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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief プレイヤーのステータス処理 / status
4  * @date 2018/09/25
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (s16b)(value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @return 日中ならばTRUE、夜ならばFALSE
126  */
127 bool is_daytime(void)
128 {
129         s32b len = TURNS_PER_TICK * TOWN_DAWN;
130         if ((turn % len) < (len / 2))
131                 return TRUE;
132         else
133                 return FALSE;
134 }
135
136 /*!
137  * @brief 現在の日数、時刻を返す /
138  * Extract day, hour, min
139  * @param day 日数を返すための参照ポインタ
140  * @param hour 時数を返すための参照ポインタ
141  * @param min 分数を返すための参照ポインタ
142  */
143 void extract_day_hour_min(int *day, int *hour, int *min)
144 {
145         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
147
148         switch (p_ptr->start_race)
149         {
150         case RACE_VAMPIRE:
151         case RACE_SKELETON:
152         case RACE_ZOMBIE:
153         case RACE_SPECTRE:
154                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
155                 break;
156         default:
157                 *day = (turn + A_DAY / 4) / A_DAY + 1;
158                 break;
159         }
160         *hour = (24 * turn_in_today / A_DAY) % 24;
161         *min = (1440 * turn_in_today / A_DAY) % 60;
162 }
163
164 /*!
165  * @brief ゲーム時刻を表示する /
166  * Print time
167  * @return なし
168  */
169 void prt_time(void)
170 {
171         int day, hour, min;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
175
176         extract_day_hour_min(&day, &hour, &min);
177
178         /* Dump the info itself */
179         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
181
182         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
183 }
184
185 /*!
186  * @brief 現在のマップ名を返す /
187  * @return マップ名の文字列参照ポインタ
188  */
189 cptr map_name(void)
190 {
191         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193                 return _("クエスト", "Quest");
194         else if (p_ptr->wild_mode)
195                 return _("地上", "Surface");
196         else if (p_ptr->inside_arena)
197                 return _("アリーナ", "Arena");
198         else if (p_ptr->inside_battle)
199                 return _("闘技場", "Monster Arena");
200         else if (!dun_level && p_ptr->town_num)
201                 return town[p_ptr->town_num].name;
202         else
203                 return d_name+d_info[dungeon_type].name;
204 }
205
206 /*!
207  * @brief 現在のマップ名を描画する / Print dungeon
208  * @return なし
209  */
210 static void prt_dungeon(void)
211 {
212         cptr dungeon_name;
213         int col;
214
215         /* Dump 13 spaces to clear */
216         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
217
218         dungeon_name = map_name();
219
220         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221         if (col < 0) col = 0;
222
223         /* Dump the info itself */
224         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
225                   ROW_DUNGEON, col);
226 }
227
228
229 /*!
230  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231  * @param stat 描画するステータスのID
232  * @return なし
233  */
234 static void prt_stat(int stat)
235 {
236         char tmp[32];
237
238         /* Display "injured" stat */
239         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
240         {
241                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242                 cnv_stat(p_ptr->stat_use[stat], tmp);
243                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244         }
245
246         /* Display "healthy" stat */
247         else
248         {
249                 put_str(stat_names[stat], ROW_STAT + stat, 0);
250                 cnv_stat(p_ptr->stat_use[stat], tmp);
251                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252         }
253
254         /* Indicate natural maximum */
255         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256         {
257 #ifdef JP
258                 /* 日本語にかぶらないように表示位置を変更 */
259                 put_str("!", ROW_STAT + stat, 5);
260 #else
261                 put_str("!", ROW_STAT + stat, 3);
262 #endif
263
264         }
265 }
266
267
268 /*
269  * 画面下部に表示する状態表示定義ID / Data structure for status bar
270  */
271 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
338
339 static struct {
340         byte attr;
341         cptr sstr;
342         cptr lstr;
343 } bar[]
344 #ifdef JP
345 = {
346         {TERM_YELLOW, "つ", "つよし"},
347         {TERM_VIOLET, "幻", "幻覚"},
348         {TERM_L_DARK, "盲", "盲目"},
349         {TERM_RED, "痺", "麻痺"},
350         {TERM_VIOLET, "乱", "混乱"},
351         {TERM_GREEN, "毒", "毒"},
352         {TERM_BLUE, "恐", "恐怖"},
353         {TERM_L_BLUE, "浮", "浮遊"},
354         {TERM_SLATE, "反", "反射"},
355         {TERM_SLATE, "壁", "壁抜け"},
356         {TERM_L_DARK, "幽", "幽体"},
357         {TERM_SLATE, "邪", "防邪"},
358         {TERM_VIOLET, "変", "変わり身"},
359         {TERM_YELLOW, "魔", "魔法鎧"},
360         {TERM_L_UMBER, "伸", "伸び"},
361         {TERM_WHITE, "石", "石肌"},
362         {TERM_L_BLUE, "分", "分身"},
363         {TERM_SLATE, "防", "魔法防御"},
364         {TERM_YELLOW, "究", "究極"},
365         {TERM_YELLOW, "無", "無敵"},
366         {TERM_L_GREEN, "酸", "酸免疫"},
367         {TERM_GREEN, "酸", "耐酸"},
368         {TERM_L_BLUE, "電", "電免疫"},
369         {TERM_BLUE, "電", "耐電"},
370         {TERM_L_RED, "火", "火免疫"},
371         {TERM_RED, "火", "耐火"},
372         {TERM_WHITE, "冷", "冷免疫"},
373         {TERM_SLATE, "冷", "耐冷"},
374         {TERM_GREEN, "毒", "耐毒"},
375         {TERM_L_DARK, "獄", "耐地獄"},
376         {TERM_L_BLUE, "時", "耐時間"},
377         {TERM_L_DARK, "鏡", "鏡オーラ"},
378         {TERM_L_RED, "オ", "火オーラ"},
379         {TERM_WHITE, "闘", "闘気"},
380         {TERM_WHITE, "聖", "聖オーラ"},
381         {TERM_VIOLET, "目", "目には目"},
382         {TERM_WHITE, "祝", "祝福"},
383         {TERM_WHITE, "勇", "勇"},
384         {TERM_RED, "狂", "狂乱"},
385         {TERM_L_RED, "火", "魔剣火"},
386         {TERM_WHITE, "冷", "魔剣冷"},
387         {TERM_L_BLUE, "電", "魔剣電"},
388         {TERM_SLATE, "酸", "魔剣酸"},
389         {TERM_L_GREEN, "毒", "魔剣毒"},
390         {TERM_RED, "乱", "混乱打撃"},
391         {TERM_L_BLUE, "視", "透明視"},
392         {TERM_ORANGE, "テ", "テレパシ"},
393         {TERM_L_BLUE, "回", "回復"},
394         {TERM_L_RED, "赤", "赤外"},
395         {TERM_UMBER, "隠", "隠密"},
396         {TERM_YELLOW, "隠", "超隠密"},
397         {TERM_WHITE, "帰", "帰還"},
398         {TERM_WHITE, "現", "現実変容"},
399         /* Hex */
400         {TERM_WHITE, "オ", "氷オーラ"},
401         {TERM_BLUE, "オ", "電オーラ"},
402         {TERM_L_DARK, "オ", "影オーラ"},
403         {TERM_YELLOW, "腕", "腕力強化"},
404         {TERM_RED, "肉", "肉体強化"},
405         {TERM_L_DARK, "殖", "反増殖"},
406         {TERM_ORANGE, "テ", "反テレポ"},
407         {TERM_RED, "魔", "反魔法"},
408         {TERM_SLATE, "我", "我慢"},
409         {TERM_SLATE, "宣", "宣告"},
410         {TERM_L_DARK, "剣", "魔剣化"},
411         {TERM_RED, "吸", "吸血打撃"},
412         {TERM_WHITE, "回", "回復"},
413         {TERM_L_DARK, "感", "邪悪感知"},
414         {0, NULL, NULL}
415 };
416 #else
417 = {
418         {TERM_YELLOW, "Ts", "Tsuyoshi"},
419         {TERM_VIOLET, "Ha", "Halluc"},
420         {TERM_L_DARK, "Bl", "Blind"},
421         {TERM_RED, "Pa", "Paralyzed"},
422         {TERM_VIOLET, "Cf", "Confused"},
423         {TERM_GREEN, "Po", "Poisoned"},
424         {TERM_BLUE, "Af", "Afraid"},
425         {TERM_L_BLUE, "Lv", "Levit"},
426         {TERM_SLATE, "Rf", "Reflect"},
427         {TERM_SLATE, "Pw", "PassWall"},
428         {TERM_L_DARK, "Wr", "Wraith"},
429         {TERM_SLATE, "Ev", "PrtEvl"},
430         {TERM_VIOLET, "Kw", "Kawarimi"},
431         {TERM_YELLOW, "Md", "MgcArm"},
432         {TERM_L_UMBER, "Eh", "Expand"},
433         {TERM_WHITE, "Ss", "StnSkn"},
434         {TERM_L_BLUE, "Ms", "MltShdw"},
435         {TERM_SLATE, "Rm", "ResMag"},
436         {TERM_YELLOW, "Ul", "Ultima"},
437         {TERM_YELLOW, "Iv", "Invuln"},
438         {TERM_L_GREEN, "IAc", "ImmAcid"},
439         {TERM_GREEN, "Ac", "Acid"},
440         {TERM_L_BLUE, "IEl", "ImmElec"},
441         {TERM_BLUE, "El", "Elec"},
442         {TERM_L_RED, "IFi", "ImmFire"},
443         {TERM_RED, "Fi", "Fire"},
444         {TERM_WHITE, "ICo", "ImmCold"},
445         {TERM_SLATE, "Co", "Cold"},
446         {TERM_GREEN, "Po", "Pois"},
447         {TERM_L_DARK, "Nt", "Nthr"},
448         {TERM_L_BLUE, "Ti", "Time"},
449         {TERM_L_DARK, "Mr", "Mirr"},
450         {TERM_L_RED, "SFi", "SFire"},
451         {TERM_WHITE, "Fo", "Force"},
452         {TERM_WHITE, "Ho", "Holy"},
453         {TERM_VIOLET, "Ee", "EyeEye"},
454         {TERM_WHITE, "Bs", "Bless"},
455         {TERM_WHITE, "He", "Hero"},
456         {TERM_RED, "Br", "Berserk"},
457         {TERM_L_RED, "BFi", "BFire"},
458         {TERM_WHITE, "BCo", "BCold"},
459         {TERM_L_BLUE, "BEl", "BElec"},
460         {TERM_SLATE, "BAc", "BAcid"},
461         {TERM_L_GREEN, "BPo", "BPois"},
462         {TERM_RED, "TCf", "TchCnf"},
463         {TERM_L_BLUE, "Se", "SInv"},
464         {TERM_ORANGE, "Te", "Telepa"},
465         {TERM_L_BLUE, "Rg", "Regen"},
466         {TERM_L_RED, "If", "Infr"},
467         {TERM_UMBER, "Sl", "Stealth"},
468         {TERM_YELLOW, "Stlt", "Stealth"},
469         {TERM_WHITE, "Rc", "Recall"},
470         {TERM_WHITE, "Al", "Alter"},
471         /* Hex */
472         {TERM_WHITE, "SCo", "SCold"},
473         {TERM_BLUE, "SEl", "SElec"},
474         {TERM_L_DARK, "SSh", "SShadow"},
475         {TERM_YELLOW, "EMi", "ExMight"},
476         {TERM_RED, "Bu", "BuildUp"},
477         {TERM_L_DARK, "AMl", "AntiMulti"},
478         {TERM_ORANGE, "AT", "AntiTele"},
479         {TERM_RED, "AM", "AntiMagic"},
480         {TERM_SLATE, "Pa", "Patience"},
481         {TERM_SLATE, "Rv", "Revenge"},
482         {TERM_L_DARK, "Rs", "RuneSword"},
483         {TERM_RED, "Vm", "Vampiric"},
484         {TERM_WHITE, "Cu", "Cure"},
485         {TERM_L_DARK, "ET", "EvilTele"},
486         {0, NULL, NULL}
487 };
488 #endif
489
490 /*!
491  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492  * @param FLG フラグ位置(ビット)
493  * @return なし
494  */
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
496
497 /*!
498  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499  * @param FLG フラグ位置(ビット)
500  * @return 1ならば0以外を返す
501  */
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
503
504
505 /*!
506  * @brief 下部に状態表示を行う / Show status bar
507  * @return なし
508  */
509 static void prt_status(void)
510 {
511         u32b bar_flags[3];
512         int wid, hgt, row_statbar, max_col_statbar;
513         int i, col = 0, num = 0;
514         int space = 2;
515
516         Term_get_size(&wid, &hgt);
517         row_statbar = hgt + ROW_STATBAR;
518         max_col_statbar = wid + MAX_COL_STATBAR;
519
520         Term_erase(0, row_statbar, max_col_statbar);
521
522         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
523
524         /* Tsuyoshi  */
525         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
526
527         /* Hallucinating */
528         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
529
530         /* Blindness */
531         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
532
533         /* Paralysis */
534         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
535
536         /* Confusion */
537         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
538
539         /* Posioned */
540         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
541
542         /* Times see-invisible */
543         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
544
545         /* Timed esp */
546         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
547
548         /* Timed regenerate */
549         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
550
551         /* Timed infra-vision */
552         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
553
554         /* Protection from evil */
555         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
556
557         /* Invulnerability */
558         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
559
560         /* Wraith form */
561         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
562
563         /* Kabenuke */
564         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
565
566         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
567
568         /* Heroism */
569         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
570
571         /* Super Heroism / berserk */
572         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
573
574         /* Blessed */
575         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
576
577         /* Shield */
578         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
579
580         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
581
582         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
583         
584         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
585
586         /* Oppose Acid */
587         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
589
590         /* Oppose Lightning */
591         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
593
594         /* Oppose Fire */
595         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
597
598         /* Oppose Cold */
599         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
601
602         /* Oppose Poison */
603         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
604
605         /* Word of Recall */
606         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
607
608         /* Alter realiry */
609         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
610
611         /* Afraid */
612         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
613
614         /* Resist time */
615         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
616
617         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
618
619         /* Confusing Hands */
620         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
621
622         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
623
624         /* Ultimate-resistance */
625         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
626
627         /* tim levitation */
628         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
629
630         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
631
632         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
633
634         /* Mahouken */
635         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
641
642         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
643
644         /* tim stealth */
645         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
646
647         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
648
649         /* Holy aura */
650         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
651
652         /* An Eye for an Eye */
653         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
654
655         /* Hex spells */
656         if (p_ptr->realm1 == REALM_HEX)
657         {
658                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673                 if (hex_spelling(HEX_CURE_LIGHT) ||
674                         hex_spelling(HEX_CURE_SERIOUS) ||
675                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
676
677                 if (HEX_REVENGE_TURN(p_ptr))
678                 {
679                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
740  * @return なし
741  */
742 static void prt_title(void)
743 {
744         cptr p = "";
745         char str[14];
746
747         /* Wizard */
748         if (p_ptr->wizard)
749         {
750 #ifdef JP
751                 /* 英日切り替え機能 称号 */
752                 p = "[ウィザード]";
753 #else
754                 p = "[=-WIZARD-=]";
755 #endif
756
757         }
758
759         /* Winner */
760         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
761         {
762                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
763                 {
764 #ifdef JP
765                         /* 英日切り替え機能 称号 */
766                         p = "*真・勝利者*";
767 #else
768                         p = "*TRUEWINNER*";
769 #endif
770                 }
771                 else
772                 {
773 #ifdef JP
774                         /* 英日切り替え機能 称号 */
775                         p = "***勝利者***";
776 #else
777                         p = "***WINNER***";
778 #endif
779                 }
780         }
781
782         /* Normal */
783         else
784         {
785                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
786                 p = str;
787         }
788
789         prt_field(p, ROW_TITLE, COL_TITLE);
790 }
791
792
793 /*!
794  * @brief プレイヤーのレベルを表示する / Prints level
795  * @return なし
796  */
797 static void prt_level(void)
798 {
799         char tmp[32];
800
801         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
802
803         if (p_ptr->lev >= p_ptr->max_plv)
804         {
805 #ifdef JP
806                 put_str("レベル ", ROW_LEVEL, 0);
807                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
808 #else
809                 put_str("LEVEL ", ROW_LEVEL, 0);
810                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
811 #endif
812
813         }
814         else
815         {
816 #ifdef JP
817                 put_str("xレベル", ROW_LEVEL, 0);
818                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
819 #else
820                 put_str("Level ", ROW_LEVEL, 0);
821                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
822 #endif
823
824         }
825 }
826
827
828 /*!
829  * @brief プレイヤーの経験値を表示する / Display the experience
830  * @return なし
831  */
832 static void prt_exp(void)
833 {
834         char out_val[32];
835
836         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
837         {
838                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
839         }
840         else
841         {
842                 if (p_ptr->lev >= PY_MAX_LEVEL)
843                 {
844                         (void)sprintf(out_val, "********");
845                 }
846                 else
847                 {
848 #ifdef JP
849                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
850 #else      
851                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
852 #endif
853                 }
854         }
855
856         if (p_ptr->exp >= p_ptr->max_exp)
857         {
858 #ifdef JP
859                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860                 else put_str("経験 ", ROW_EXP, 0);
861                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
862 #else
863                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864                 else put_str("EXP ", ROW_EXP, 0);
865                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
866 #endif
867
868         }
869         else
870         {
871 #ifdef JP
872                 put_str("x経験", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
874 #else
875                 put_str("Exp ", ROW_EXP, 0);
876                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
877 #endif
878
879         }
880 }
881
882 /*!
883  * @brief プレイヤーの所持金を表示する / Prints current gold
884  * @return なし
885  */
886 static void prt_gold(void)
887 {
888         char tmp[32];
889         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890         sprintf(tmp, "%9ld", (long)p_ptr->au);
891         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
892 }
893
894
895 /*!
896  * @brief プレイヤーのACを表示する / Prints current AC
897  * @return なし
898  */
899 static void prt_ac(void)
900 {
901         char tmp[32];
902
903 #ifdef JP
904 /* AC の表示方式を変更している */
905         put_str(" AC(     )", ROW_AC, COL_AC);
906         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
908 #else
909         put_str("Cur AC ", ROW_AC, COL_AC);
910         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
912 #endif
913
914 }
915
916
917 /*!
918  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
919  * @return なし
920  */
921 static void prt_hp(void)
922 {
923 /* ヒットポイントの表示方法を変更 */
924         char tmp[32];
925   
926         byte color;
927   
928         /* タイトル */
929 /*      put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
930
931         put_str("HP", ROW_CURHP, COL_CURHP);
932
933         /* 現在のヒットポイント */
934         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
935
936         if (p_ptr->chp >= p_ptr->mhp)
937         {
938                 color = TERM_L_GREEN;
939         }
940         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
941         {
942                 color = TERM_YELLOW;
943         }
944         else
945         {
946                 color = TERM_RED;
947         }
948
949         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
950
951         /* 区切り */
952         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
953
954         /* 最大ヒットポイント */
955         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956         color = TERM_L_GREEN;
957
958         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
959 }
960
961
962 /*!
963  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
964  * @return なし
965  */
966 static void prt_sp(void)
967 {
968 /* マジックポイントの表示方法を変更している */
969         char tmp[32];
970         byte color;
971
972
973         /* Do not show mana unless it matters */
974         if (!mp_ptr->spell_book) return;
975
976         /* タイトル */
977 /*      put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
979
980         /* 現在のマジックポイント */
981         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
982
983         if (p_ptr->csp >= p_ptr->msp)
984         {
985                 color = TERM_L_GREEN;
986         }
987         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
988         {
989                 color = TERM_YELLOW;
990         }
991         else
992         {
993                 color = TERM_RED;
994         }
995
996         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
997
998         /* 区切り */
999         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1000
1001         /* 最大マジックポイント */
1002         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003         color = TERM_L_GREEN;
1004
1005         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1006 }
1007
1008
1009 /*!
