5826                         }
5827                         else
5828                         {
5829 #ifdef JP
5830                                 msg_print("ÁõÈ÷¤ò¤Ï¤º¤·¤¿¤é¿ïʬ¤Èµ¤¤¬³Ú¤Ë¤Ê¤Ã¤¿¡£");
5831 #else
5832                                 msg_print("You feel more comfortable after removing your weapon.");
5833 #endif
5834
5835                         }
5836
5837                         /* Save it */
5838                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5839                 }
5840         }
5841
5842         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5843         {
5844                 /* Message */
5845                 if (p_ptr->riding_ryoute)
5846                 {
5847 #ifdef JP
5848                         msg_format("%sÇϤòÁà¤ì¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ¤¤¤Æ" : "");
5849 #else
5850                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5851 #endif
5852                 }
5853                 else
5854                 {
5855 #ifdef JP
5856                         msg_format("%sÇϤòÁà¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "¼ê¤¬¶õ¤¤¤Æ" : "");
5857 #else
5858                         msg_print("You began to control riding pet with one hand.");
5859 #endif
5860                 }
5861
5862                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5863         }
5864
5865         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5866         {
5867                 if (heavy_armor())
5868                 {
5869 #ifdef JP
5870 msg_print("ÁõÈ÷¤¬½Å¤¯¤Æ¥Ð¥é¥ó¥¹¤ò¼è¤ì¤Ê¤¤¡£");
5871 #else
5872                         msg_print("The weight of your armor disrupts your balance.");
5873 #endif
5874
5875                         if (hack_mind)
5876                         {
5877                                 chg_virtue(V_HARMONY, -1);
5878                         }
5879                 }
5880                 else
5881 #ifdef JP
5882 msg_print("¥Ð¥é¥ó¥¹¤¬¤È¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
5883 #else
5884                         msg_print("You regain your balance.");
5885 #endif
5886
5887                 monk_notify_aux = monk_armour_aux;
5888         }
5889
5890         for (i = 0; i < INVEN_PACK; i++)
5891         {
5892 #if 0
5893                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5894                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5895 #endif
5896                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5897                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5898         }
5899         for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5900         {
5901                 object_type *o_ptr;
5902
5903                 /* Acquire object */
5904                 o_ptr = &o_list[this_o_idx];
5905
5906                 /* Acquire next object */
5907                 next_o_idx = o_ptr->next_o_idx;
5908
5909 #if 0
5910                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5911                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5912 #endif
5913                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5914                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5915         }
5916
5917         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5918 #if 0
5919         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5920         {
5921                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5922                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5923         }
5924
5925         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)))
5926         {
5927                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5928                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5929         }
5930 #endif
5931         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5932         {
5933                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5934                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5935         }
5936
5937         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5938         {
5939                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5940                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5941         }
5942 }
5943
5944
5945
5946 /*
5947  * Handle "p_ptr->notice"
5948  */
5949 void notice_stuff(void)
5950 {
5951         /* Notice stuff */
5952         if (!p_ptr->notice) return;
5953
5954
5955         /* Actually do auto-destroy */
