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