1010  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1011  * @return なし
1012  */
1013 static void prt_depth(void)
1014 {
1015         char depths[32];
1016         int wid, hgt, row_depth, col_depth;
1017         byte attr = TERM_WHITE;
1018
1019         Term_get_size(&wid, &hgt);
1020         col_depth = wid + COL_DEPTH;
1021         row_depth = hgt + ROW_DEPTH;
1022
1023         if (!dun_level)
1024         {
1025                 strcpy(depths, _("地上", "Surf."));
1026         }
1027         else if (p_ptr->inside_quest && !dungeon_type)
1028         {
1029                 strcpy(depths, _("地上", "Quest"));
1030         }
1031         else
1032         {
1033                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1035
1036                 /* Get color of level based on feeling  -JSV- */
1037                 switch (p_ptr->feeling)
1038                 {
1039                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1040                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1041                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1042                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1043                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1044                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1045                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1046                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1048                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1049                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1050                 }
1051         }
1052
1053         /* Right-Adjust the "depth", and clear old values */
1054         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1055 }
1056
1057
1058 /*!
1059  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1060  * @return なし
1061  */
1062 static void prt_hunger(void)
1063 {
1064         if(p_ptr->wizard && p_ptr->inside_arena) return;
1065
1066         /* Fainting / Starving */
1067         if (p_ptr->food < PY_FOOD_FAINT)
1068         {
1069                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1070         }
1071
1072         /* Weak */
1073         else if (p_ptr->food < PY_FOOD_WEAK)
1074         {
1075                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1076         }
1077
1078         /* Hungry */
1079         else if (p_ptr->food < PY_FOOD_ALERT)
1080         {
1081                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1082         }
1083
1084         /* Normal */
1085         else if (p_ptr->food < PY_FOOD_FULL)
1086         {
1087                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1088         }
1089
1090         /* Full */
1091         else if (p_ptr->food < PY_FOOD_MAX)
1092         {
1093                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1094         }
1095
1096         /* Gorged */
1097         else
1098         {
1099                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1100         }
1101 }
1102
1103
1104 /*!
1105  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1106  * @return なし
1107  * @details
1108  * Display is always exactly 10 characters wide (see below)
1109  * This function was a major bottleneck when resting, so a lot of
1110  * the text formatting code was optimized in place below.
1111  */
1112 static void prt_state(void)
1113 {
1114         byte attr = TERM_WHITE;
1115
1116         char text[16];
1117
1118         /* Repeating */
1119         if (command_rep)
1120         {
1121                 if (command_rep > 999)
1122                 {
1123                         (void)sprintf(text, "%2d00", command_rep / 100);
1124                 }
1125                 else
1126                 {
1127                         (void)sprintf(text, "  %2d", command_rep);
1128                 }
1129         }
1130
1131         /* Action */
1132         else
1133         {
1134                 switch(p_ptr->action)
1135                 {
1136                         case ACTION_SEARCH:
1137                         {
1138                                 strcpy(text, _("探索", "Sear"));
1139                                 break;
1140                         }
1141                         case ACTION_REST:
1142                         {
1143                                 int i;
1144
1145                                 /* Start with "Rest" */
1146                                 strcpy(text, _("    ", "    "));
1147
1148                                 /* Extensive (timed) rest */
1149                                 if (resting >= 1000)
1150                                 {
1151                                         i = resting / 100;
1152                                         text[3] = '0';
1153                                         text[2] = '0';
1154                                         text[1] = '0' + (i % 10);
1155                                         text[0] = '0' + (i / 10);
1156                                 }
1157
1158                                 /* Long (timed) rest */
1159                                 else if (resting >= 100)
1160                                 {
1161                                         i = resting;
1162                                         text[3] = '0' + (i % 10);
1163                                         i = i / 10;
1164                                         text[2] = '0' + (i % 10);
1165                                         text[1] = '0' + (i / 10);
1166                                 }
1167
1168                                 /* Medium (timed) rest */
1169                                 else if (resting >= 10)
1170                                 {
1171                                         i = resting;
1172                                         text[3] = '0' + (i % 10);
1173                                         text[2] = '0' + (i / 10);
1174                                 }
1175
1176                                 /* Short (timed) rest */
1177                                 else if (resting > 0)
1178                                 {
1179                                         i = resting;
1180                                         text[3] = '0' + (i);
1181                                 }
1182
1183                                 /* Rest until healed */
1184                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1185                                 {
1186                                         text[0] = text[1] = text[2] = text[3] = '*';
1187                                 }
1188
1189                                 /* Rest until done */
1190                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1191                                 {
1192                                         text[0] = text[1] = text[2] = text[3] = '&';
1193                                 }
1194                                 break;
1195                         }
1196                         case ACTION_LEARN:
1197                         {
1198                                 strcpy(text, _("学習", "lear"));
1199                                 if (new_mane) attr = TERM_L_RED;
1200                                 break;
1201                         }
1202                         case ACTION_FISH:
1203                         {
1204                                 strcpy(text, _("釣り", "fish"));
1205                                 break;
1206                         }
1207                         case ACTION_KAMAE:
1208                         {
1209                                 int i;
1210                                 for (i = 0; i < MAX_KAMAE; i++)
1211                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1212                                 switch (i)
1213                                 {
1214                                         case 0: attr = TERM_GREEN;break;
1215                                         case 1: attr = TERM_WHITE;break;
1216                                         case 2: attr = TERM_L_BLUE;break;
1217                                         case 3: attr = TERM_L_RED;break;
1218                                 }
1219                                 strcpy(text, kamae_shurui[i].desc);
1220                                 break;
1221                         }
1222                         case ACTION_KATA:
1223                         {
1224                                 int i;
1225                                 for (i = 0; i < MAX_KATA; i++)
1226                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227                                 strcpy(text, kata_shurui[i].desc);
1228                                 break;
1229                         }
1230                         case ACTION_SING:
1231                         {
1232                                 strcpy(text, _("歌  ", "Sing"));
1233                                 break;
1234                         }
1235                         case ACTION_HAYAGAKE:
1236                         {
1237                                 strcpy(text, _("速駆", "Fast"));
1238                                 break;
1239                         }
1240                         case ACTION_SPELL:
1241                         {
1242                                 strcpy(text, _("詠唱", "Spel"));
1243                                 break;
1244                         }
1245                         default:
1246                         {
1247                                 strcpy(text, "    ");
1248                                 break;
1249                         }
1250                 }
1251         }
1252
1253         /* Display the info (or blanks) */
1254         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1255 }
1256
1257
1258 /*!
1259  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1260  * @return なし
1261  */
1262 static void prt_speed(void)
1263 {
1264         int i = p_ptr->pspeed;
1265         bool is_fast = IS_FAST();
1266
1267         byte attr = TERM_WHITE;
1268         char buf[32] = "";
1269         int wid, hgt, row_speed, col_speed;
1270
1271         Term_get_size(&wid, &hgt);
1272         col_speed = wid + COL_SPEED;
1273         row_speed = hgt + ROW_SPEED;
1274
1275         /* Hack -- Visually "undo" the Search Mode Slowdown */
1276         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1277
1278         /* Fast */
1279         if (i > 110)
1280         {
1281                 if (p_ptr->riding)
1282                 {
1283                         monster_type *m_ptr = &m_list[p_ptr->riding];
1284                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286                         else attr = TERM_GREEN;
1287                 }
1288                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290                 else attr = TERM_L_GREEN;
1291 #ifdef JP
1292                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1293 #else
1294                 sprintf(buf, "Fast(+%d)", (i - 110));
1295 #endif
1296
1297         }
1298
1299         /* Slow */
1300         else if (i < 110)
1301         {
1302                 if (p_ptr->riding)
1303                 {
1304                         monster_type *m_ptr = &m_list[p_ptr->riding];
1305                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307                         else attr = TERM_RED;
1308                 }
1309                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311                 else attr = TERM_L_UMBER;
1312 #ifdef JP
1313                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1314 #else
1315                 sprintf(buf, "Slow(-%d)", (110 - i));
1316 #endif
1317         }
1318         else if (p_ptr->riding)
1319         {
1320                 attr = TERM_GREEN;
1321                 strcpy(buf, _("乗馬中", "Riding"));
1322         }
1323
1324         /* Display the speed */
1325         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1326 }
1327
1328
1329 /*!
1330  * @brief プレイヤーの呪文学習可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_study(void)
1334 {
1335         int wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->new_spells)
1342         {
1343                 put_str(_("学習", "Stud"), row_study, col_study);
1344         }
1345         else
1346         {
1347                 put_str("    ", row_study, col_study);
1348         }
1349 }
1350
1351
1352 /*!
1353  * @brief プレイヤーのものまね可能状態を表示する
1354  * @return なし
1355  */
1356 static void prt_imitation(void)
1357 {
1358         int wid, hgt, row_study, col_study;
1359
1360         Term_get_size(&wid, &hgt);
1361         col_study = wid + COL_STUDY;
1362         row_study = hgt + ROW_STUDY;
1363
1364         if (p_ptr->pclass == CLASS_IMITATOR)
1365         {
1366                 if (p_ptr->mane_num)
1367                 {
1368                         byte attr;
1369                         if (new_mane) attr = TERM_L_RED;
1370                         else attr = TERM_WHITE;
1371                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1372                 }
1373                 else
1374                 {
1375                         put_str("    ", row_study, col_study);
1376                 }
1377         }
1378 }
1379
1380 /*!
1381  * @brief プレイヤーの負傷状態を表示する
1382  * @return なし
1383  */
1384 static void prt_cut(void)
1385 {
1386         int c = p_ptr->cut;
1387
1388         if (c > 1000)
1389         {
1390                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1391         }
1392         else if (c > 200)
1393         {
1394                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1395         }
1396         else if (c > 100)
1397         {
1398                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1399         }
1400         else if (c > 50)
1401         {
1402                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1403         }
1404         else if (c > 25)
1405         {
1406                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1407         }
1408         else if (c > 10)
1409         {
1410                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1411         }
1412         else if (c)
1413         {
1414                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1415         }
1416         else
1417         {
1418                 put_str("            ", ROW_CUT, COL_CUT);
1419         }
1420 }
1421
1422
1423 /*!
1424  * @brief プレイヤーの朦朧状態を表示する
1425  * @return なし
1426  */
1427 static void prt_stun(void)
1428 {
1429         int s = p_ptr->stun;
1430
1431         if (s > 100)
1432         {
1433                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1434         }
1435         else if (s > 50)
1436         {
1437                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1438         }
1439         else if (s)
1440         {
1441                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1442         }
1443         else
1444         {
1445                 put_str("            ", ROW_STUN, COL_STUN);
1446         }
1447 }
1448
1449
1450
1451 /*!
1452  * @brief モンスターの体力ゲージを表示する
1453  * @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。
1454  * @return なし
1455  * @details
1456  * <pre>
1457  * Redraw the "monster health bar"      -DRS-
1458  * Rather extensive modifications by    -BEN-
1459  *
1460  * The "monster health bar" provides visual feedback on the "health"
1461  * of the monster currently being "tracked".  There are several ways
1462  * to "track" a monster, including targetting it, attacking it, and
1463  * affecting it (and nobody else) with a ranged attack.
1464  *
1465  * Display the monster health bar (affectionately known as the
1466  * "health-o-meter").  Clear health bar if nothing is being tracked.
1467  * Auto-track current target monster when bored.  Note that the
1468  * health-bar stops tracking any monster that "disappears".
1469  * </pre>
1470  */
1471 static void health_redraw(bool riding)
1472 {
1473         s16b health_who;
1474         int row, col;
1475         monster_type *m_ptr;
1476
1477         if (riding)
1478         {
1479                 health_who = p_ptr->riding;
1480                 row = ROW_RIDING_INFO;
1481                 col = COL_RIDING_INFO;
1482         }
1483         else
1484         {
1485                 health_who = p_ptr->health_who;
1486                 row = ROW_INFO;
1487                 col = COL_INFO;
1488         }
1489
1490         m_ptr = &m_list[health_who];
1491
1492         if (p_ptr->wizard && p_ptr->inside_battle)
1493         {
1494                 row = ROW_INFO - 2;
1495                 col = COL_INFO + 2;
1496
1497                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1498                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1499                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1500                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1501
1502                 if(m_list[1].r_idx)
1503                 {
1504                         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));
1505                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1507                 }
1508
1509                 if(m_list[2].r_idx)
1510                 {
1511                         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));
1512                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1514                 }
1515
1516                 if(m_list[3].r_idx)
1517                 {
1518                         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));
1519                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1521                 }
1522
1523                 if(m_list[4].r_idx)
1524                 {
1525                         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));
1526                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1528                 }
1529         }
1530         else
1531         {
1532
1533                 /* Not tracking */
1534                 if (!health_who)
1535                 {
1536                         /* Erase the health bar */
1537                         Term_erase(col, row, 12);
1538                 }
1539
1540                 /* Tracking an unseen monster */
1541                 else if (!m_ptr->ml)
1542                 {
1543                         /* Indicate that the monster health is "unknown" */
1544                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1545                 }
1546
1547                 /* Tracking a hallucinatory monster */
1548                 else if (p_ptr->image)
1549                 {
1550                         /* Indicate that the monster health is "unknown" */
1551                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1552                 }
1553
1554                 /* Tracking a dead monster (???) */
1555                 else if (m_ptr->hp < 0)
1556                 {
1557                         /* Indicate that the monster health is "unknown" */
1558                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1559                 }
1560
1561                 /* Tracking a visible monster */
1562                 else
1563                 {
1564                         /* Extract the "percent" of health */
1565                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1567
1568                         /* Convert percent into "health" */
1569                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1570
1571                         /* Default to almost dead */
1572                         byte attr = TERM_RED;
1573
1574                         /* Invulnerable */
1575                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1576
1577                         /* Asleep */
1578                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1579
1580                         /* Afraid */
1581                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1582
1583                         /* Healthy */
1584                         else if (pct >= 100) attr = TERM_L_GREEN;
1585
1586                         /* Somewhat Wounded */
1587                         else if (pct >= 60) attr = TERM_YELLOW;
1588
1589                         /* Wounded */
1590                         else if (pct >= 25) attr = TERM_ORANGE;
1591
1592                         /* Badly wounded */
1593                         else if (pct >= 10) attr = TERM_L_RED;
1594
1595                         /* Default to "unknown" */
1596                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1597
1598                         /* Dump the current "health" (use '*' symbols) */
1599                         Term_putstr(col + 1, row, len, attr, "**********");
1600                 }
1601         }
1602 }
1603
1604
1605
1606 /*!
1607  * @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)
1608  * @return なし
1609  */
1610 static void prt_frame_basic(void)
1611 {
1612         int i;
1613
1614         /* Race and Class */
1615         if (p_ptr->mimic_form)
1616                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1617         else
1618         {
1619                 char str[14];
1620                 my_strcpy(str, rp_ptr->title, sizeof(str));
1621                 prt_field(str, ROW_RACE, COL_RACE);
1622         }
1623 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1625
1626
1627         /* Title */
1628         prt_title();
1629
1630         /* Level/Experience */
1631         prt_level();
1632         prt_exp();
1633
1634         /* All Stats */
1635         for (i = 0; i < 6; i++) prt_stat(i);
1636
1637         /* Armor */
1638         prt_ac();
1639
1640         /* Hitpoints */
1641         prt_hp();
1642
1643         /* Spellpoints */
1644         prt_sp();
1645
1646         /* Gold */
1647         prt_gold();
1648
1649         /* Current depth */
1650         prt_depth();
1651
1652         /* Special */
1653         health_redraw(FALSE);
1654         health_redraw(TRUE);
1655 }
1656
1657
1658 /*!
1659  * @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)
1660  * @return なし
1661  */
1662 static void prt_frame_extra(void)
1663 {
1664         /* Cut/Stun */
1665         prt_cut();
1666         prt_stun();
1667
1668         /* Food */
1669         prt_hunger();
1670
1671         /* State */
1672         prt_state();
1673
1674         /* Speed */
1675         prt_speed();
1676
1677         /* Study spells */
1678         prt_study();
1679
1680         prt_imitation();
1681
1682         prt_status();
1683 }
1684
1685
1686 /*!
1687  * @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
1688  * @return なし
1689  */
1690 static void fix_inven(void)
1691 {
1692         int j;
1693
1694         /* Scan windows */
1695         for (j = 0; j < 8; j++)
1696         {
1697                 term *old = Term;
1698
1699                 /* No window */
1700                 if (!angband_term[j]) continue;
1701
1702                 /* No relevant flags */
1703                 if (!(window_flag[j] & (PW_INVEN))) continue;
1704
1705                 /* Activate */
1706                 Term_activate(angband_term[j]);
1707
1708                 /* Display inventory */
1709                 display_inven();
1710                 Term_fresh();
1711
1712                 /* Restore */
1713                 Term_activate(old);
1714         }
1715 }
1716
1717
1718 /*!
1719  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1720  * @param x 表示列
1721  * @param y 表示行
1722  * @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
1723  * @param n_same モンスターの数の現在数
1724  * @details
1725  * <pre>
1726  * nnn X LV name
1727  *  nnn : number or unique(U) or wanted unique(W)
1728  *  X   : symbol of monster
1729  *  LV  : monster lv if known
1730  *  name: name of monster
1731  * @return なし
1732  * </pre>
1733  */
1734 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1735         char buf[256];
1736         int i;
1737         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1738         monster_race* r_ptr = &r_info[r_idx];
1739  
1740         Term_gotoxy(x, y);
1741         if(!r_ptr)return;
1742         //Number of 'U'nique
1743         if(r_ptr->flags1&RF1_UNIQUE){//unique
1744                 bool is_kubi = FALSE;
1745                 for(i=0;i<MAX_KUBI;i++){
1746                         if(kubi_r_idx[i] == r_idx){
1747                                 is_kubi = TRUE;
1748                                 break;
1749                         }
1750                 }
1751                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1752         }else{
1753                 sprintf(buf, "%3d", n_same);
1754                 Term_addstr(-1, TERM_WHITE, buf);
1755         }
1756         //symbol
1757         Term_addstr(-1, TERM_WHITE, " ");
1758         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1759         //Term_addstr(-1, TERM_WHITE, "/");
1760         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1761         //LV
1762         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1763                 sprintf(buf, " %2d", (int)r_ptr->level);
1764         }else{
1765                 strcpy(buf, " ??");
1766         }
1767         Term_addstr(-1, TERM_WHITE, buf);
1768         //name
1769         sprintf(buf, " %s ", r_name+r_ptr->name);
1770         Term_addstr(-1, TERM_WHITE, buf);
1771  
1772         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1773 }
1774
1775 /*!
1776  * @brief モンスターの出現リストを表示する / Print monster info in line
1777  * @param x 表示列
1778  * @param y 表示行
1779  * @param max_lines 最大何行描画するか
1780  */
1781 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1782         TERM_LEN line = y;
1783         monster_type* last_mons = NULL;
1784         monster_type* m_ptr = NULL;
1785         int n_same = 0;
1786         int i;
1787
1788         for(i=0;i<temp_n;i++){
1789                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1790                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1791                 m_ptr = &m_list[c_ptr->m_idx];
1792                 if(is_pet(m_ptr))continue;//pet
1793                 if(!m_ptr->r_idx)continue;//dead?