5956         if (p_ptr->notice & (PN_AUTODESTROY))
5957         {
5958                 p_ptr->notice &= ~(PN_AUTODESTROY);
5959                 autopick_delayed_alter();
5960         }
5961
5962         /* Combine the pack */
5963         if (p_ptr->notice & (PN_COMBINE))
5964         {
5965                 p_ptr->notice &= ~(PN_COMBINE);
5966                 combine_pack();
5967         }
5968
5969         /* Reorder the pack */
5970         if (p_ptr->notice & (PN_REORDER))
5971         {
5972                 p_ptr->notice &= ~(PN_REORDER);
5973                 reorder_pack();
5974         }
5975 }
5976
5977
5978 /*
5979  * Handle "p_ptr->update"
5980  */
5981 void update_stuff(void)
5982 {
5983         /* Update stuff */
5984         if (!p_ptr->update) return;
5985
5986
5987         if (p_ptr->update & (PU_BONUS))
5988         {
5989                 p_ptr->update &= ~(PU_BONUS);
5990                 calc_bonuses();
5991         }
5992
5993         if (p_ptr->update & (PU_TORCH))
5994         {
5995                 p_ptr->update &= ~(PU_TORCH);
5996                 calc_torch();
5997         }
5998
5999         if (p_ptr->update & (PU_HP))
6000         {
6001                 p_ptr->update &= ~(PU_HP);
6002                 calc_hitpoints();
6003         }
6004
6005         if (p_ptr->update & (PU_MANA))
6006         {
6007                 p_ptr->update &= ~(PU_MANA);
6008                 calc_mana();
6009         }
6010
6011         if (p_ptr->update & (PU_SPELLS))
6012         {
6013                 p_ptr->update &= ~(PU_SPELLS);
6014                 calc_spells();
6015         }
6016
6017
6018         /* Character is not ready yet, no screen updates */
6019         if (!character_generated) return;
6020
6021
6022         /* Character is in "icky" mode, no screen updates */
6023         if (character_icky) return;
6024
6025
6026         if (p_ptr->update & (PU_UN_LITE))
6027         {
6028                 p_ptr->update &= ~(PU_UN_LITE);
6029                 forget_lite();
6030         }
6031
6032         if (p_ptr->update & (PU_UN_VIEW))
6033         {
6034                 p_ptr->update &= ~(PU_UN_VIEW);
6035                 forget_view();
6036         }
6037
6038         if (p_ptr->update & (PU_VIEW))
6039         {
6040                 p_ptr->update &= ~(PU_VIEW);
6041                 update_view();
6042         }
6043
6044         if (p_ptr->update & (PU_LITE))
6045         {
6046                 p_ptr->update &= ~(PU_LITE);
6047                 update_lite();
6048         }
6049
6050
6051         if (p_ptr->update & (PU_FLOW))
6052         {
6053                 p_ptr->update &= ~(PU_FLOW);
6054                 update_flow();
6055         }
6056
6057         if (p_ptr->update & (PU_DISTANCE))
6058         {
6059                 p_ptr->update &= ~(PU_DISTANCE);
6060
6061                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
6062                 /* p_ptr->update &= ~(PU_MONSTERS); */
6063
6064                 update_monsters(TRUE);
6065         }
6066
6067         if (p_ptr->update & (PU_MON_LITE))
6068         {
6069                 p_ptr->update &= ~(PU_MON_LITE);
6070                 update_mon_lite();
6071         }
6072
6073         /*
6074          * Mega-Hack -- Delayed visual update
6075          * Only used if update_view(), update_lite() or update_mon_lite() was called
6076          */
6077         if (p_ptr->update & (PU_DELAY_VIS))
6078         {
6079                 p_ptr->update &= ~(PU_DELAY_VIS);
6080                 delayed_visual_update();
6081         }
6082
6083         if (p_ptr->update & (PU_MONSTERS))
6084         {
6085                 p_ptr->update &= ~(PU_MONSTERS);
6086                 update_monsters(FALSE);
6087         }
6088 }
6089
6090
6091 /*
6092  * Handle "p_ptr->redraw"
6093  */
6094 void redraw_stuff(void)
6095 {
6096         /* Redraw stuff */
6097         if (!p_ptr->redraw) return;
6098
6099
6100         /* Character is not ready yet, no screen updates */
6101         if (!character_generated) return;
6102
6103
6104         /* Character is in "icky" mode, no screen updates */
6105         if (character_icky) return;
6106
6107
6108
6109         /* Hack -- clear the screen */
6110         if (p_ptr->redraw & (PR_WIPE))
6111         {
6112                 p_ptr->redraw &= ~(PR_WIPE);
6113                 msg_print(NULL);
6114                 Term_clear();
6115         }
6116
6117
6118         if (p_ptr->redraw & (PR_MAP))
6119         {
6120                 p_ptr->redraw &= ~(PR_MAP);
6121                 prt_map();
6122         }
6123
6124
6125         if (p_ptr->redraw & (PR_BASIC))