1794                 {
1795                         /*
1796                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1797                         monster_race* r_ptr = &r_info[r_idx];
1798                         cptr name = (r_name + r_ptr->name);
1799                         cptr ename = (r_name + r_ptr->name);
1800                         //ミミック類や「それ」等は、一覧に出てはいけない
1801                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1802                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1803                         //『ヌル』は、一覧に出てはいけない
1804                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1805                            (strcmp(ename, "Null the Living Void")==0))continue;
1806                         //"金無垢の指輪"は、一覧に出てはいけない
1807                         if((strcmp(name, "金無垢の指輪")==0)||
1808                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1809                         */
1810                 }
1811
1812                 //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.
1813                 if(!last_mons){//先頭モンスター
1814                         last_mons = m_ptr;
1815                         n_same = 1;
1816                         continue;
1817                 }
1818                 //same race?
1819                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1820                         n_same++;
1821                         continue;//表示処理を次に回す
1822                 }
1823                 //print last mons info
1824                 print_monster_line(x, line++, last_mons, n_same);
1825                 n_same = 1;
1826                 last_mons = m_ptr;
1827                 if(line-y-1==max_lines){//残り1行
1828                         break;
1829                 }
1830         }
1831         if(line-y-1==max_lines && i!=temp_n){
1832                 Term_gotoxy(x, line);
1833                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1834         }else{
1835                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1836         }
1837 }
1838
1839 /*!
1840  * @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
1841  * @return なし
1842  */
1843 static void fix_monster_list(void)
1844 {
1845         int j;
1846         int w, h;
1847
1848         /* Scan windows */
1849         for (j = 0; j < 8; j++)
1850         {
1851                 term *old = Term;
1852
1853                 /* No window */
1854                 if (!angband_term[j]) continue;
1855
1856                 /* No relevant flags */
1857                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1858
1859                 /* Activate */
1860                 Term_activate(angband_term[j]);
1861                 Term_get_size(&w, &h);
1862
1863                 Term_clear();
1864
1865                 target_set_prepare_look();//モンスター一覧を生成,ソート
1866                 print_monster_list(0, 0, h);
1867                 Term_fresh();
1868
1869                 /* Restore */
1870                 Term_activate(old);
1871         }
1872 }
1873
1874
1875
1876 /*!
1877  * @brief 現在の装備品をサブウィンドウに表示する / 
1878  * Hack -- display equipment in sub-windows
1879  * @return なし
1880  */
1881 static void fix_equip(void)
1882 {
1883         int j;
1884
1885         /* Scan windows */
1886         for (j = 0; j < 8; j++)
1887         {
1888                 term *old = Term;
1889
1890                 /* No window */
1891                 if (!angband_term[j]) continue;
1892
1893                 /* No relevant flags */
1894                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1895
1896                 /* Activate */
1897                 Term_activate(angband_term[j]);
1898
1899                 /* Display equipment */
1900                 display_equip();
1901                 Term_fresh();
1902
1903                 /* Restore */
1904                 Term_activate(old);
1905         }
1906 }
1907
1908
1909 /*!
1910  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1911  * Hack -- display spells in sub-windows
1912  * @return なし
1913  */
1914 static void fix_spell(void)
1915 {
1916         int j;
1917
1918         /* Scan windows */
1919         for (j = 0; j < 8; j++)
1920         {
1921                 term *old = Term;
1922
1923                 /* No window */
1924                 if (!angband_term[j]) continue;
1925
1926                 /* No relevant flags */
1927                 if (!(window_flag[j] & (PW_SPELL))) continue;
1928
1929                 /* Activate */
1930                 Term_activate(angband_term[j]);
1931
1932                 /* Display spell list */
1933                 display_spell_list();
1934                 Term_fresh();
1935
1936                 /* Restore */
1937                 Term_activate(old);
1938         }
1939 }
1940
1941
1942 /*!
1943  * @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 / 
1944  * Hack -- display character in sub-windows
1945  * @return なし
1946  */
1947 static void fix_player(void)
1948 {
1949         int j;
1950
1951         /* Scan windows */
1952         for (j = 0; j < 8; j++)
1953         {
1954                 term *old = Term;
1955
1956                 /* No window */
1957                 if (!angband_term[j]) continue;
1958
1959                 /* No relevant flags */
1960                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1961
1962                 /* Activate */
1963                 Term_activate(angband_term[j]);
1964
1965                 update_playtime();
1966
1967                 /* Display player */
1968                 display_player(0);
1969                 Term_fresh();
1970
1971                 /* Restore */
1972                 Term_activate(old);
1973         }
1974 }
1975
1976 /*!
1977  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1978  * Hack -- display recent messages in sub-windows
1979  * Adjust for width and split messages
1980  * @return なし
1981  */
1982 static void fix_message(void)
1983 {
1984         int j, i;
1985         TERM_LEN w, h;
1986         TERM_LEN x, y;
1987
1988         /* Scan windows */
1989         for (j = 0; j < 8; j++)
1990         {
1991                 term *old = Term;
1992
1993                 /* No window */
1994                 if (!angband_term[j]) continue;
1995
1996                 /* No relevant flags */
1997                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
1998
1999                 /* Activate */
2000                 Term_activate(angband_term[j]);
2001
2002                 Term_get_size(&w, &h);
2003
2004                 /* Dump messages */
2005                 for (i = 0; i < h; i++)
2006                 {
2007                         /* Dump the message on the appropriate line */
2008                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2009
2010                         /* Cursor */
2011                         Term_locate(&x, &y);
2012
2013                         /* Clear to end of line */
2014                         Term_erase(x, y, 255);
2015                 }
2016                 Term_fresh();
2017
2018                 /* Restore */
2019                 Term_activate(old);
2020         }
2021 }
2022
2023
2024 /*!
2025  * @brief 簡易マップをサブウィンドウに表示する / 
2026  * Hack -- display overhead view in sub-windows
2027  * Adjust for width and split messages
2028  * @return なし
2029  * @details
2030  * Note that the "player" symbol does NOT appear on the map.
2031  */
2032 static void fix_overhead(void)
2033 {
2034         int j;
2035         int cy, cx;
2036
2037         /* Scan windows */
2038         for (j = 0; j < 8; j++)
2039         {
2040                 term *old = Term;
2041                 int wid, hgt;
2042
2043                 /* No window */
2044                 if (!angband_term[j]) continue;
2045
2046                 /* No relevant flags */
2047                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2048
2049                 /* Activate */
2050                 Term_activate(angband_term[j]);
2051
2052                 /* Full map in too small window is useless  */
2053                 Term_get_size(&wid, &hgt);
2054                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2055                 {
2056
2057                         display_map(&cy, &cx);
2058                         Term_fresh();
2059                 }
2060
2061                 /* Restore */
2062                 Term_activate(old);
2063         }
2064 }
2065
2066
2067 /*!
2068  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2069  * Hack -- display dungeon view in sub-windows
2070  * @return なし
2071  */
2072 static void fix_dungeon(void)
2073 {
2074         int j;
2075
2076         /* Scan windows */
2077         for (j = 0; j < 8; j++)
2078         {
2079                 term *old = Term;
2080
2081                 /* No window */
2082                 if (!angband_term[j]) continue;
2083
2084                 /* No relevant flags */
2085                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2086
2087                 /* Activate */
2088                 Term_activate(angband_term[j]);
2089
2090                 /* Redraw dungeon view */
2091                 display_dungeon();
2092                 Term_fresh();
2093
2094                 /* Restore */
2095                 Term_activate(old);
2096         }
2097 }
2098
2099
2100 /*!
2101  * @brief モンスターの思い出をサブウィンドウに表示する / 
2102  * Hack -- display dungeon view in sub-windows
2103  * @return なし
2104  */
2105 static void fix_monster(void)
2106 {
2107         int j;
2108
2109         /* Scan windows */
2110         for (j = 0; j < 8; j++)
2111         {
2112                 term *old = Term;
2113
2114                 /* No window */
2115                 if (!angband_term[j]) continue;
2116
2117                 /* No relevant flags */
2118                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2119
2120                 /* Activate */
2121                 Term_activate(angband_term[j]);
2122
2123                 /* Display monster race info */
2124                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2125                 Term_fresh();
2126
2127                 /* Restore */
2128                 Term_activate(old);
2129         }
2130 }
2131
2132
2133 /*!
2134  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2135  * Hack -- display object recall in sub-windows
2136  * @return なし
2137  */
2138 static void fix_object(void)
2139 {
2140         int j;
2141
2142         /* Scan windows */
2143         for (j = 0; j < 8; j++)
2144         {
2145                 term *old = Term;
2146
2147                 /* No window */
2148                 if (!angband_term[j]) continue;
2149
2150                 /* No relevant flags */
2151                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2152
2153                 /* Activate */
2154                 Term_activate(angband_term[j]);
2155
2156                 /* Display monster race info */
2157                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2158                 Term_fresh();
2159
2160                 /* Restore */
2161                 Term_activate(old);
2162         }
2163 }
2164
2165
2166
2167 /*!
2168  * @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。 /
2169  * Calculate number of spells player should have, and forget,
2170  * or remember, spells until that number is properly reflected.
2171  * @return なし
2172  * @details
2173  * Note that this function induces various "status" messages,
2174  * which must be bypasses until the character is created.
2175  */
2176 static void calc_spells(void)
2177 {
2178         int i, j, k, levels;
2179         int num_allowed;
2180         int num_boukyaku = 0;
2181
2182         const magic_type        *s_ptr;
2183         REALM_IDX which;
2184         int bonus = 0;
2185
2186
2187         cptr p;
2188
2189         /* Hack -- must be literate */
2190         if (!mp_ptr->spell_book) return;
2191
2192         /* Hack -- wait for creation */
2193         if (!character_generated) return;
2194
2195         /* Hack -- handle "xtra" mode */
2196         if (character_xtra) return;
2197
2198         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2199         {
2200                 p_ptr->new_spells = 0;
2201                 return;
2202         }
2203
2204         p = spell_category_name(mp_ptr->spell_book);
2205
2206         /* Determine the number of spells allowed */
2207         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2208
2209         /* Hack -- no negative spells */
2210         if (levels < 0) levels = 0;
2211
2212         /* Extract total allowed spells */
2213         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2214
2215         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2216         {
2217                 bonus = 4;
2218         }
2219         if (p_ptr->pclass == CLASS_SAMURAI)
2220         {
2221                 num_allowed = 32;
2222         }
2223         else if (p_ptr->realm2 == REALM_NONE)
2224         {
2225                 num_allowed = (num_allowed+1)/2;
2226                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2227         }
2228         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2229         {
2230                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2231         }
2232         else
2233         {
2234                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2235         }
2236
2237         /* Count the number of spells we know */
2238         for (j = 0; j < 64; j++)
2239         {
2240                 /* Count known spells */
2241                 if ((j < 32) ?
2242                     (p_ptr->spell_forgotten1 & (1L << j)) :
2243                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2244                 {
2245                         num_boukyaku++;
2246                 }
2247         }
2248
2249         /* See how many spells we must forget or may learn */
2250         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2251
2252         /* Forget spells which are too hard */
2253         for (i = 63; i >= 0; i--)
2254         {
2255                 /* Efficiency -- all done */
2256                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2257
2258                 /* Access the spell */
2259                 j = p_ptr->spell_order[i];
2260
2261                 /* Skip non-spells */
2262                 if (j >= 99) continue;
2263
2264
2265                 /* Get the spell */
2266                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2267                 {
2268                         if (j < 32)
2269                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2270                         else
2271                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2272                 }
2273                 else if (j < 32)
2274                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2275                 else
2276                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2277
2278                 /* Skip spells we are allowed to know */
2279                 if (s_ptr->slevel <= p_ptr->lev) continue;
2280
2281                 /* Is it known? */
2282                 if ((j < 32) ?
2283                     (p_ptr->spell_learned1 & (1L << j)) :
2284                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2285                 {
2286                         /* Mark as forgotten */
2287                         if (j < 32)
2288                         {
2289                                 p_ptr->spell_forgotten1 |= (1L << j);
2290                                 which = p_ptr->realm1;
2291                         }
2292                         else
2293                         {
2294                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2295                                 which = p_ptr->realm2;
2296                         }
2297
2298                         /* No longer known */
2299                         if (j < 32)
2300                         {
2301                                 p_ptr->spell_learned1 &= ~(1L << j);
2302                                 which = p_ptr->realm1;
2303                         }
2304                         else
2305                         {
2306                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2307                                 which = p_ptr->realm2;
2308                         }
2309
2310 #ifdef JP
2311                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2312 #else
2313                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2314 #endif
2315
2316
2317                         /* One more can be learned */
2318                         p_ptr->new_spells++;
2319                 }
2320         }
2321
2322
2323         /* Forget spells if we know too many spells */
2324         for (i = 63; i >= 0; i--)
2325         {
2326                 /* Stop when possible */
2327                 if (p_ptr->new_spells >= 0) break;
2328
2329                 /* Efficiency -- all done */
2330                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2331
2332                 /* Get the (i+1)th spell learned */
2333                 j = p_ptr->spell_order[i];
2334
2335                 /* Skip unknown spells */
2336                 if (j >= 99) continue;
2337
2338                 /* Forget it (if learned) */
2339                 if ((j < 32) ?
2340                     (p_ptr->spell_learned1 & (1L << j)) :
2341                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2342                 {
2343                         /* Mark as forgotten */
2344                         if (j < 32)
2345                         {
2346                                 p_ptr->spell_forgotten1 |= (1L << j);
2347                                 which = p_ptr->realm1;
2348                         }
2349                         else
2350                         {
2351                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2352                                 which = p_ptr->realm2;
2353                         }
2354
2355                         /* No longer known */
2356                         if (j < 32)
2357                         {
2358                                 p_ptr->spell_learned1 &= ~(1L << j);
2359                                 which = p_ptr->realm1;
2360                         }
2361                         else
2362                         {
2363                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2364                                 which = p_ptr->realm2;
2365                         }
2366
2367 #ifdef JP
2368                         msg_format("%sの%sを忘れてしまった。",
2369                                    do_spell(which, j%32, SPELL_NAME), p );
2370 #else
2371                         msg_format("You have forgotten the %s of %s.", p,
2372                                    do_spell(which, j%32, SPELL_NAME));
2373 #endif
2374
2375
2376                         /* One more can be learned */
2377                         p_ptr->new_spells++;
2378                 }
2379         }
2380
2381
2382         /* Check for spells to remember */
2383         for (i = 0; i < 64; i++)
2384         {
2385                 /* None left to remember */
2386                 if (p_ptr->new_spells <= 0) break;
2387
2388                 /* Efficiency -- all done */
2389                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2390
2391                 /* Get the next spell we learned */
2392                 j = p_ptr->spell_order[i];
2393
2394                 /* Skip unknown spells */
2395                 if (j >= 99) break;
2396
2397                 /* Access the spell */
2398                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2399                 {
2400                         if (j < 32)
2401                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2402                         else
2403                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2404                 }
2405                 else if (j<32)
2406                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2407                 else
2408                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2409
2410                 /* Skip spells we cannot remember */
2411                 if (s_ptr->slevel > p_ptr->lev) continue;
2412
2413                 /* First set of spells */
2414                 if ((j < 32) ?
2415                     (p_ptr->spell_forgotten1 & (1L << j)) :
2416                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2417                 {
2418                         /* No longer forgotten */
2419                         if (j < 32)
2420                         {
2421                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2422                                 which = p_ptr->realm1;
2423                         }
2424                         else
2425                         {
2426                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2427                                 which = p_ptr->realm2;
2428                         }
2429
2430                         /* Known once more */
2431                         if (j < 32)
2432                         {
2433                                 p_ptr->spell_learned1 |= (1L << j);
2434                                 which = p_ptr->realm1;
2435                         }
2436                         else
2437                         {
2438                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2439                                 which = p_ptr->realm2;
2440                         }
2441
2442 #ifdef JP
2443                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2444 #else
2445                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2446 #endif
2447
2448
2449                         /* One less can be learned */
2450                         p_ptr->new_spells--;
2451                 }
2452         }
2453
2454         k = 0;
2455
2456         if (p_ptr->realm2 == REALM_NONE)
2457         {
2458                 /* Count spells that can be learned */
2459                 for (j = 0; j < 32; j++)
2460                 {
2461                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2462                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2463
2464                         /* Skip spells we cannot remember */
2465                         if (s_ptr->slevel > p_ptr->lev) continue;
2466
2467                         /* Skip spells we already know */
2468                         if (p_ptr->spell_learned1 & (1L << j))
2469                         {
2470                                 continue;
2471                         }
2472
2473                         /* Count it */
2474                         k++;
2475                 }
2476                 if (k > 32) k = 32;
2477                 if ((p_ptr->new_spells > k) &&
2478                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2479                 {
2480                         p_ptr->new_spells = (s16b)k;
2481                 }
2482         }
2483
2484         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2485
2486         /* Spell count changed */
2487         if (p_ptr->old_spells != p_ptr->new_spells)
2488         {
2489                 /* Message if needed */
2490                 if (p_ptr->new_spells)
2491                 {
2492 #ifdef JP
2493                         if( p_ptr->new_spells < 10 ){
2494                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2495                         }else{
2496                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2497                         }
2498 #else
2499                         msg_format("You can learn %d more %s%s.",
2500                                    p_ptr->new_spells, p,
2501                                    (p_ptr->new_spells != 1) ? "s" : "");
2502 #endif
2503
2504                 }
2505
2506                 /* Save the new_spells value */
2507                 p_ptr->old_spells = p_ptr->new_spells;
2508
2509                 /* Redraw Study Status */
2510                 p_ptr->redraw |= (PR_STUDY);
2511
2512                 /* Redraw object recall */
2513                 p_ptr->window |= (PW_OBJECT);
2514         }
2515 }
2516
2517 /*!
2518  * @brief プレイヤーの最大MPを計算する /
2519  * Calculate maximum mana.  You do not need to know any spells.
2520  * Note that mana is lowered by heavy (or inappropriate) armor.
2521  * @return なし
2522  * @details
2523  * This function induces status messages.
2524  */
2525 static void calc_mana(void)
2526 {
2527         int msp, levels, cur_wgt, max_wgt;
2528
2529         object_type     *o_ptr;
2530
2531
2532         /* Hack -- Must be literate */
2533         if (!mp_ptr->spell_book) return;
2534
2535         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2536             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2537             (p_ptr->pclass == CLASS_BLUE_MAGE))
2538         {
2539                 levels = p_ptr->lev;
2540         }
2541         else
2542         {
2543                 if(mp_ptr->spell_first > p_ptr->lev)
2544                 {
2545                         /* Save new mana */
2546                         p_ptr->msp = 0;
2547
2548                         /* Display mana later */
2549                         p_ptr->redraw |= (PR_MANA);
2550                         return;
2551                 }
2552
2553                 /* Extract "effective" player level */
2554                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2555         }
2556
2557         if (p_ptr->pclass == CLASS_SAMURAI)
2558         {
2559                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2560                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2561         }
2562         else
2563         {
2564                 /* Extract total mana */
2565                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2566
2567                 /* Hack -- usually add one mana */
2568                 if (msp) msp++;
2569
2570                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2571
2572                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2573
2574                 /* Hack: High mages have a 25% mana bonus */
2575                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2576
2577                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2578         }
2579
2580         /* Only mages are affected */
2581         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2582         {
2583                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2584
2585                 /* Assume player is not encumbered by gloves */
2586                 p_ptr->cumber_glove = FALSE;
2587
2588                 /* Get the gloves */
2589                 o_ptr = &inventory[INVEN_HANDS];
2590
2591                 /* Examine the gloves */
2592                 object_flags(o_ptr, flgs);
2593
2594                 /* Normal gloves hurt mage-type spells */
2595                 if (o_ptr->k_idx &&
2596                     !(have_flag(flgs, TR_FREE_ACT)) &&
2597                         !(have_flag(flgs, TR_DEC_MANA)) &&
2598                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2599                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2600                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2601                 {
2602                         /* Encumbered */
2603                         p_ptr->cumber_glove = TRUE;
2604
2605                         /* Reduce mana */
2606                         msp = (3 * msp) / 4;
2607                 }
2608         }
2609
2610
2611         /* Assume player not encumbered by armor */
2612         p_ptr->cumber_armor = FALSE;
2613
2614         /* Weigh the armor */
2615         cur_wgt = 0;
2616         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2617         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2618         cur_wgt += inventory[INVEN_BODY].weight;
2619         cur_wgt += inventory[INVEN_HEAD].weight;
2620         cur_wgt += inventory[INVEN_OUTER].weight;
2621         cur_wgt += inventory[INVEN_HANDS].weight;
2622         cur_wgt += inventory[INVEN_FEET].weight;
2623
2624         /* Subtract a percentage of maximum mana. */
2625         switch (p_ptr->pclass)
2626         {
2627                 /* For these classes, mana is halved if armour 
2628                  * is 30 pounds over their weight limit. */
2629                 case CLASS_MAGE:
2630                 case CLASS_HIGH_MAGE:
2631                 case CLASS_BLUE_MAGE:
2632                 case CLASS_MONK:
2633                 case CLASS_FORCETRAINER:
2634                 case CLASS_SORCERER:
2635                 {
2636                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2637                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2638                         break;
2639                 }
2640
2641                 /* Mana halved if armour is 40 pounds over weight limit. */
2642                 case CLASS_PRIEST:
2643                 case CLASS_BARD:
2644                 case CLASS_TOURIST:
2645                 {
2646                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2647                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2648                         break;
2649                 }
2650
2651                 case CLASS_MINDCRAFTER:
2652                 case CLASS_BEASTMASTER:
2653                 case CLASS_MIRROR_MASTER:
2654                 {
2655                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2656                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2657                         break;
2658                 }
2659
2660                 /* Mana halved if armour is 50 pounds over weight limit. */
2661                 case CLASS_ROGUE:
2662                 case CLASS_RANGER:
2663                 case CLASS_RED_MAGE:
2664                 case CLASS_WARRIOR_MAGE:
2665                 {
2666                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2667                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2668                         break;
2669                 }
2670
2671                 /* Mana halved if armour is 60 pounds over weight limit. */
2672                 case CLASS_PALADIN:
2673                 case CLASS_CHAOS_WARRIOR:
2674                 {
2675                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2676                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2677                         break;
2678                 }
2679
2680                 /* For new classes created, but not yet added to this formula. */
2681                 default:
2682                 {
2683                         break;
2684                 }
2685         }
2686
2687         /* Determine the weight allowance */
2688         max_wgt = mp_ptr->spell_weight;
2689
2690         /* Heavy armor penalizes mana by a percentage.  -LM- */
2691         if ((cur_wgt - max_wgt) > 0)
2692         {
2693                 /* Encumbered */
2694                 p_ptr->cumber_armor = TRUE;
2695
2696                 /* Subtract a percentage of maximum mana. */
2697                 switch (p_ptr->pclass)
2698                 {
2699                         /* For these classes, mana is halved if armour 
2700                          * is 30 pounds over their weight limit. */
2701                         case CLASS_MAGE:
2702                         case CLASS_HIGH_MAGE:
2703                         case CLASS_BLUE_MAGE:
2704                         {
2705                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2706                                 break;
2707                         }
2708
2709                         /* Mana halved if armour is 40 pounds over weight limit. */
2710                         case CLASS_PRIEST:
2711                         case CLASS_MINDCRAFTER:
2712                         case CLASS_BEASTMASTER:
2713                         case CLASS_BARD:
2714                         case CLASS_FORCETRAINER:
2715                         case CLASS_TOURIST:
2716                         case CLASS_MIRROR_MASTER:
2717                         {
2718                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2719                                 break;
2720                         }
2721
2722                         case CLASS_SORCERER:
2723                         {
2724                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2725                                 break;
2726                         }
2727
2728                         /* Mana halved if armour is 50 pounds over weight limit. */
2729                         case CLASS_ROGUE:
2730                         case CLASS_RANGER:
2731                         case CLASS_MONK:
2732                         case CLASS_RED_MAGE:
2733                         {
2734                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2735                                 break;
2736                         }
2737
2738                         /* Mana halved if armour is 60 pounds over weight limit. */
2739                         case CLASS_PALADIN:
2740                         case CLASS_CHAOS_WARRIOR:
2741                         case CLASS_WARRIOR_MAGE:
2742                         {
2743                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2744                                 break;
2745                         }
2746
2747                         case CLASS_SAMURAI:
2748                         {
2749                                 p_ptr->cumber_armor = FALSE;
2750                                 break;
2751                         }
2752
2753                         /* For new classes created, but not yet added to this formula. */
2754                         default:
2755                         {
2756                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2757                                 break;
2758                         }
2759                 }
2760         }
2761
2762         /* Mana can never be negative */
2763         if (msp < 0) msp = 0;
2764
2765
2766         /* Maximum mana has changed */
2767         if (p_ptr->msp != msp)
2768         {
2769                 /* Enforce maximum */
2770                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2771                 {
2772                         p_ptr->csp = msp;
2773                         p_ptr->csp_frac = 0;
2774                 }
2775
2776 #ifdef JP
2777                 /* レベルアップの時は上昇量を表示する */
2778                 if ((level_up == 1) && (msp > p_ptr->msp))
2779                 {
2780                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2781                 }
2782 #endif
2783                 /* Save new mana */
2784                 p_ptr->msp = msp;
2785
2786                 /* Display mana later */
2787                 p_ptr->redraw |= (PR_MANA);
2788
2789                 p_ptr->window |= (PW_PLAYER);
2790                 p_ptr->window |= (PW_SPELL);
2791         }
2792
2793
2794         /* Hack -- handle "xtra" mode */
2795         if (character_xtra) return;
2796
2797         /* Take note when "glove state" changes */
2798         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2799         {
2800                 if (p_ptr->cumber_glove)
2801                 {
2802                         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."));
2803                 }
2804                 else
2805                 {
2806                         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."));
2807                 }
2808
2809                 /* Save it */
2810                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2811         }
2812
2813
2814         /* Take note when "armor state" changes */
2815         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2816         {
2817                 if (p_ptr->cumber_armor)
2818                 {
2819                         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."));
2820                 }
2821                 else
2822                 {
2823                         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."));
2824                 }
2825
2826                 /* Save it */
2827                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2828         }
2829 }
2830
2831
2832
2833 /*!
2834  * @brief プレイヤーの最大HPを計算する /
2835  * Calculate the players (maximal) hit points
2836  * Adjust current hitpoints if necessary
2837  * @return なし
2838  * @details
2839  */
2840 static void calc_hitpoints(void)
2841 {
2842         int bonus, mhp;
2843         byte tmp_hitdie;
2844
2845         /* Un-inflate "half-hitpoint bonus per level" value */
2846         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2847
2848         /* Calculate hitpoints */
2849         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2850
2851         if (p_ptr->mimic_form)
2852         {
2853                 if (p_ptr->pclass == CLASS_SORCERER)
2854                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2855                 else
2856                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2857                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2858         }
2859
2860         if (p_ptr->pclass == CLASS_SORCERER)
2861         {
2862                 if (p_ptr->lev < 30)
2863                         mhp = (mhp * (45+p_ptr->lev) / 100);
2864                 else
2865                         mhp = (mhp * 75 / 100);
2866                 bonus = (bonus * 65 / 100);
2867         }
2868
2869         mhp += bonus;
2870
2871         if (p_ptr->pclass == CLASS_BERSERKER)
2872         {
2873                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2874         }
2875
2876         /* Always have at least one hitpoint per level */
2877         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2878
2879         /* Factor in the hero / superhero settings */
2880         if (IS_HERO()) mhp += 10;
2881         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2882         if (p_ptr->tsuyoshi) mhp += 50;
2883
2884         /* Factor in the hex spell settings */
2885         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2886         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2887
2888         /* New maximum hitpoints */
2889         if (p_ptr->mhp != mhp)
2890         {
2891                 /* Enforce maximum */
2892                 if (p_ptr->chp >= mhp)
2893                 {
2894                         p_ptr->chp = mhp;
2895                         p_ptr->chp_frac = 0;
2896                 }
2897
2898 #ifdef JP
2899                 /* レベルアップの時は上昇量を表示する */
2900                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2901                 {
2902                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2903                 }
2904 #endif
2905                 /* Save the new max-hitpoints */
2906                 p_ptr->mhp = mhp;
2907
2908                 /* Display hitpoints (later) */
2909                 p_ptr->redraw |= (PR_HP);
2910
2911                 p_ptr->window |= (PW_PLAYER);
2912         }
2913 }
2914
2915 /*!
2916  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2917  * @return なし
2918  * @details
2919  * SWD: Experimental modification: multiple light sources have additive effect.
2920  */
2921 static void calc_torch(void)
2922 {
2923         int i, rad;
2924         object_type *o_ptr;
2925         BIT_FLAGS flgs[TR_FLAG_SIZE];
2926
2927         /* Assume no light */
2928         p_ptr->cur_lite = 0;
2929
2930         /* Loop through all wielded items */
2931         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2932         {
2933                 o_ptr = &inventory[i];
2934                 /* Skip empty slots */
2935                 if (!o_ptr->k_idx) continue;
2936                 
2937                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2938                 
2939                 /* Need Fuels */
2940                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2941                 {
2942                         if (o_ptr->tval == TV_LITE)
2943                         {
2944                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2945                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2946                         }
2947                 }
2948
2949                 /* Extract the flags */
2950                 object_flags(o_ptr, flgs);
2951
2952                 /* calc the lite_radius */
2953                 
2954                 rad = 0;
2955                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2956                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2957                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2958                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2959                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2960                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2961                 p_ptr->cur_lite += (s16b)rad;
2962         }
2963
2964         /* max radius is 14 (was 5) without rewriting other code -- */
2965         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2966         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2967                 p_ptr->cur_lite = 1;
2968
2969         /*
2970          * check if the player doesn't have light radius, 
2971          * but does weakly glow as an intrinsic.
2972          */
2973         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2974
2975         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2976         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2977
2978         /* end experimental mods */
2979
2980         /* Notice changes in the "lite radius" */
2981         if (p_ptr->old_lite != p_ptr->cur_lite)
2982         {
2983                 /* Hack -- PU_MON_LITE for monsters' darkness */
2984                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2985
2986                 /* Remember the old lite */
2987                 p_ptr->old_lite = p_ptr->cur_lite;
2988
2989                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2990                         set_superstealth(FALSE);
2991         }
2992 }
2993
2994
2995 /*!
2996  * @brief プレイヤーの所持重量制限を計算する /
2997  * Computes current weight limit.
2998  * @return 制限重量(ポンド)
2999  */
3000 WEIGHT weight_limit(void)
3001 {
3002         WEIGHT i;
3003
3004         /* Weight limit based only on strength */
3005         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3006         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3007
3008         /* Return the result */
3009         return i;
3010 }
3011
3012 /*!
3013  * @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 /
3014  * @param i 判定する手のID(右手:0 左手:1)
3015  * @return 持っているならばTRUE
3016  */
3017 bool buki_motteruka(int i)
3018 {
3019         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3020 }
3021
3022 /*!
3023  * @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 /
3024  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3025  * @return 重すぎるならばTRUE
3026  */
3027 bool is_heavy_shoot(object_type *o_ptr)
3028 {
3029         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3030         /* It is hard to carholdry a heavy bow */
3031         return (hold < o_ptr->weight / 10);
3032 }
3033
3034 /*!
3035  * @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 /
3036  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3037  * @return 対応する矢/弾薬のベースアイテムID
3038  */
3039 int bow_tval_ammo(object_type *o_ptr)
3040 {
3041         /* Analyze the launcher */
3042         switch (o_ptr->sval)
3043         {
3044                 case SV_SLING:
3045                 {
3046                         return TV_SHOT;
3047                 }
3048
3049                 case SV_SHORT_BOW:
3050                 case SV_LONG_BOW:
3051                 case SV_NAMAKE_BOW:
3052                 {
3053                         return TV_ARROW;
3054                 }
3055
3056                 case SV_LIGHT_XBOW:
3057                 case SV_HEAVY_XBOW:
3058                 {
3059                         return TV_BOLT;
3060                 }
3061                 case SV_CRIMSON:
3062                 case SV_HARP:
3063                 {
3064                         return TV_NO_AMMO;
3065                 }
3066         }
3067         
3068         return 0;
3069 }
3070
3071 /*!
3072  * @brief 装備中の射撃武器の威力倍率を返す /
3073  * calcurate the fire rate of target object
3074  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3075  * @return 射撃倍率の値(100で1.00倍)
3076  */
3077 s16b calc_num_fire(object_type *o_ptr)
3078 {
3079         int extra_shots = 0;
3080         int i;
3081         int num = 0;
3082         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3083         object_type *q_ptr;
3084         BIT_FLAGS flgs[TR_FLAG_SIZE];
3085         
3086         /* Scan the usable inventory */
3087         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3088         {
3089                 q_ptr = &inventory[i];
3090
3091                 /* Skip non-objects */
3092                 if (!q_ptr->k_idx) continue;
3093                 
3094                 /* Do not apply current equip */
3095                 if (i == INVEN_BOW) continue;
3096
3097                 /* Extract the item flags */
3098                 object_flags(q_ptr, flgs);
3099
3100                 /* Boost shots */
3101                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3102         }
3103         
3104         object_flags(o_ptr, flgs);
3105         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3106         
3107         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3108         {
3109                 num = 100;
3110                 /* Extra shots */
3111                 num += (extra_shots * 100);
3112
3113                 /* Hack -- Rangers love Bows */
3114                 if ((p_ptr->pclass == CLASS_RANGER) && 
3115                                         (tval_ammo == TV_ARROW))
3116                 {
3117                         num += (p_ptr->lev * 4);
3118                 }
3119
3120                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3121                     (tval_ammo == TV_ARROW))
3122                 {
3123                         num += (p_ptr->lev * 3);
3124                 }
3125
3126                 if (p_ptr->pclass == CLASS_ARCHER)
3127                 {
3128                         if (tval_ammo == TV_ARROW)
3129                                 num += ((p_ptr->lev * 5)+50);
3130                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3131                                 num += (p_ptr->lev * 4);
3132                 }
3133
3134                 /*
3135                  * Addendum -- also "Reward" high level warriors,
3136                  * with _any_ missile weapon -- TY
3137                  */
3138                 if (p_ptr->pclass == CLASS_WARRIOR &&
3139                    (tval_ammo <= TV_BOLT) &&
3140                    (tval_ammo >= TV_SHOT))
3141                 {
3142                         num += (p_ptr->lev * 2);
3143                 }
3144                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3145                     (tval_ammo == TV_SHOT))
3146                 {
3147                         num += (p_ptr->lev * 4);
3148                 }
3149         }
3150         return (s16b)num;
3151 }
3152
3153 /*!
3154  * @brief プレイヤーの全ステータスを更新する / 
3155  * Calculate the players current "state", taking into account
3156  * not only race/class intrinsics, but also objects being worn
3157  * and temporary spell effects.
3158  * @return なし
3159  * @details
3160  * <pre>
3161  * See also calc_mana() and calc_hitpoints().
3162  *
3163  * Take note of the new "speed code", in particular, a very strong
3164  * player will start slowing down as soon as he reaches 150 pounds,
3165  * but not until he reaches 450 pounds will he be half as fast as
3166  * a normal kobold.  This both hurts and helps the player, hurts
3167  * because in the old days a player could just avoid 300 pounds,
3168  * and helps because now carrying 300 pounds is not very painful.
3169  *
3170  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3171  * damage, since that would affect non-combat things.  These values
3172  * are actually added in later, at the appropriate place.
3173  *
3174  * This function induces various "status" messages.