6126         {
6127                 p_ptr->redraw &= ~(PR_BASIC);
6128                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
6129                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
6130                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
6131                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
6132                 prt_frame_basic();
6133                 prt_time();
6134                 prt_dungeon();
6135         }
6136
6137         if (p_ptr->redraw & (PR_EQUIPPY))
6138         {
6139                 p_ptr->redraw &= ~(PR_EQUIPPY);
6140                 print_equippy(); /* To draw / delete equippy chars */
6141         }
6142
6143         if (p_ptr->redraw & (PR_MISC))
6144         {
6145                 p_ptr->redraw &= ~(PR_MISC);
6146                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6147 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6148
6149         }
6150
6151         if (p_ptr->redraw & (PR_TITLE))
6152         {
6153                 p_ptr->redraw &= ~(PR_TITLE);
6154                 prt_title();
6155         }
6156
6157         if (p_ptr->redraw & (PR_LEV))
6158         {
6159                 p_ptr->redraw &= ~(PR_LEV);
6160                 prt_level();
6161         }
6162
6163         if (p_ptr->redraw & (PR_EXP))
6164         {
6165                 p_ptr->redraw &= ~(PR_EXP);
6166                 prt_exp();
6167         }
6168
6169         if (p_ptr->redraw & (PR_STATS))
6170         {
6171                 p_ptr->redraw &= ~(PR_STATS);
6172                 prt_stat(A_STR);
6173                 prt_stat(A_INT);
6174                 prt_stat(A_WIS);
6175                 prt_stat(A_DEX);
6176                 prt_stat(A_CON);
6177                 prt_stat(A_CHR);
6178         }
6179
6180         if (p_ptr->redraw & (PR_STATUS))
6181         {
6182                 p_ptr->redraw &= ~(PR_STATUS);
6183                 prt_status();
6184         }
6185
6186         if (p_ptr->redraw & (PR_ARMOR))
6187         {
6188                 p_ptr->redraw &= ~(PR_ARMOR);
6189                 prt_ac();
6190         }
6191
6192         if (p_ptr->redraw & (PR_HP))
6193         {
6194                 p_ptr->redraw &= ~(PR_HP);
6195                 prt_hp();
6196         }
6197
6198         if (p_ptr->redraw & (PR_MANA))
6199         {
6200                 p_ptr->redraw &= ~(PR_MANA);
6201                 prt_sp();
6202         }
6203
6204         if (p_ptr->redraw & (PR_GOLD))
6205         {
6206                 p_ptr->redraw &= ~(PR_GOLD);
6207                 prt_gold();
6208         }
6209
6210         if (p_ptr->redraw & (PR_DEPTH))
6211         {
6212                 p_ptr->redraw &= ~(PR_DEPTH);
6213                 prt_depth();
6214         }
6215
6216         if (p_ptr->redraw & (PR_HEALTH))
6217         {
6218                 p_ptr->redraw &= ~(PR_HEALTH);
6219                 health_redraw(FALSE);
6220         }
6221
6222         if (p_ptr->redraw & (PR_UHEALTH))
6223         {
6224                 p_ptr->redraw &= ~(PR_UHEALTH);
6225                 health_redraw(TRUE);
6226         }
6227
6228
6229         if (p_ptr->redraw & (PR_EXTRA))
6230         {
6231                 p_ptr->redraw &= ~(PR_EXTRA);
6232                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6233                 p_ptr->redraw &= ~(PR_HUNGER);
6234                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6235                 prt_frame_extra();
6236         }
6237
6238         if (p_ptr->redraw & (PR_CUT))
6239         {
6240                 p_ptr->redraw &= ~(PR_CUT);
6241                 prt_cut();
6242         }
6243
6244         if (p_ptr->redraw & (PR_STUN))
6245         {
6246                 p_ptr->redraw &= ~(PR_STUN);
6247                 prt_stun();
6248         }
6249
6250         if (p_ptr->redraw & (PR_HUNGER))
6251         {
6252                 p_ptr->redraw &= ~(PR_HUNGER);
6253                 prt_hunger();
6254         }
6255
6256         if (p_ptr->redraw & (PR_STATE))
6257         {
6258                 p_ptr->redraw &= ~(PR_STATE);
6259                 prt_state();
6260         }
6261
6262         if (p_ptr->redraw & (PR_SPEED))
6263         {
6264                 p_ptr->redraw &= ~(PR_SPEED);
6265                 prt_speed();
6266         }
6267
6268         if (p_ptr->pclass == CLASS_IMITATOR)
6269         {
6270                 if (p_ptr->redraw & (PR_IMITATION))
6271                 {
6272                         p_ptr->redraw &= ~(PR_IMITATION);
6273                         prt_imitation();