3175  * </pre>
3176  */
3177 void calc_bonuses(void)
3178 {
3179         int             i, j, hold, neutral[2];
3180         int             new_speed;
3181         int             default_hand = 0;
3182         int             empty_hands_status = empty_hands(TRUE);
3183         int             extra_blows[2];
3184         object_type     *o_ptr;
3185         BIT_FLAGS flgs[TR_FLAG_SIZE];
3186         bool            omoi = FALSE;
3187         bool            yoiyami = FALSE;
3188         bool            down_saving = FALSE;
3189 #if 0
3190         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3191 #endif
3192         bool            have_sw = FALSE, have_kabe = FALSE;
3193         bool            easy_2weapon = FALSE;
3194         bool            riding_levitation = FALSE;
3195         OBJECT_IDX this_o_idx, next_o_idx = 0;
3196         const player_race *tmp_rp_ptr;
3197
3198         /* Save the old vision stuff */
3199         bool old_telepathy = p_ptr->telepathy;
3200         bool old_esp_animal = p_ptr->esp_animal;
3201         bool old_esp_undead = p_ptr->esp_undead;
3202         bool old_esp_demon = p_ptr->esp_demon;
3203         bool old_esp_orc = p_ptr->esp_orc;
3204         bool old_esp_troll = p_ptr->esp_troll;
3205         bool old_esp_giant = p_ptr->esp_giant;
3206         bool old_esp_dragon = p_ptr->esp_dragon;
3207         bool old_esp_human = p_ptr->esp_human;
3208         bool old_esp_evil = p_ptr->esp_evil;
3209         bool old_esp_good = p_ptr->esp_good;
3210         bool old_esp_nonliving = p_ptr->esp_nonliving;
3211         bool old_esp_unique = p_ptr->esp_unique;
3212         bool old_see_inv = p_ptr->see_inv;
3213         bool old_mighty_throw = p_ptr->mighty_throw;
3214
3215         /* Save the old armor class */
3216         s16b old_dis_ac = p_ptr->dis_ac;
3217         s16b old_dis_to_a = p_ptr->dis_to_a;
3218
3219
3220         /* Clear extra blows/shots */
3221         extra_blows[0] = extra_blows[1] = 0;
3222
3223         /* Clear the stat modifiers */
3224         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3225
3226
3227         /* Clear the Displayed/Real armor class */
3228         p_ptr->dis_ac = p_ptr->ac = 0;
3229
3230         /* Clear the Displayed/Real Bonuses */
3231         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3232         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3233         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3234         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3235         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3236         p_ptr->dis_to_a = p_ptr->to_a = 0;
3237         p_ptr->to_h_m = 0;
3238         p_ptr->to_d_m = 0;
3239
3240         p_ptr->to_m_chance = 0;
3241
3242         /* Clear the Extra Dice Bonuses */
3243         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3244         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3245
3246         /* Start with "normal" speed */
3247         new_speed = 110;
3248
3249         /* Start with a single blow per turn */
3250         p_ptr->num_blow[0] = 1;
3251         p_ptr->num_blow[1] = 1;
3252
3253         /* Start with a single shot per turn */
3254         p_ptr->num_fire = 100;
3255
3256         /* Reset the "xtra" tval */
3257         p_ptr->tval_xtra = 0;
3258
3259         /* Reset the "ammo" tval */
3260         p_ptr->tval_ammo = 0;
3261
3262         /* Clear all the flags */
3263         p_ptr->cursed = 0L;
3264         p_ptr->bless_blade = FALSE;
3265         p_ptr->xtra_might = FALSE;
3266         p_ptr->impact[0] = FALSE;
3267         p_ptr->impact[1] = FALSE;
3268         p_ptr->pass_wall = FALSE;
3269         p_ptr->kill_wall = FALSE;
3270         p_ptr->dec_mana = FALSE;
3271         p_ptr->easy_spell = FALSE;
3272         p_ptr->heavy_spell = FALSE;
3273         p_ptr->see_inv = FALSE;
3274         p_ptr->free_act = FALSE;
3275         p_ptr->slow_digest = FALSE;
3276         p_ptr->regenerate = FALSE;
3277         p_ptr->can_swim = FALSE;
3278         p_ptr->levitation = FALSE;
3279         p_ptr->hold_exp = FALSE;
3280         p_ptr->telepathy = FALSE;
3281         p_ptr->esp_animal = FALSE;
3282         p_ptr->esp_undead = FALSE;
3283         p_ptr->esp_demon = FALSE;
3284         p_ptr->esp_orc = FALSE;
3285         p_ptr->esp_troll = FALSE;
3286         p_ptr->esp_giant = FALSE;
3287         p_ptr->esp_dragon = FALSE;
3288         p_ptr->esp_human = FALSE;
3289         p_ptr->esp_evil = FALSE;
3290         p_ptr->esp_good = FALSE;
3291         p_ptr->esp_nonliving = FALSE;
3292         p_ptr->esp_unique = FALSE;
3293         p_ptr->lite = FALSE;
3294         p_ptr->sustain_str = FALSE;
3295         p_ptr->sustain_int = FALSE;
3296         p_ptr->sustain_wis = FALSE;
3297         p_ptr->sustain_con = FALSE;
3298         p_ptr->sustain_dex = FALSE;
3299         p_ptr->sustain_chr = FALSE;
3300         p_ptr->resist_acid = FALSE;
3301         p_ptr->resist_elec = FALSE;
3302         p_ptr->resist_fire = FALSE;
3303         p_ptr->resist_cold = FALSE;
3304         p_ptr->resist_pois = FALSE;
3305         p_ptr->resist_conf = FALSE;
3306         p_ptr->resist_sound = FALSE;
3307         p_ptr->resist_lite = FALSE;
3308         p_ptr->resist_dark = FALSE;
3309         p_ptr->resist_chaos = FALSE;
3310         p_ptr->resist_disen = FALSE;
3311         p_ptr->resist_shard = FALSE;
3312         p_ptr->resist_nexus = FALSE;
3313         p_ptr->resist_blind = FALSE;
3314         p_ptr->resist_neth = FALSE;
3315         p_ptr->resist_time = FALSE;
3316         p_ptr->resist_fear = FALSE;
3317         p_ptr->reflect = FALSE;
3318         p_ptr->sh_fire = FALSE;
3319         p_ptr->sh_elec = FALSE;
3320         p_ptr->sh_cold = FALSE;
3321         p_ptr->anti_magic = FALSE;
3322         p_ptr->anti_tele = FALSE;
3323         p_ptr->warning = FALSE;
3324         p_ptr->mighty_throw = FALSE;
3325         p_ptr->see_nocto = FALSE;
3326
3327         p_ptr->immune_acid = FALSE;
3328         p_ptr->immune_elec = FALSE;
3329         p_ptr->immune_fire = FALSE;
3330         p_ptr->immune_cold = FALSE;
3331
3332         p_ptr->ryoute = FALSE;
3333         p_ptr->migite = FALSE;
3334         p_ptr->hidarite = FALSE;
3335         p_ptr->no_flowed = FALSE;
3336
3337         p_ptr->align = friend_align;
3338
3339         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3340         else tmp_rp_ptr = &race_info[p_ptr->prace];
3341
3342         /* Base infravision (purely racial) */
3343         p_ptr->see_infra = tmp_rp_ptr->infra;
3344
3345         /* Base skill -- disarming */
3346         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3347
3348         /* Base skill -- magic devices */
3349         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3350
3351         /* Base skill -- saving throw */
3352         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3353
3354         /* Base skill -- stealth */
3355         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3356
3357         /* Base skill -- searching ability */
3358         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3359
3360         /* Base skill -- searching frequency */
3361         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3362
3363         /* Base skill -- combat (normal) */
3364         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3365
3366         /* Base skill -- combat (shooting) */
3367         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3368
3369         /* Base skill -- combat (throwing) */
3370         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3371
3372         /* Base skill -- digging */
3373         p_ptr->skill_dig = 0;
3374
3375         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3376         if (buki_motteruka(INVEN_LARM))
3377         {
3378                 p_ptr->hidarite = TRUE;
3379                 if (!p_ptr->migite) default_hand = 1;
3380         }
3381
3382         if (CAN_TWO_HANDS_WIELDING())
3383         {
3384                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3385                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3386                 {
3387                         p_ptr->ryoute = TRUE;
3388                 }
3389                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3390                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3391                 {
3392                         p_ptr->ryoute = TRUE;
3393                 }
3394                 else
3395                 {
3396                         switch (p_ptr->pclass)
3397                         {
3398                         case CLASS_MONK:
3399                         case CLASS_FORCETRAINER:
3400                         case CLASS_BERSERKER:
3401                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3402                                 {
3403                                         p_ptr->migite = TRUE;
3404                                         p_ptr->ryoute = TRUE;
3405                                 }
3406                                 break;
3407                         }
3408                 }
3409         }
3410
3411         if (!p_ptr->migite && !p_ptr->hidarite)
3412         {
3413                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3414                 else if (empty_hands_status == EMPTY_HAND_LARM)
3415                 {
3416                         p_ptr->hidarite = TRUE;
3417                         default_hand = 1;
3418                 }
3419         }
3420
3421         if (p_ptr->special_defense & KAMAE_MASK)
3422         {
3423                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3424                 {
3425                         set_action(ACTION_NONE);
3426                 }
3427         }
3428
3429         switch (p_ptr->pclass)
3430         {
3431                 case CLASS_WARRIOR:
3432                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3433                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3434                         break;
3435                 case CLASS_PALADIN:
3436                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3437                         break;
3438                 case CLASS_CHAOS_WARRIOR:
3439                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3440                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3441                         break;
3442                 case CLASS_MINDCRAFTER:
3443                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3444                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3445                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3446                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3447                         break;
3448                 case CLASS_MONK:
3449                 case CLASS_FORCETRAINER:
3450                         /* Unencumbered Monks become faster every 10 levels */
3451                         if (!(heavy_armor()))
3452                         {
3453                                 if (!(prace_is_(RACE_KLACKON) ||
3454                                       prace_is_(RACE_SPRITE) ||
3455                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3456                                         new_speed += (p_ptr->lev) / 10;
3457
3458                                 /* Free action if unencumbered at level 25 */
3459                                 if  (p_ptr->lev > 24)
3460                                         p_ptr->free_act = TRUE;
3461                         }
3462                         break;
3463                 case CLASS_SORCERER:
3464                         p_ptr->to_a -= 50;
3465                         p_ptr->dis_to_a -= 50;
3466                         break;
3467                 case CLASS_BARD:
3468                         p_ptr->resist_sound = TRUE;
3469                         break;
3470                 case CLASS_SAMURAI:
3471                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3472                         break;
3473                 case CLASS_BERSERKER:
3474                         p_ptr->shero = 1;
3475                         p_ptr->sustain_str = TRUE;
3476                         p_ptr->sustain_dex = TRUE;
3477                         p_ptr->sustain_con = TRUE;
3478                         p_ptr->regenerate = TRUE;
3479                         p_ptr->free_act = TRUE;
3480                         new_speed += 2;
3481                         if (p_ptr->lev > 29) new_speed++;
3482                         if (p_ptr->lev > 39) new_speed++;
3483                         if (p_ptr->lev > 44) new_speed++;
3484                         if (p_ptr->lev > 49) new_speed++;
3485                         p_ptr->to_a += 10+p_ptr->lev/2;
3486                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3487                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3488                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3489                         p_ptr->redraw |= PR_STATUS;
3490                         break;
3491                 case CLASS_MIRROR_MASTER:
3492                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3493                         break;
3494                 case CLASS_NINJA:
3495                         /* Unencumbered Ninjas become faster every 10 levels */
3496                         if (heavy_armor())
3497                         {
3498                                 new_speed -= (p_ptr->lev) / 10;
3499                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3500                         }
3501                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3502                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3503                         {
3504                                 new_speed += 3;
3505                                 if (!(prace_is_(RACE_KLACKON) ||
3506                                       prace_is_(RACE_SPRITE) ||
3507                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3508                                         new_speed += (p_ptr->lev) / 10;
3509                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3510
3511                                 /* Free action if unencumbered at level 25 */
3512                                 if  (p_ptr->lev > 24)
3513                                         p_ptr->free_act = TRUE;
3514                         }
3515                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3516                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3517                         {
3518                                 p_ptr->to_a += p_ptr->lev/2+5;
3519                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3520                         }
3521                         p_ptr->slow_digest = TRUE;
3522                         p_ptr->resist_fear = TRUE;
3523                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3524                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3525                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3526                         if (p_ptr->lev > 44)
3527                         {
3528                                 p_ptr->oppose_pois = 1;
3529                                 p_ptr->redraw |= PR_STATUS;
3530                         }
3531                         p_ptr->see_nocto = TRUE;
3532                         break;
3533         }
3534
3535         /***** Races ****/
3536         if (p_ptr->mimic_form)
3537         {
3538                 switch (p_ptr->mimic_form)
3539                 {
3540                 case MIMIC_DEMON:
3541                         p_ptr->hold_exp = TRUE;
3542                         p_ptr->resist_chaos = TRUE;
3543                         p_ptr->resist_neth = TRUE;
3544                         p_ptr->resist_fire = TRUE;
3545                         p_ptr->oppose_fire = 1;
3546                         p_ptr->see_inv=TRUE;
3547                         new_speed += 3;
3548                         p_ptr->redraw |= PR_STATUS;
3549                         p_ptr->to_a += 10;
3550                         p_ptr->dis_to_a += 10;
3551                         p_ptr->align -= 200;
3552                         break;
3553                 case MIMIC_DEMON_LORD:
3554                         p_ptr->hold_exp = TRUE;
3555                         p_ptr->resist_chaos = TRUE;
3556                         p_ptr->resist_neth = TRUE;
3557                         p_ptr->immune_fire = TRUE;
3558                         p_ptr->resist_acid = TRUE;
3559                         p_ptr->resist_fire = TRUE;
3560                         p_ptr->resist_cold = TRUE;
3561                         p_ptr->resist_elec = TRUE;
3562                         p_ptr->resist_pois = TRUE;
3563                         p_ptr->resist_conf = TRUE;
3564                         p_ptr->resist_disen = TRUE;
3565                         p_ptr->resist_nexus = TRUE;
3566                         p_ptr->resist_fear = TRUE;
3567                         p_ptr->sh_fire = TRUE;
3568                         p_ptr->see_inv = TRUE;
3569                         p_ptr->telepathy = TRUE;
3570                         p_ptr->levitation = TRUE;
3571                         p_ptr->kill_wall = TRUE;
3572                         new_speed += 5;
3573                         p_ptr->to_a += 20;
3574                         p_ptr->dis_to_a += 20;
3575                         p_ptr->align -= 200;
3576                         break;
3577                 case MIMIC_VAMPIRE:
3578                         p_ptr->resist_dark = TRUE;
3579                         p_ptr->hold_exp = TRUE;
3580                         p_ptr->resist_neth = TRUE;
3581                         p_ptr->resist_cold = TRUE;
3582                         p_ptr->resist_pois = TRUE;
3583                         p_ptr->see_inv = TRUE;
3584                         new_speed += 3;
3585                         p_ptr->to_a += 10;
3586                         p_ptr->dis_to_a += 10;
3587                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3588                         break;
3589                 }
3590         }
3591         else
3592         {
3593                 switch (p_ptr->prace)
3594                 {
3595                 case RACE_ELF:
3596                         p_ptr->resist_lite = TRUE;
3597                         break;
3598                 case RACE_HOBBIT:
3599                         p_ptr->hold_exp = TRUE;
3600                         break;
3601                 case RACE_GNOME:
3602                         p_ptr->free_act = TRUE;
3603                         break;
3604                 case RACE_DWARF:
3605                         p_ptr->resist_blind = TRUE;
3606                         break;
3607                 case RACE_HALF_ORC:
3608                         p_ptr->resist_dark = TRUE;
3609                         break;
3610                 case RACE_HALF_TROLL:
3611                         p_ptr->sustain_str = TRUE;
3612
3613                         if (p_ptr->lev > 14)
3614                         {
3615                                 /* High level trolls heal fast... */
3616                                 p_ptr->regenerate = TRUE;
3617
3618                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3619                                 {
3620                                         p_ptr->slow_digest = TRUE;
3621                                         /* Let's not make Regeneration
3622                                          * a disadvantage for the poor warriors who can
3623                                          * never learn a spell that satisfies hunger (actually
3624                                          * neither can rogues, but half-trolls are not
3625                                          * supposed to play rogues) */
3626                                 }
3627                         }
3628                         break;
3629                 case RACE_AMBERITE:
3630                         p_ptr->sustain_con = TRUE;
3631                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3632                         break;
3633                 case RACE_HIGH_ELF:
3634                         p_ptr->resist_lite = TRUE;
3635                         p_ptr->see_inv = TRUE;
3636                         break;
3637                 case RACE_BARBARIAN:
3638                         p_ptr->resist_fear = TRUE;
3639                         break;
3640                 case RACE_HALF_OGRE:
3641                         p_ptr->resist_dark = TRUE;
3642                         p_ptr->sustain_str = TRUE;
3643                         break;
3644                 case RACE_HALF_GIANT:
3645                         p_ptr->sustain_str = TRUE;
3646                         p_ptr->resist_shard = TRUE;
3647                         break;
3648                 case RACE_HALF_TITAN:
3649                         p_ptr->resist_chaos = TRUE;
3650                         break;
3651                 case RACE_CYCLOPS:
3652                         p_ptr->resist_sound = TRUE;
3653                         break;
3654                 case RACE_YEEK:
3655                         p_ptr->resist_acid = TRUE;
3656                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3657                         break;
3658                 case RACE_KLACKON:
3659                         p_ptr->resist_conf = TRUE;
3660                         p_ptr->resist_acid = TRUE;
3661
3662                         /* Klackons become faster */
3663                         new_speed += (p_ptr->lev) / 10;
3664                         break;
3665                 case RACE_KOBOLD:
3666                         p_ptr->resist_pois = TRUE;
3667                         break;
3668                 case RACE_NIBELUNG:
3669                         p_ptr->resist_disen = TRUE;
3670                         p_ptr->resist_dark = TRUE;
3671                         break;
3672                 case RACE_DARK_ELF:
3673                         p_ptr->resist_dark = TRUE;
3674                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3675                         break;
3676                 case RACE_DRACONIAN:
3677                         p_ptr->levitation = TRUE;
3678                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3679                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3680                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3681                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3682                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3683                         break;
3684                 case RACE_MIND_FLAYER:
3685                         p_ptr->sustain_int = TRUE;
3686                         p_ptr->sustain_wis = TRUE;
3687                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3688                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3689                         break;
3690                 case RACE_IMP:
3691                         p_ptr->resist_fire = TRUE;
3692                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3693                         break;
3694                 case RACE_GOLEM:
3695                         p_ptr->slow_digest = TRUE;
3696                         p_ptr->free_act = TRUE;
3697                         p_ptr->see_inv = TRUE;
3698                         p_ptr->resist_pois = TRUE;
3699                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3700                         break;
3701                 case RACE_SKELETON:
3702                         p_ptr->resist_shard = TRUE;
3703                         p_ptr->hold_exp = TRUE;
3704                         p_ptr->see_inv = TRUE;
3705                         p_ptr->resist_pois = TRUE;
3706                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3707                         break;
3708                 case RACE_ZOMBIE:
3709                         p_ptr->resist_neth = TRUE;
3710                         p_ptr->hold_exp = TRUE;
3711                         p_ptr->see_inv = TRUE;
3712                         p_ptr->resist_pois = TRUE;
3713                         p_ptr->slow_digest = TRUE;
3714                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3715                         break;
3716                 case RACE_VAMPIRE:
3717                         p_ptr->resist_dark = TRUE;
3718                         p_ptr->hold_exp = TRUE;
3719                         p_ptr->resist_neth = TRUE;
3720                         p_ptr->resist_cold = TRUE;
3721                         p_ptr->resist_pois = TRUE;
3722                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3723                         break;
3724                 case RACE_SPECTRE:
3725                         p_ptr->levitation = TRUE;
3726                         p_ptr->free_act = TRUE;
3727                         p_ptr->resist_neth = TRUE;
3728                         p_ptr->hold_exp = TRUE;
3729                         p_ptr->see_inv = TRUE;
3730                         p_ptr->resist_pois = TRUE;
3731                         p_ptr->slow_digest = TRUE;
3732                         p_ptr->resist_cold = TRUE;
3733                         p_ptr->pass_wall = TRUE;
3734                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3735                         break;
3736                 case RACE_SPRITE:
3737                         p_ptr->levitation = TRUE;
3738                         p_ptr->resist_lite = TRUE;
3739
3740                         /* Sprites become faster */
3741                         new_speed += (p_ptr->lev) / 10;
3742                         break;
3743                 case RACE_BEASTMAN:
3744                         p_ptr->resist_conf  = TRUE;
3745                         p_ptr->resist_sound = TRUE;
3746                         break;
3747                 case RACE_ENT:
3748                         /* Ents dig like maniacs, but only with their hands. */
3749                         if (!inventory[INVEN_RARM].k_idx) 
3750                                 p_ptr->skill_dig += p_ptr->lev * 10;
3751                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3752                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3753                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3754                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3755
3756                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3757                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3758                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3759
3760                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3761                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3762                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3763                         break;
3764                 case RACE_ANGEL:
3765                         p_ptr->levitation = TRUE;
3766                         p_ptr->see_inv = TRUE;
3767                         p_ptr->align += 200;
3768                         break;
3769                 case RACE_DEMON:
3770                         p_ptr->resist_fire  = TRUE;
3771                         p_ptr->resist_neth  = TRUE;
3772                         p_ptr->hold_exp = TRUE;
3773                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3774                         if (p_ptr->lev > 44)
3775                         {
3776                                 p_ptr->oppose_fire = 1;
3777                                 p_ptr->redraw |= PR_STATUS;
3778                         }
3779                         p_ptr->align -= 200;
3780                         break;
3781                 case RACE_DUNADAN:
3782                         p_ptr->sustain_con = TRUE;
3783                         break;
3784                 case RACE_S_FAIRY:
3785                         p_ptr->levitation = TRUE;
3786                         break;
3787                 case RACE_KUTAR:
3788                         p_ptr->resist_conf = TRUE;
3789                         break;
3790                 case RACE_ANDROID:
3791                         p_ptr->slow_digest = TRUE;
3792                         p_ptr->free_act = TRUE;
3793                         p_ptr->resist_pois = TRUE;
3794                         p_ptr->hold_exp = TRUE;
3795                         break;
3796                 default:
3797                         /* Do nothing */
3798                         ;
3799                 }
3800         }
3801
3802         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3803         {
3804                 p_ptr->see_inv = TRUE;
3805                 p_ptr->free_act = TRUE;
3806                 p_ptr->slow_digest = TRUE;
3807                 p_ptr->regenerate = TRUE;
3808                 p_ptr->levitation = TRUE;
3809                 p_ptr->hold_exp = TRUE;
3810                 p_ptr->telepathy = TRUE;
3811                 p_ptr->lite = TRUE;
3812                 p_ptr->sustain_str = TRUE;
3813                 p_ptr->sustain_int = TRUE;
3814                 p_ptr->sustain_wis = TRUE;
3815                 p_ptr->sustain_con = TRUE;
3816                 p_ptr->sustain_dex = TRUE;
3817                 p_ptr->sustain_chr = TRUE;
3818                 p_ptr->resist_acid = TRUE;
3819                 p_ptr->resist_elec = TRUE;
3820                 p_ptr->resist_fire = TRUE;
3821                 p_ptr->resist_cold = TRUE;
3822                 p_ptr->resist_pois = TRUE;
3823                 p_ptr->resist_conf = TRUE;
3824                 p_ptr->resist_sound = TRUE;
3825                 p_ptr->resist_lite = TRUE;
3826                 p_ptr->resist_dark = TRUE;
3827                 p_ptr->resist_chaos = TRUE;
3828                 p_ptr->resist_disen = TRUE;
3829                 p_ptr->resist_shard = TRUE;
3830                 p_ptr->resist_nexus = TRUE;
3831                 p_ptr->resist_blind = TRUE;
3832                 p_ptr->resist_neth = TRUE;
3833                 p_ptr->resist_fear = TRUE;
3834                 p_ptr->reflect = TRUE;
3835                 p_ptr->sh_fire = TRUE;
3836                 p_ptr->sh_elec = TRUE;
3837                 p_ptr->sh_cold = TRUE;
3838                 p_ptr->to_a += 100;
3839                 p_ptr->dis_to_a += 100;
3840         }
3841         /* Temporary shield */
3842         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3843         {
3844                 p_ptr->to_a += 50;
3845                 p_ptr->dis_to_a += 50;
3846         }
3847
3848         if (p_ptr->tim_res_nether)
3849         {
3850                 p_ptr->resist_neth = TRUE;
3851         }
3852         if (p_ptr->tim_sh_fire)
3853         {
3854                 p_ptr->sh_fire = TRUE;
3855         }
3856         if (p_ptr->tim_res_time)
3857         {
3858                 p_ptr->resist_time = TRUE;
3859         }
3860
3861         /* Sexy Gal */
3862         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3863         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3864         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3865         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3866
3867         /* Lucky man */
3868         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3869
3870         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3871         {
3872                 p_ptr->resist_blind = TRUE;
3873                 p_ptr->resist_conf  = TRUE;
3874                 p_ptr->hold_exp = TRUE;
3875                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3876
3877                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3878                         /* Munchkin become faster */
3879                         new_speed += (p_ptr->lev) / 10 + 5;
3880         }
3881
3882         if (music_singing(MUSIC_WALL))
3883         {
3884                 p_ptr->kill_wall = TRUE;
3885         }
3886
3887         /* Hack -- apply racial/class stat maxes */
3888         /* Apply the racial modifiers */
3889         for (i = 0; i < 6; i++)
3890         {
3891                 /* Modify the stats for "race" */
3892                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3893         }
3894
3895
3896         /* I'm adding the mutations here for the lack of a better place... */
3897         if (p_ptr->muta3)
3898         {
3899                 /* Hyper Strength */
3900                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3901                 {
3902                         p_ptr->stat_add[A_STR] += 4;
3903                 }
3904
3905                 /* Puny */
3906                 if (p_ptr->muta3 & MUT3_PUNY)
3907                 {
3908                         p_ptr->stat_add[A_STR] -= 4;
3909                 }
3910
3911                 /* Living computer */
3912                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3913                 {
3914                         p_ptr->stat_add[A_INT] += 4;
3915                         p_ptr->stat_add[A_WIS] += 4;
3916                 }
3917
3918                 /* Moronic */
3919                 if (p_ptr->muta3 & MUT3_MORONIC)
3920                 {
3921                         p_ptr->stat_add[A_INT] -= 4;
3922                         p_ptr->stat_add[A_WIS] -= 4;
3923                 }
3924
3925                 if (p_ptr->muta3 & MUT3_RESILIENT)
3926                 {
3927                         p_ptr->stat_add[A_CON] += 4;
3928                 }
3929
3930                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3931                 {
3932                         p_ptr->stat_add[A_CON] += 2;
3933                         new_speed -= 2;
3934                 }
3935
3936                 if (p_ptr->muta3 & MUT3_ALBINO)
3937                 {
3938                         p_ptr->stat_add[A_CON] -= 4;
3939                 }
3940
3941                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3942                 {
3943                         p_ptr->stat_add[A_CON] -= 2;
3944                         p_ptr->stat_add[A_CHR] -= 1;
3945                         p_ptr->regenerate = FALSE;
3946                         /* Cancel innate regeneration */
3947                 }
3948
3949                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3950                 {
3951                         p_ptr->stat_add[A_CHR] -= 4;
3952                 }
3953
3954                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3955                 {
3956                         p_ptr->stat_add[A_CHR] -= 1;
3957                 }
3958
3959                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3960                 {
3961                         p_ptr->skill_fos += 15;
3962                         p_ptr->skill_srh += 15;
3963                 }
3964
3965                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3966                 {
3967                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3968                 }
3969
3970                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3971                 {
3972                         p_ptr->skill_stl -= 3;
3973                 }
3974
3975                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3976                 {
3977                         p_ptr->see_infra += 3;
3978                 }
3979
3980                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
3981                 {
3982                         new_speed += 3;
3983                 }
3984
3985                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
3986                 {
3987                         new_speed -= 3;
3988                 }
3989
3990                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
3991                 {
3992                         p_ptr->sh_elec = TRUE;
3993                 }
3994
3995                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
3996                 {
3997                         p_ptr->sh_fire = TRUE;
3998                         p_ptr->lite = TRUE;
3999                 }
4000
4001                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4002                 {
4003                         p_ptr->stat_add[A_CHR] -= 2;
4004                         p_ptr->to_a += 5;
4005                         p_ptr->dis_to_a += 5;
4006                 }
4007
4008                 if (p_ptr->muta3 & MUT3_SCALES)
4009                 {
4010                         p_ptr->stat_add[A_CHR] -= 1;
4011                         p_ptr->to_a += 10;
4012                         p_ptr->dis_to_a += 10;
4013                 }
4014
4015                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4016                 {
4017                         p_ptr->stat_add[A_DEX] -= 1;
4018                         p_ptr->to_a += 25;
4019                         p_ptr->dis_to_a += 25;
4020                 }
4021
4022                 if (p_ptr->muta3 & MUT3_WINGS)
4023                 {
4024                         p_ptr->levitation = TRUE;
4025                 }
4026
4027                 if (p_ptr->muta3 & MUT3_FEARLESS)
4028                 {
4029                         p_ptr->resist_fear = TRUE;
4030                 }
4031
4032                 if (p_ptr->muta3 & MUT3_REGEN)
4033                 {
4034                         p_ptr->regenerate = TRUE;
4035                 }
4036
4037                 if (p_ptr->muta3 & MUT3_ESP)
4038                 {
4039                         p_ptr->telepathy = TRUE;
4040                 }
4041
4042                 if (p_ptr->muta3 & MUT3_LIMBER)
4043                 {
4044                         p_ptr->stat_add[A_DEX] += 3;
4045                 }
4046
4047                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4048                 {
4049                         p_ptr->stat_add[A_DEX] -= 3;
4050                 }
4051
4052                 if (p_ptr->muta3 & MUT3_MOTION)
4053                 {
4054                         p_ptr->free_act = TRUE;
4055                         p_ptr->skill_stl += 1;
4056                 }
4057
4058                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4059                 {
4060                         p_ptr->stat_add[A_CHR] = 0;
4061                 }
4062         }
4063
4064         if (p_ptr->tsuyoshi)
4065         {
4066                 p_ptr->stat_add[A_STR] += 4;
4067                 p_ptr->stat_add[A_CON] += 4;
4068         }
4069
4070         /* Scan the usable inventory */
4071         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4072         {
4073                 int bonus_to_h, bonus_to_d;
4074                 o_ptr = &inventory[i];
4075
4076                 /* Skip non-objects */
4077                 if (!o_ptr->k_idx) continue;
4078
4079                 /* Extract the item flags */
4080                 object_flags(o_ptr, flgs);
4081
4082                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4083                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4084
4085                 /* Affect stats */
4086                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4087                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4088                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4089                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4090                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4091                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4092
4093                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4094
4095                 /* Affect stealth */
4096                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4097
4098                 /* Affect searching ability (factor of five) */
4099                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4100
4101                 /* Affect searching frequency (factor of five) */
4102                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4103
4104                 /* Affect infravision */
4105                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4106
4107                 /* Affect digging (factor of 20) */
4108                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4109
4110                 /* Affect speed */
4111                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4112
4113                 /* Affect blows */
4114                 if (have_flag(flgs, TR_BLOWS))
4115                 {
4116                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4117                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4118                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4119                 }
4120
4121                 /* Hack -- cause earthquakes */
4122                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4123
4124                 /* Various flags */
4125                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4126                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4127                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4128                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4129                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4130                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4131                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4132                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4133                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4134                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4135                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4136                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4137                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4138                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4139                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4140                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4141                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4142                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4143                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4144                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4145                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4146                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4147                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4148                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4149                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4150                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4151                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4152                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4153                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4154                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4155                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4156                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4157                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4158                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4159                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4160
4161                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4162                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4163                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4164                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4165                 if (have_flag(flgs, TR_WARNING)){
4166                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4167                           p_ptr->warning = TRUE;
4168                 }
4169
4170                 if (have_flag(flgs, TR_TELEPORT))
4171                 {
4172                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4173                         else
4174                         {
4175                                 cptr insc = quark_str(o_ptr->inscription);
4176
4177                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4178                                 {
4179                                         /*
4180                                          * {.} will stop random teleportation.
4181                                          */
4182                                 }
4183                                 else
4184                                 {
4185                                         /* Controlled random teleportation */
4186                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4187                                 }
4188                         }
4189                 }
4190
4191                 /* Immunity flags */
4192                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4193                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4194                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4195                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4196
4197                 /* Resistance flags */
4198                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4199                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4200                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4201                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4202                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4203                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4204                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4205                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4206                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4207                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4208                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4209                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4210                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4211                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4212                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4213                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4214
4215                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4216                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4217                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4218                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4219                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4220                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4221
4222                 /* Sustain flags */
4223                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4224                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4225                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4226                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4227                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4228                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4229
4230                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4231                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4232                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4233                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4234                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4235                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4236                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4237
4238                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4239                 {
4240                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4241                         {
4242                                 p_ptr->to_m_chance += 10;
4243                         }
4244                         else
4245                         {
4246                                 p_ptr->to_m_chance += 3;
4247                         }
4248                 }
4249
4250                 if (o_ptr->tval == TV_CAPTURE) continue;
4251
4252                 /* Modify the base armor class */
4253                 p_ptr->ac += o_ptr->ac;
4254
4255                 /* The base armor class is always known */
4256                 p_ptr->dis_ac += o_ptr->ac;
4257
4258                 /* Apply the bonuses to armor class */
4259                 p_ptr->to_a += o_ptr->to_a;
4260
4261                 /* Apply the mental bonuses to armor class, if known */
4262                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4263
4264                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4265                 {
4266                         int slot = i - INVEN_RARM;
4267                         if (slot < 2)
4268                         {
4269                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4270                                 {
4271                                         p_ptr->to_h[slot] -= 15;
4272                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4273                                 }
4274                                 else
4275                                 {
4276                                         p_ptr->to_h[slot] -= 5;
4277                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4278                                 }
4279                         }
4280                         else
4281                         {
4282                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4283                                 {
4284                                         p_ptr->to_h_b -= 15;
4285                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4286                                 }
4287                                 else
4288                                 {
4289                                         p_ptr->to_h_b -= 5;
4290                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4291                                 }
4292                         }
4293                 }
4294
4295                 if (o_ptr->curse_flags & TRC_LOW_AC)
4296                 {
4297                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4298                         {
4299                                 p_ptr->to_a -= 30;
4300                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4301                         }
4302                         else
4303                         {
4304                                 p_ptr->to_a -= 10;
4305                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4306                         }
4307                 }
4308
4309                 /* Hack -- do not apply "weapon" bonuses */
4310                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4311                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4312
4313                 /* Hack -- do not apply "bow" bonuses */
4314                 if (i == INVEN_BOW) continue;
4315
4316                 bonus_to_h = o_ptr->to_h;
4317                 bonus_to_d = o_ptr->to_d;
4318
4319                 if (p_ptr->pclass == CLASS_NINJA)
4320                 {
4321                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4322                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4323                 }
4324
4325                 /* To Bow and Natural attack */
4326
4327                 /* Apply the bonuses to hit/damage */
4328                 p_ptr->to_h_b += (s16b)bonus_to_h;
4329                 p_ptr->to_h_m += (s16b)bonus_to_h;
4330                 p_ptr->to_d_m += (s16b)bonus_to_d;
4331
4332                 /* Apply the mental bonuses tp hit/damage, if known */
4333                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4334
4335                 /* To Melee */
4336                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4337                 {
4338                         /* Apply the bonuses to hit/damage */
4339                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4340                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4341
4342                         /* Apply the mental bonuses tp hit/damage, if known */
4343                         if (object_is_known(o_ptr))
4344                         {
4345                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4346                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4347                         }
4348                 }
4349                 else if (p_ptr->migite && p_ptr->hidarite)
4350                 {
4351                         /* Apply the bonuses to hit/damage */
4352                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4353                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4354                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4355                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4356
4357                         /* Apply the mental bonuses tp hit/damage, if known */
4358                         if (object_is_known(o_ptr))
4359                         {
4360                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4361                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4362                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4363                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4364                         }
4365                 }
4366                 else
4367                 {
4368                         /* Apply the bonuses to hit/damage */
4369                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4370                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4371
4372                         /* Apply the mental bonuses to hit/damage, if known */
4373                         if (object_is_known(o_ptr))
4374                         {
4375                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4376                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4377                         }
4378                 }
4379         }
4380
4381         if (old_mighty_throw != p_ptr->mighty_throw)
4382         {
4383                 /* Redraw average damege display of Shuriken */
4384                 p_ptr->window |= PW_INVEN;
4385         }
4386
4387         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4388
4389         /* Monks get extra ac for armour _not worn_ */
4390         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4391         {
4392                 if (!(inventory[INVEN_BODY].k_idx))
4393                 {
4394                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4395                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4396                 }
4397                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4398                 {
4399                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4400                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4401                 }
4402                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4403                 {
4404                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4405                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4406                 }
4407                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4408                 {
4409                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4410                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4411                 }
4412                 if (!(inventory[INVEN_HANDS].k_idx))
4413                 {
4414                         p_ptr->to_a += (p_ptr->lev / 2);
4415                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4416                 }
4417                 if (!(inventory[INVEN_FEET].k_idx))
4418                 {
4419                         p_ptr->to_a += (p_ptr->lev / 3);
4420                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4421                 }
4422                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4423                 {
4424                         p_ptr->stat_add[A_STR] += 2;
4425                         p_ptr->stat_add[A_DEX] += 2;
4426                         p_ptr->stat_add[A_CON] -= 3;
4427                 }
4428                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4429                 {
4430                 }
4431                 else if (p_ptr->special_defense & KAMAE_GENBU)
4432                 {
4433                         p_ptr->stat_add[A_INT] -= 1;
4434                         p_ptr->stat_add[A_WIS] -= 1;
4435                         p_ptr->stat_add[A_DEX] -= 2;
4436                         p_ptr->stat_add[A_CON] += 3;
4437                 }
4438                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4439                 {
4440                         p_ptr->stat_add[A_STR] -= 2;
4441                         p_ptr->stat_add[A_INT] += 1;
4442                         p_ptr->stat_add[A_WIS] += 1;
4443                         p_ptr->stat_add[A_DEX] += 2;
4444                         p_ptr->stat_add[A_CON] -= 2;
4445                 }
4446         }
4447
4448         if (p_ptr->special_defense & KATA_KOUKIJIN)
4449         {
4450                 for (i = 0; i < 6; i++)
4451                         p_ptr->stat_add[i] += 5;
4452                 p_ptr->to_a -= 50;
4453                 p_ptr->dis_to_a -= 50;
4454         }
4455
4456         /* Hack -- aura of fire also provides light */
4457         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4458
4459         /* Golems also get an intrinsic AC bonus */
4460         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4461         {
4462                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4463                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4464         }
4465
4466         /* Hex bonuses */
4467         if (p_ptr->realm1 == REALM_HEX)
4468         {
4469                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4470                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4471                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4472                 if (hex_spelling(HEX_BUILDING))
4473                 {
4474                         p_ptr->stat_add[A_STR] += 4;
4475                         p_ptr->stat_add[A_DEX] += 4;
4476                         p_ptr->stat_add[A_CON] += 4;
4477                 }
4478                 if (hex_spelling(HEX_DEMON_AURA))
4479                 {
4480                         p_ptr->sh_fire = TRUE;
4481                         p_ptr->regenerate = TRUE;
4482                 }
4483                 if (hex_spelling(HEX_ICE_ARMOR))
4484                 {
4485                         p_ptr->sh_cold = TRUE; 
4486                         p_ptr->to_a += 30;
4487                         p_ptr->dis_to_a += 30;
4488                 }
4489                 if (hex_spelling(HEX_SHOCK_CLOAK))
4490                 {
4491                         p_ptr->sh_elec = TRUE;