6274                 }
6275         }
6276         else if (p_ptr->redraw & (PR_STUDY))
6277         {
6278                 p_ptr->redraw &= ~(PR_STUDY);
6279                 prt_study();
6280         }
6281 }
6282
6283
6284 /*
6285  * Handle "p_ptr->window"
6286  */
6287 void window_stuff(void)
6288 {
6289         int j;
6290
6291         u32b mask = 0L;
6292
6293
6294         /* Nothing to do */
6295         if (!p_ptr->window) return;
6296
6297         /* Scan windows */
6298         for (j = 0; j < 8; j++)
6299         {
6300                 /* Save usable flags */
6301                 if (angband_term[j]) mask |= window_flag[j];
6302         }
6303
6304         /* Apply usable flags */
6305         p_ptr->window &= mask;
6306
6307         /* Nothing to do */
6308         if (!p_ptr->window) return;
6309
6310
6311         /* Display inventory */
6312         if (p_ptr->window & (PW_INVEN))
6313         {
6314                 p_ptr->window &= ~(PW_INVEN);
6315                 fix_inven();
6316         }
6317
6318         /* Display equipment */
6319         if (p_ptr->window & (PW_EQUIP))
6320         {
6321                 p_ptr->window &= ~(PW_EQUIP);
6322                 fix_equip();
6323         }
6324
6325         /* Display spell list */
6326         if (p_ptr->window & (PW_SPELL))
6327         {
6328                 p_ptr->window &= ~(PW_SPELL);
6329                 fix_spell();
6330         }
6331
6332         /* Display player */
6333         if (p_ptr->window & (PW_PLAYER))
6334         {
6335                 p_ptr->window &= ~(PW_PLAYER);
6336                 fix_player();
6337         }
6338         
6339         /* Display monster list */
6340         if (p_ptr->window & (PW_MONSTER_LIST))
6341         {
6342                 p_ptr->window &= ~(PW_MONSTER_LIST);
6343                 fix_monster_list();
6344         }
6345         
6346         /* Display overhead view */
6347         if (p_ptr->window & (PW_MESSAGE))
6348         {
6349                 p_ptr->window &= ~(PW_MESSAGE);
6350                 fix_message();
6351         }
6352
6353         /* Display overhead view */
6354         if (p_ptr->window & (PW_OVERHEAD))
6355         {
6356                 p_ptr->window &= ~(PW_OVERHEAD);
6357                 fix_overhead();
6358         }
6359
6360         /* Display overhead view */
6361         if (p_ptr->window & (PW_DUNGEON))
6362         {
6363                 p_ptr->window &= ~(PW_DUNGEON);
6364                 fix_dungeon();
6365         }
6366
6367         /* Display monster recall */
6368         if (p_ptr->window & (PW_MONSTER))
6369         {
6370                 p_ptr->window &= ~(PW_MONSTER);
6371                 fix_monster();
6372         }
6373
6374         /* Display object recall */
6375         if (p_ptr->window & (PW_OBJECT))
6376         {
6377                 p_ptr->window &= ~(PW_OBJECT);
6378                 fix_object();
6379         }
6380 }
6381
6382
6383 /*
6384  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6385  */
6386 void handle_stuff(void)
6387 {
6388         /* Update stuff */
6389         if (p_ptr->update) update_stuff();
6390
6391         /* Redraw stuff */
6392         if (p_ptr->redraw) redraw_stuff();
6393
6394         /* Window stuff */
6395         if (p_ptr->window) window_stuff();
6396 }
6397
6398
6399 s16b empty_hands(bool riding_control)
6400 {
6401         s16b status = EMPTY_HAND_NONE;
6402
6403         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6404         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6405
6406         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6407         {
6408                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6409                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6410         }
6411
6412         return status;
6413 }
6414
6415
6416 bool heavy_armor(void)
6417 {
6418         u16b monk_arm_wgt = 0;
6419
6420         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6421
6422         /* Weight the armor */
6423         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6424         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6425         monk_arm_wgt += inventory[INVEN_BODY].weight;
6426         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6427         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6428         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6429         monk_arm_wgt += inventory[INVEN_FEET].weight;
6430
6431         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6432 }