4492                         new_speed += 3;
4493                 }
4494                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4495                 {
4496                         ARMOUR_CLASS ac = 0;
4497                         o_ptr = &inventory[i];
4498                         if (!o_ptr->k_idx) continue;
4499                         if (!object_is_armour(o_ptr)) continue;
4500                         if (!object_is_cursed(o_ptr)) continue;
4501                         ac += 5;
4502                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4503                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4504                         p_ptr->to_a += (s16b)ac;
4505                         p_ptr->dis_to_a += (s16b)ac;
4506                 }
4507         }
4508
4509         /* Calculate stats */
4510         for (i = 0; i < 6; i++)
4511         {
4512                 int top, use, ind;
4513
4514                 /* Extract the new "stat_use" value for the stat */
4515                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4516
4517                 /* Notice changes */
4518                 if (p_ptr->stat_top[i] != top)
4519                 {
4520                         /* Save the new value */
4521                         p_ptr->stat_top[i] = (s16b)top;
4522
4523                         /* Redisplay the stats later */
4524                         p_ptr->redraw |= (PR_STATS);
4525
4526                         p_ptr->window |= (PW_PLAYER);
4527                 }
4528
4529
4530                 /* Extract the new "stat_use" value for the stat */
4531                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4532
4533                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4534                 {
4535                         /* 10 to 18/90 charisma, guaranteed, based on level */
4536                         if (use < 8 + 2 * p_ptr->lev)
4537                         {
4538                                 use = 8 + 2 * p_ptr->lev;
4539                         }
4540                 }
4541
4542                 /* Notice changes */
4543                 if (p_ptr->stat_use[i] != use)
4544                 {
4545                         /* Save the new value */
4546                         p_ptr->stat_use[i] = (s16b)use;
4547
4548                         /* Redisplay the stats later */
4549                         p_ptr->redraw |= (PR_STATS);
4550
4551                         p_ptr->window |= (PW_PLAYER);
4552                 }
4553
4554
4555                 /* Values: 3, 4, ..., 17 */
4556                 if (use <= 18) ind = (use - 3);
4557
4558                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4559                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4560
4561                 /* Range: 18/220+ */
4562                 else ind = (37);
4563
4564                 /* Notice changes */
4565                 if (p_ptr->stat_ind[i] != ind)
4566                 {
4567                         /* Save the new index */
4568                         p_ptr->stat_ind[i] = (s16b)ind;
4569
4570                         /* Change in CON affects Hitpoints */
4571                         if (i == A_CON)
4572                         {
4573                                 p_ptr->update |= (PU_HP);
4574                         }
4575
4576                         /* Change in INT may affect Mana/Spells */
4577                         else if (i == A_INT)
4578                         {
4579                                 if (mp_ptr->spell_stat == A_INT)
4580                                 {
4581                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4582                                 }
4583                         }
4584
4585                         /* Change in WIS may affect Mana/Spells */
4586                         else if (i == A_WIS)
4587                         {
4588                                 if (mp_ptr->spell_stat == A_WIS)
4589                                 {
4590                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4591                                 }
4592                         }
4593
4594                         /* Change in WIS may affect Mana/Spells */
4595                         else if (i == A_CHR)
4596                         {
4597                                 if (mp_ptr->spell_stat == A_CHR)
4598                                 {
4599                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4600                                 }
4601                         }
4602
4603                         p_ptr->window |= (PW_PLAYER);
4604                 }
4605         }
4606
4607
4608         /* Apply temporary "stun" */
4609         if (p_ptr->stun > 50)
4610         {
4611                 p_ptr->to_h[0] -= 20;
4612                 p_ptr->to_h[1] -= 20;
4613                 p_ptr->to_h_b  -= 20;
4614                 p_ptr->to_h_m  -= 20;
4615                 p_ptr->dis_to_h[0] -= 20;
4616                 p_ptr->dis_to_h[1] -= 20;
4617                 p_ptr->dis_to_h_b  -= 20;
4618                 p_ptr->to_d[0] -= 20;
4619                 p_ptr->to_d[1] -= 20;
4620                 p_ptr->to_d_m -= 20;
4621                 p_ptr->dis_to_d[0] -= 20;
4622                 p_ptr->dis_to_d[1] -= 20;
4623         }
4624         else if (p_ptr->stun)
4625         {
4626                 p_ptr->to_h[0] -= 5;
4627                 p_ptr->to_h[1] -= 5;
4628                 p_ptr->to_h_b -= 5;
4629                 p_ptr->to_h_m -= 5;
4630                 p_ptr->dis_to_h[0] -= 5;
4631                 p_ptr->dis_to_h[1] -= 5;
4632                 p_ptr->dis_to_h_b -= 5;
4633                 p_ptr->to_d[0] -= 5;
4634                 p_ptr->to_d[1] -= 5;
4635                 p_ptr->to_d_m -= 5;
4636                 p_ptr->dis_to_d[0] -= 5;
4637                 p_ptr->dis_to_d[1] -= 5;
4638         }
4639
4640         /* Wraith form */
4641         if (p_ptr->wraith_form)
4642         {
4643                 p_ptr->reflect = TRUE;
4644                 p_ptr->pass_wall = TRUE;
4645         }
4646
4647         if (p_ptr->kabenuke)
4648         {
4649                 p_ptr->pass_wall = TRUE;
4650         }
4651
4652         /* Temporary blessing */
4653         if (IS_BLESSED())
4654         {
4655                 p_ptr->to_a += 5;
4656                 p_ptr->dis_to_a += 5;
4657                 p_ptr->to_h[0] += 10;
4658                 p_ptr->to_h[1] += 10;
4659                 p_ptr->to_h_b  += 10;
4660                 p_ptr->to_h_m  += 10;
4661                 p_ptr->dis_to_h[0] += 10;
4662                 p_ptr->dis_to_h[1] += 10;
4663                 p_ptr->dis_to_h_b += 10;
4664         }
4665
4666         if (p_ptr->magicdef)
4667         {
4668                 p_ptr->resist_blind = TRUE;
4669                 p_ptr->resist_conf = TRUE;
4670                 p_ptr->reflect = TRUE;
4671                 p_ptr->free_act = TRUE;
4672                 p_ptr->levitation = TRUE;
4673         }
4674
4675         /* Temporary "Hero" */
4676         if (IS_HERO())
4677         {
4678                 p_ptr->to_h[0] += 12;
4679                 p_ptr->to_h[1] += 12;
4680                 p_ptr->to_h_b  += 12;
4681                 p_ptr->to_h_m  += 12;
4682                 p_ptr->dis_to_h[0] += 12;
4683                 p_ptr->dis_to_h[1] += 12;
4684                 p_ptr->dis_to_h_b  += 12;
4685         }
4686
4687         /* Temporary "Beserk" */
4688         if (p_ptr->shero)
4689         {
4690                 p_ptr->to_h[0] += 12;
4691                 p_ptr->to_h[1] += 12;
4692                 p_ptr->to_h_b  -= 12;
4693                 p_ptr->to_h_m  += 12;
4694                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4695                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4696                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4697                 p_ptr->dis_to_h[0] += 12;
4698                 p_ptr->dis_to_h[1] += 12;
4699                 p_ptr->dis_to_h_b  -= 12;
4700                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4701                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4702                 p_ptr->to_a -= 10;
4703                 p_ptr->dis_to_a -= 10;
4704                 p_ptr->skill_stl -= 7;
4705                 p_ptr->skill_dev -= 20;
4706                 p_ptr->skill_sav -= 30;
4707                 p_ptr->skill_srh -= 15;
4708                 p_ptr->skill_fos -= 15;
4709                 p_ptr->skill_tht -= 20;
4710                 p_ptr->skill_dig += 30;
4711         }
4712
4713         /* Temporary "fast" */
4714         if (IS_FAST())
4715         {
4716                 new_speed += 10;
4717         }
4718
4719         /* Temporary "slow" */
4720         if (p_ptr->slow)
4721         {
4722                 new_speed -= 10;
4723         }
4724
4725         /* Temporary "telepathy" */
4726         if (IS_TIM_ESP())
4727         {
4728                 p_ptr->telepathy = TRUE;
4729         }
4730
4731         if (p_ptr->ele_immune)
4732         {
4733                 if (p_ptr->special_defense & DEFENSE_ACID)
4734                         p_ptr->immune_acid = TRUE;
4735                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4736                         p_ptr->immune_elec = TRUE;
4737                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4738                         p_ptr->immune_fire = TRUE;
4739                 else if (p_ptr->special_defense & DEFENSE_COLD)
4740                         p_ptr->immune_cold = TRUE;
4741         }
4742
4743         /* Temporary see invisible */
4744         if (p_ptr->tim_invis)
4745         {
4746                 p_ptr->see_inv = TRUE;
4747         }
4748
4749         /* Temporary infravision boost */
4750         if (p_ptr->tim_infra)
4751         {
4752                 p_ptr->see_infra+=3;
4753         }
4754
4755         /* Temporary regeneration boost */
4756         if (p_ptr->tim_regen)
4757         {
4758                 p_ptr->regenerate = TRUE;
4759         }
4760
4761         /* Temporary levitation */
4762         if (p_ptr->tim_levitation)
4763         {
4764                 p_ptr->levitation = TRUE;
4765         }
4766
4767         /* Temporary reflection */
4768         if (p_ptr->tim_reflect)
4769         {
4770                 p_ptr->reflect = TRUE;
4771         }
4772
4773         /* Hack -- Hero/Shero -> Res fear */
4774         if (IS_HERO() || p_ptr->shero)
4775         {
4776                 p_ptr->resist_fear = TRUE;
4777         }
4778
4779
4780         /* Hack -- Telepathy Change */
4781         if (p_ptr->telepathy != old_telepathy)
4782         {
4783                 p_ptr->update |= (PU_MONSTERS);
4784         }
4785
4786         if ((p_ptr->esp_animal != old_esp_animal) ||
4787             (p_ptr->esp_undead != old_esp_undead) ||
4788             (p_ptr->esp_demon != old_esp_demon) ||
4789             (p_ptr->esp_orc != old_esp_orc) ||
4790             (p_ptr->esp_troll != old_esp_troll) ||
4791             (p_ptr->esp_giant != old_esp_giant) ||
4792             (p_ptr->esp_dragon != old_esp_dragon) ||
4793             (p_ptr->esp_human != old_esp_human) ||
4794             (p_ptr->esp_evil != old_esp_evil) ||
4795             (p_ptr->esp_good != old_esp_good) ||
4796             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4797             (p_ptr->esp_unique != old_esp_unique))
4798         {
4799                 p_ptr->update |= (PU_MONSTERS);
4800         }
4801
4802         /* Hack -- See Invis Change */
4803         if (p_ptr->see_inv != old_see_inv)
4804         {
4805                 p_ptr->update |= (PU_MONSTERS);
4806         }
4807
4808         /* Bloating slows the player down (a little) */
4809         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4810
4811         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4812
4813         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4814             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4815         {
4816                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4817                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4818         }
4819
4820         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4821         {
4822                 int penalty1, penalty2;
4823                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4824                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4825                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4826                 {
4827                         penalty1 = penalty1 / 2 - 5;
4828                         penalty2 = penalty2 / 2 - 5;
4829                         new_speed += 7;
4830                         p_ptr->to_a += 10;
4831                         p_ptr->dis_to_a += 10;
4832                 }
4833                 if (easy_2weapon)
4834                 {
4835                         if (penalty1 > 0) penalty1 /= 2;
4836                         if (penalty2 > 0) penalty2 /= 2;
4837                 }
4838                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4839                 {
4840                         penalty1 = MAX(0, penalty1 - 10);
4841                         penalty2 = MAX(0, penalty2 - 10);
4842                 }
4843                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4844                 {
4845                         penalty1 = MIN(0, penalty1);
4846                         penalty2 = MIN(0, penalty2);
4847                         p_ptr->to_a += 10;
4848                         p_ptr->dis_to_a += 10;
4849                 }
4850                 else
4851                 {
4852                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4853                                 penalty1 /= 2;
4854                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4855                                 penalty2 /= 2;
4856                 }
4857                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4858                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4859                 p_ptr->to_h[0] -= (s16b)penalty1;
4860                 p_ptr->to_h[1] -= (s16b)penalty2;
4861                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4862                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4863         }
4864
4865         /* Extract the current weight (in tenth pounds) */
4866         j = p_ptr->total_weight;
4867
4868         if (!p_ptr->riding)
4869         {
4870                 /* Extract the "weight limit" (in tenth pounds) */
4871                 i = (int)weight_limit();
4872         }
4873         else
4874         {
4875                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4876                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4877                 SPEED speed = riding_m_ptr->mspeed;
4878
4879                 if (riding_m_ptr->mspeed > 110)
4880                 {
4881                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4882                         if (new_speed < 110) new_speed = 110;
4883                 }
4884                 else
4885                 {
4886                         new_speed = speed;
4887                 }
4888                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4889                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4890                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4891                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4892                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4893
4894                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4895                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4896
4897                 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;
4898
4899                 /* Extract the "weight limit" */
4900                 i = 1500 + riding_r_ptr->level * 25;
4901         }
4902
4903         /* Apply "encumbrance" from weight */
4904         if (j > i) new_speed -= ((j - i) / (i / 5));
4905
4906         /* Searching slows the player down */
4907         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4908
4909         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4910         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4911         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4912         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4913         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4914         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4915         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4916         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4917         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4918         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4919         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4920         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4921         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4922
4923         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4924         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4925         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4926         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4927         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4928         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4929         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4930         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4931         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4932         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4933
4934
4935         /* Obtain the "hold" value */
4936         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4937
4938
4939         /* Examine the "current bow" */
4940         o_ptr = &inventory[INVEN_BOW];
4941
4942         /* It is hard to carholdry a heavy bow */
4943         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4944         if (p_ptr->heavy_shoot)
4945         {
4946                 /* Hard to wield a heavy bow */
4947                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4948                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4949         }
4950
4951         /* Compute "extra shots" if needed */
4952         if (o_ptr->k_idx)
4953         {
4954                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4955
4956                 /* Apply special flags */
4957                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4958                 {
4959                         /* Extra shots */
4960                         p_ptr->num_fire = calc_num_fire(o_ptr);
4961
4962                         /* Snipers love Cross bows */
4963                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4964                                 (p_ptr->tval_ammo == TV_BOLT))
4965                         {
4966                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4967                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4968                         }
4969                 }
4970         }
4971
4972         if (p_ptr->ryoute) hold *= 2;
4973
4974         for(i = 0 ; i < 2 ; i++)
4975         {
4976                 /* Examine the "main weapon" */
4977                 o_ptr = &inventory[INVEN_RARM+i];
4978
4979                 object_flags(o_ptr, flgs);
4980
4981                 /* Assume not heavy */
4982                 p_ptr->heavy_wield[i] = FALSE;
4983                 p_ptr->icky_wield[i] = FALSE;
4984                 p_ptr->riding_wield[i] = FALSE;
4985
4986                 if (!buki_motteruka(INVEN_RARM+i))
4987                 {
4988                         p_ptr->num_blow[i] = 1;
4989                         continue;
4990                 }
4991                 /* It is hard to hold a heavy weapon */
4992                 if (hold < o_ptr->weight / 10)
4993                 {
4994                         /* Hard to wield a heavy weapon */
4995                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
4996                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
4997
4998                         /* Heavy weapon */
4999                         p_ptr->heavy_wield[i] = TRUE;
5000                 }
5001                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5002
5003                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5004                 {
5005                         p_ptr->to_a += 5;
5006                         p_ptr->dis_to_a += 5;
5007                 }
5008
5009                 /* Normal weapons */
5010                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5011                 {
5012                         int str_index, dex_index;
5013
5014                         int num = 0, wgt = 0, mul = 0, div = 0;
5015
5016                         /* Analyze the class */
5017                         switch (p_ptr->pclass)
5018                         {
5019                                 /* Warrior */
5020                                 case CLASS_WARRIOR:
5021                                         num = 6; wgt = 70; mul = 5; break;
5022
5023                                 /* Berserker */
5024                                 case CLASS_BERSERKER:
5025                                         num = 6; wgt = 70; mul = 7; break;
5026
5027                                 /* Mage */
5028                                 case CLASS_MAGE:
5029                                 case CLASS_HIGH_MAGE:
5030                                 case CLASS_BLUE_MAGE:
5031                                         num = 3; wgt = 100; mul = 2; break;
5032
5033                                 /* Priest, Mindcrafter, Magic-Eater */
5034                                 case CLASS_PRIEST:
5035                                 case CLASS_MAGIC_EATER:
5036                                 case CLASS_MINDCRAFTER:
5037                                         num = 5; wgt = 100; mul = 3; break;
5038
5039                                 /* Rogue */
5040                                 case CLASS_ROGUE:
5041                                         num = 5; wgt = 40; mul = 3; break;
5042
5043                                 /* Ranger */
5044                                 case CLASS_RANGER:
5045                                         num = 5; wgt = 70; mul = 4; break;
5046
5047                                 /* Paladin */
5048                                 case CLASS_PALADIN:
5049                                 case CLASS_SAMURAI:
5050                                         num = 5; wgt = 70; mul = 4; break;
5051
5052                                 /* Weaponsmith */
5053                                 case CLASS_SMITH:
5054                                         num = 5; wgt = 150; mul = 5; break;
5055
5056                                 /* Warrior-Mage */
5057                                 case CLASS_WARRIOR_MAGE:
5058                                 case CLASS_RED_MAGE:
5059                                         num = 5; wgt = 70; mul = 3; break;
5060
5061                                 /* Chaos Warrior */
5062                                 case CLASS_CHAOS_WARRIOR:
5063                                         num = 5; wgt = 70; mul = 4; break;
5064
5065                                 /* Monk */
5066                                 case CLASS_MONK:
5067                                         num = 5; wgt = 60; mul = 3; break;
5068
5069                                 /* Tourist */
5070                                 case CLASS_TOURIST:
5071                                         num = 4; wgt = 100; mul = 3; break;
5072
5073                                 /* Imitator */
5074                                 case CLASS_IMITATOR:
5075                                         num = 5; wgt = 70; mul = 4; break;
5076
5077                                 /* Beastmaster */
5078                                 case CLASS_BEASTMASTER:
5079                                         num = 5; wgt = 70; mul = 3; break;
5080
5081                                 /* Cavalry */
5082                                 case CLASS_CAVALRY:
5083                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5084                                         else {num = 5; wgt = 100; mul = 3;}
5085                                         break;
5086
5087                                 /* Sorcerer */
5088                                 case CLASS_SORCERER:
5089                                         num = 1; wgt = 1; mul = 1; break;
5090
5091                                 /* Archer, Bard, Sniper */
5092                                 case CLASS_ARCHER:
5093                                 case CLASS_BARD:
5094                                 case CLASS_SNIPER:
5095                                         num = 4; wgt = 70; mul = 2; break;
5096
5097                                 /* ForceTrainer */
5098                                 case CLASS_FORCETRAINER:
5099                                         num = 4; wgt = 60; mul = 2; break;
5100
5101                                 /* Mirror Master */
5102                                 case CLASS_MIRROR_MASTER:
5103                                         num = 3; wgt = 100; mul = 3; break;
5104
5105                                 /* Ninja */
5106                                 case CLASS_NINJA:
5107                                         num = 4; wgt = 20; mul = 1; break;
5108                         }
5109
5110                         /* Hex - extra mights gives +1 bonus to max blows */
5111                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5112
5113                         /* Enforce a minimum "weight" (tenth pounds) */
5114                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5115
5116                         /* Access the strength vs weight */
5117                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5118
5119                         if (p_ptr->ryoute && !omoi) str_index++;
5120                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5121
5122                         /* Maximal value */
5123                         if (str_index > 11) str_index = 11;
5124
5125                         /* Index by dexterity */
5126                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5127
5128                         /* Maximal value */
5129                         if (dex_index > 11) dex_index = 11;
5130
5131                         /* Use the blows table */
5132                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5133
5134                         /* Maximal value */
5135                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5136
5137                         /* Add in the "bonus blows" */
5138                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5139
5140
5141                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5142                         else if (p_ptr->pclass == CLASS_BERSERKER)
5143                         {
5144                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5145                         }
5146                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5147
5148                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5149
5150                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5151
5152
5153                         /* Require at least one blow */
5154                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5155
5156                         /* Boost digging skill by weapon weight */
5157                         p_ptr->skill_dig += (o_ptr->weight / 10);
5158                 }
5159
5160                 /* Assume okay */
5161                 /* Priest weapon penalty for non-blessed edged weapons */
5162                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5163                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5164                 {
5165                         /* Reduce the real bonuses */
5166                         p_ptr->to_h[i] -= 2;
5167                         p_ptr->to_d[i] -= 2;
5168
5169                         /* Reduce the mental bonuses */
5170                         p_ptr->dis_to_h[i] -= 2;
5171                         p_ptr->dis_to_d[i] -= 2;
5172
5173                         /* Icky weapon */
5174                         p_ptr->icky_wield[i] = TRUE;
5175                 }
5176                 else if (p_ptr->pclass == CLASS_BERSERKER)
5177                 {
5178                         p_ptr->to_h[i] += p_ptr->lev/5;
5179                         p_ptr->to_d[i] += p_ptr->lev/6;
5180                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5181                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5182                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5183                         {
5184                                 p_ptr->to_h[i] += p_ptr->lev/5;
5185                                 p_ptr->to_d[i] += p_ptr->lev/6;
5186                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5187                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5188                         }
5189                 }
5190                 else if (p_ptr->pclass == CLASS_SORCERER)
5191                 {
5192                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5193                         {
5194                                 /* Reduce the real bonuses */
5195                                 p_ptr->to_h[i] -= 200;
5196                                 p_ptr->to_d[i] -= 200;
5197
5198                                 /* Reduce the mental bonuses */
5199                                 p_ptr->dis_to_h[i] -= 200;
5200                                 p_ptr->dis_to_d[i] -= 200;
5201
5202                                 /* Icky weapon */
5203                                 p_ptr->icky_wield[i] = TRUE;
5204                         }
5205                         else
5206                         {
5207                                 /* Reduce the real bonuses */
5208                                 p_ptr->to_h[i] -= 30;
5209                                 p_ptr->to_d[i] -= 10;
5210
5211                                 /* Reduce the mental bonuses */
5212                                 p_ptr->dis_to_h[i] -= 30;
5213                                 p_ptr->dis_to_d[i] -= 10;
5214                         }
5215                 }
5216                 /* Hex bonuses */
5217                 if (p_ptr->realm1 == REALM_HEX)
5218                 {
5219                         if (object_is_cursed(o_ptr))
5220                         {
5221                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5222                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5223                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5224                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5225                                 if (hex_spelling(HEX_RUNESWORD))
5226                                 {
5227                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5228                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5229                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5230                                 }
5231                         }
5232                 }
5233                 if (p_ptr->riding)
5234                 {
5235                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5236                         {
5237                                 p_ptr->to_h[i] +=15;
5238                                 p_ptr->dis_to_h[i] +=15;
5239                                 p_ptr->to_dd[i] += 2;
5240                         }
5241                         else if (!(have_flag(flgs, TR_RIDING)))
5242                         {
5243                                 int penalty;
5244                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5245                                 {
5246                                         penalty = 5;
5247                                 }
5248                                 else
5249                                 {
5250                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5251                                         penalty += 30;
5252                                         if (penalty < 30) penalty = 30;
5253                                 }
5254                                 p_ptr->to_h[i] -= (s16b)penalty;
5255                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5256
5257                                 /* Riding weapon */
5258                                 p_ptr->riding_wield[i] = TRUE;
5259                         }
5260                 }
5261         }
5262
5263         if (p_ptr->riding)
5264         {
5265                 int penalty = 0;
5266
5267                 p_ptr->riding_ryoute = FALSE;
5268
5269                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5270                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5271                 {
5272                         switch (p_ptr->pclass)
5273                         {
5274                         case CLASS_MONK:
5275                         case CLASS_FORCETRAINER:
5276                         case CLASS_BERSERKER:
5277                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5278                                         p_ptr->riding_ryoute = TRUE;
5279                                 break;
5280                         }
5281                 }
5282
5283                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5284                 {
5285                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5286                 }
5287                 else
5288                 {
5289                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5290                         penalty += 30;
5291                         if (penalty < 30) penalty = 30;
5292                 }
5293                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5294                 p_ptr->to_h_b -= (s16b)penalty;
5295                 p_ptr->dis_to_h_b -= (s16b)penalty;
5296         }
5297
5298         /* Different calculation for monks with empty hands */
5299         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5300                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5301         {
5302                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5303                 p_ptr->num_blow[0] = 0;
5304
5305                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5306                 {
5307                         if (blow_base > 18) p_ptr->num_blow[0]++;
5308                         if (blow_base > 31) p_ptr->num_blow[0]++;
5309                         if (blow_base > 44) p_ptr->num_blow[0]++;
5310                         if (blow_base > 58) p_ptr->num_blow[0]++;
5311                         if (P_PTR_KI)
5312                         {
5313                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5314                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5315                         }
5316                 }
5317                 else
5318                 {
5319                         if (blow_base > 12) p_ptr->num_blow[0]++;
5320                         if (blow_base > 22) p_ptr->num_blow[0]++;
5321                         if (blow_base > 31) p_ptr->num_blow[0]++;
5322                         if (blow_base > 39) p_ptr->num_blow[0]++;
5323                         if (blow_base > 46) p_ptr->num_blow[0]++;
5324                         if (blow_base > 53) p_ptr->num_blow[0]++;
5325                         if (blow_base > 59) p_ptr->num_blow[0]++;
5326                 }
5327
5328                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5329                         p_ptr->num_blow[0] /= 2;
5330                 else
5331                 {
5332                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5333                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5334
5335                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5336                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5337                 }
5338
5339                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5340                 {
5341                         p_ptr->to_a -= 40;
5342                         p_ptr->dis_to_a -= 40;
5343                         
5344                 }
5345                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5346                 {
5347                         p_ptr->to_a -= 50;
5348                         p_ptr->dis_to_a -= 50;
5349                         p_ptr->resist_acid = TRUE;
5350                         p_ptr->resist_fire = TRUE;
5351                         p_ptr->resist_elec = TRUE;
5352                         p_ptr->resist_cold = TRUE;
5353                         p_ptr->resist_pois = TRUE;
5354                         p_ptr->sh_fire = TRUE;
5355                         p_ptr->sh_elec = TRUE;
5356                         p_ptr->sh_cold = TRUE;
5357                         p_ptr->levitation = TRUE;
5358                 }
5359                 else if (p_ptr->special_defense & KAMAE_GENBU)
5360                 {
5361                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5362                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5363                         p_ptr->reflect = TRUE;
5364                         p_ptr->num_blow[0] -= 2;
5365                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5366                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5367                 }
5368                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5369                 {
5370                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5371                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5372
5373                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5374                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5375                         p_ptr->num_blow[0] /= 2;
5376                         p_ptr->levitation = TRUE;
5377                 }
5378
5379                 p_ptr->num_blow[0] += 1+extra_blows[0];
5380         }
5381
5382         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5383
5384         monk_armour_aux = FALSE;
5385
5386         if (heavy_armor())
5387         {
5388                 monk_armour_aux = TRUE;
5389         }
5390
5391         for (i = 0; i < 2; i++)
5392         {
5393                 if (buki_motteruka(INVEN_RARM+i))
5394                 {
5395                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5396                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5397
5398                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5399                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5400                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5401                         {
5402                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5403                                 {
5404                                         p_ptr->to_h[i] -= 40;
5405                                         p_ptr->dis_to_h[i] -= 40;
5406                                         p_ptr->icky_wield[i] = TRUE;
5407                                 }
5408                         }
5409                         else if (p_ptr->pclass == CLASS_NINJA)
5410                         {
5411                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5412                                 {
5413                                         p_ptr->to_h[i] -= 40;
5414                                         p_ptr->dis_to_h[i] -= 40;
5415                                         p_ptr->icky_wield[i] = TRUE;
5416                                         p_ptr->num_blow[i] /= 2;
5417                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5418                                 }
5419                         }
5420
5421                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5422                 }
5423         }
5424
5425         /* Maximum speed is (+99). (internally it's 110 + 99) */
5426         /* Temporary lightspeed forces to be maximum speed */
5427         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5428         {
5429                 new_speed = 209;
5430         }
5431
5432         /* Minimum speed is (-99). (internally it's 110 - 99) */
5433         if (new_speed < 11) new_speed = 11;
5434
5435         /* Display the speed (if needed) */
5436         if (p_ptr->pspeed != (byte)new_speed)
5437         {
5438                 p_ptr->pspeed = (byte)new_speed;
5439                 p_ptr->redraw |= (PR_SPEED);
5440         }
5441
5442         if (yoiyami)
5443         {
5444                 if (p_ptr->to_a > (0 - p_ptr->ac))
5445                         p_ptr->to_a = 0 - p_ptr->ac;
5446                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5447                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5448         }
5449
5450         /* Redraw armor (if needed) */
5451         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5452         {
5453                 p_ptr->redraw |= (PR_ARMOR);
5454                 p_ptr->window |= (PW_PLAYER);
5455         }
5456
5457         if (p_ptr->ryoute && !omoi)
5458         {
5459                 int bonus_to_h=0, bonus_to_d=0;
5460                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5461                 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);
5462
5463                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5464                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5465                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5466                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5467         }
5468
5469         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;
5470
5471         /* Affect Skill -- stealth (bonus one) */
5472         p_ptr->skill_stl += 1;
5473
5474         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5475
5476         /* Affect Skill -- disarming (DEX and INT) */
5477         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5478         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5479
5480         /* Affect Skill -- magic devices (INT) */
5481         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5482
5483         /* Affect Skill -- saving throw (WIS) */
5484         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5485
5486         /* Affect Skill -- digging (STR) */
5487         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5488
5489         /* Affect Skill -- disarming (Level, by Class) */
5490         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5491
5492         /* Affect Skill -- magic devices (Level, by Class) */
5493         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5494
5495         /* Affect Skill -- saving throw (Level, by Class) */
5496         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5497
5498         /* Affect Skill -- stealth (Level, by Class) */
5499         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5500
5501         /* Affect Skill -- search ability (Level, by Class) */
5502         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5503
5504         /* Affect Skill -- search frequency (Level, by Class) */
5505         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5506
5507         /* Affect Skill -- combat (normal) (Level, by Class) */
5508         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5509
5510         /* Affect Skill -- combat (shooting) (Level, by Class) */
5511         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5512
5513         /* Affect Skill -- combat (throwing) (Level, by Class) */
5514         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5515
5516
5517         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5518         {
5519                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5520                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5521         }
5522
5523         /* Limit Skill -- stealth from 0 to 30 */
5524         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5525         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5526
5527         /* Limit Skill -- digging from 1 up */
5528         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5529
5530         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5531
5532         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5533
5534         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;
5535
5536         if (down_saving) p_ptr->skill_sav /= 2;
5537
5538         /* Hack -- Each elemental immunity includes resistance */
5539         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5540         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5541         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5542         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5543
5544         /* Determine player alignment */
5545         for (i = 0, j = 0; i < 8; i++)
5546         {
5547                 switch (p_ptr->vir_types[i])
5548                 {
5549                 case V_JUSTICE:
5550                         p_ptr->align += p_ptr->virtues[i] * 2;
5551                         break;
5552                 case V_CHANCE:
5553                         /* Do nothing */
5554                         break;
5555                 case V_NATURE:
5556                 case V_HARMONY:
5557                         neutral[j++] = i;
5558                         break;
5559                 case V_UNLIFE:
5560                         p_ptr->align -= p_ptr->virtues[i];
5561                         break;
5562                 default:
5563                         p_ptr->align += p_ptr->virtues[i];
5564                         break;
5565                 }
5566         }
5567
5568         for (i = 0; i < j; i++)
5569         {
5570                 if (p_ptr->align > 0)
5571                 {
5572                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5573                         if (p_ptr->align < 0) p_ptr->align = 0;
5574                 }
5575                 else if (p_ptr->align < 0)
5576                 {
5577                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5578                         if (p_ptr->align > 0) p_ptr->align = 0;
5579                 }
5580         }
5581
5582         /* Hack -- handle "xtra" mode */
5583         if (character_xtra) return;
5584
5585         /* Take note when "heavy bow" changes */
5586         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5587         {
5588                 if (p_ptr->heavy_shoot)
5589                 {
5590                         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."));
5591                 }
5592                 else if (inventory[INVEN_BOW].k_idx)
5593                 {
5594                         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."));
5595                 }
5596                 else
5597                 {
5598                         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."));
5599                 }
5600
5601                 /* Save it */
5602                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5603         }
5604
5605         for (i = 0 ; i < 2 ; i++)
5606         {
5607                 /* Take note when "heavy weapon" changes */
5608                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5609                 {
5610                         if (p_ptr->heavy_wield[i])
5611                         {
5612                                 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."));
5613                         }
5614                         else if (buki_motteruka(INVEN_RARM+i))
5615                         {
5616                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5617                         }
5618                         else if (p_ptr->heavy_wield[1-i])
5619                         {
5620                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5621                         }
5622                         else
5623                         {
5624                                 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."));
5625                         }
5626
5627                         /* Save it */
5628                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5629                 }
5630
5631                 /* Take note when "heavy weapon" changes */
5632                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5633                 {
5634                         if (p_ptr->riding_wield[i])
5635                         {
5636                                 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."));
5637                         }
5638                         else if (!p_ptr->riding)
5639                         {
5640                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5641                         }
5642                         else if (buki_motteruka(INVEN_RARM+i))
5643                         {
5644                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5645                         }
5646                         /* Save it */
5647                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5648                 }
5649
5650                 /* Take note when "illegal weapon" changes */
5651                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5652                 {
5653                         if (p_ptr->icky_wield[i])
5654                         {
5655                                 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."));
5656                                 if (is_loading_now)
5657                                 {
5658                                         chg_virtue(V_FAITH, -1);
5659                                 }
5660                         }
5661                         else if (buki_motteruka(INVEN_RARM+i))
5662                         {
5663                                 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."));
5664                         }
5665                         else
5666                         {
5667                                 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."));
5668                         }
5669
5670                         /* Save it */
5671                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5672                 }
5673         }
5674
5675         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5676         {
5677                 if (p_ptr->riding_ryoute)
5678                 {
5679 #ifdef JP
5680                         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" : "");
5681 #else
5682                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5683 #endif
5684                 }
5685                 else
5686                 {
5687 #ifdef JP
5688                         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" : "");
5689 #else
5690                         msg_print("You began to control riding pet with one hand.");
5691 #endif
5692                 }
5693
5694                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5695         }
5696
5697         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5698         {
5699                 if (heavy_armor())
5700                 {
5701                         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."));
5702                         if (is_loading_now)
5703                         {
5704                                 chg_virtue(V_HARMONY, -1);
5705                         }
5706                 }
5707                 else
5708                 {
5709                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5710                 }
5711                 
5712                 monk_notify_aux = monk_armour_aux;
5713         }
5714
5715         for (i = 0; i < INVEN_PACK; i++)
5716         {
5717 #if 0
5718                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5719                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5720 #endif
5721                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5722                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5723         }
5724
5725         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5726         {
5727                 o_ptr = &o_list[this_o_idx];
5728
5729                 /* Acquire next object */
5730                 next_o_idx = o_ptr->next_o_idx;
5731
5732 #if 0
5733                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5734                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5735 #endif
5736                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5737                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5738         }
5739
5740         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5741 #if 0
5742         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5743         {
5744                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5745                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5746         }
5747
5748         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)))
5749         {
5750                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5751                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5752         }
5753 #endif
5754         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5755         {
5756                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5757                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5758         }
5759
5760         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5761         {
5762                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5763                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5764         }
5765 }
5766
5767
5768
5769 /*! 
5770  * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5771  * @return なし
5772  * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5773  */
5774 void notice_stuff(void)
5775 {
5776         /* Notice stuff */
5777         if (!p_ptr->notice) return;
5778
5779
5780         /* Actually do auto-destroy */
5781         if (p_ptr->notice & (PN_AUTODESTROY))
5782         {
5783                 p_ptr->notice &= ~(PN_AUTODESTROY);
5784                 autopick_delayed_alter();
5785         }
5786
5787         /* Combine the pack */
5788         if (p_ptr->notice & (PN_COMBINE))
5789         {
5790                 p_ptr->notice &= ~(PN_COMBINE);
5791                 combine_pack();
5792         }
5793
5794         /* Reorder the pack */
5795         if (p_ptr->notice & (PN_REORDER))
5796         {
5797                 p_ptr->notice &= ~(PN_REORDER);
5798                 reorder_pack();
5799         }
5800 }
5801
5802
5803 /*! 
5804  * @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"
5805  * @return なし
5806  * @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。
5807  */
5808 void update_stuff(void)
5809 {
5810         if (!p_ptr->update) return;
5811
5812
5813         if (p_ptr->update & (PU_BONUS))
5814         {
5815                 p_ptr->update &= ~(PU_BONUS);
5816                 calc_bonuses();
5817         }
5818
5819         if (p_ptr->update & (PU_TORCH))
5820         {
5821                 p_ptr->update &= ~(PU_TORCH);
5822                 calc_torch();
5823         }
5824
5825         if (p_ptr->update & (PU_HP))
5826         {
5827                 p_ptr->update &= ~(PU_HP);
5828                 calc_hitpoints();
5829         }
5830
5831         if (p_ptr->update & (PU_MANA))
5832         {
5833                 p_ptr->update &= ~(PU_MANA);
5834                 calc_mana();
5835         }
5836
5837         if (p_ptr->update & (PU_SPELLS))
5838         {
5839                 p_ptr->update &= ~(PU_SPELLS);
5840                 calc_spells();
5841         }
5842
5843
5844         /* Character is not ready yet, no screen updates */
5845         if (!character_generated) return;
5846
5847
5848         /* Character is in "icky" mode, no screen updates */
5849         if (character_icky) return;
5850
5851
5852         if (p_ptr->update & (PU_UN_LITE))
5853         {
5854                 p_ptr->update &= ~(PU_UN_LITE);
5855                 forget_lite();
5856         }
5857
5858         if (p_ptr->update & (PU_UN_VIEW))
5859         {
5860                 p_ptr->update &= ~(PU_UN_VIEW);
5861                 forget_view();
5862         }
5863
5864         if (p_ptr->update & (PU_VIEW))
5865         {
5866                 p_ptr->update &= ~(PU_VIEW);
5867                 update_view();
5868         }
5869
5870         if (p_ptr->update & (PU_LITE))
5871         {
5872                 p_ptr->update &= ~(PU_LITE);
5873                 update_lite();
5874         }
5875
5876
5877         if (p_ptr->update & (PU_FLOW))
5878         {
5879                 p_ptr->update &= ~(PU_FLOW);
5880                 update_flow();
5881         }
5882
5883         if (p_ptr->update & (PU_DISTANCE))
5884         {
5885                 p_ptr->update &= ~(PU_DISTANCE);
5886
5887                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5888                 /* p_ptr->update &= ~(PU_MONSTERS); */
5889
5890                 update_monsters(TRUE);
5891         }
5892
5893         if (p_ptr->update & (PU_MON_LITE))
5894         {
5895                 p_ptr->update &= ~(PU_MON_LITE);
5896                 update_mon_lite();
5897         }
5898
5899         /*
5900          * Mega-Hack -- Delayed visual update
5901          * Only used if update_view(), update_lite() or update_mon_lite() was called
5902          */
5903         if (p_ptr->update & (PU_DELAY_VIS))
5904         {
5905                 p_ptr->update &= ~(PU_DELAY_VIS);
5906                 delayed_visual_update();
5907         }
5908
5909         if (p_ptr->update & (PU_MONSTERS))
5910         {
5911                 p_ptr->update &= ~(PU_MONSTERS);
5912                 update_monsters(FALSE);
5913         }
5914 }
5915
5916
5917 /*! 
5918  * @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"
5919  * @return なし
5920  * @details 更新処理の対象はゲーム中の全描画処理
5921  */
5922 void redraw_stuff(void)
5923 {
5924         /* Redraw stuff */
5925         if (!p_ptr->redraw) return;
5926
5927
5928         /* Character is not ready yet, no screen updates */
5929         if (!character_generated) return;
5930
5931
5932         /* Character is in "icky" mode, no screen updates */
5933         if (character_icky) return;
5934
5935
5936
5937         /* Hack -- clear the screen */
5938         if (p_ptr->redraw & (PR_WIPE))
5939         {
5940                 p_ptr->redraw &= ~(PR_WIPE);
5941                 msg_print(NULL);
5942                 Term_clear();
5943         }
5944
5945
5946         if (p_ptr->redraw & (PR_MAP))
5947         {
5948                 p_ptr->redraw &= ~(PR_MAP);
5949                 prt_map();
5950         }
5951
5952
5953         if (p_ptr->redraw & (PR_BASIC))
5954         {
5955                 p_ptr->redraw &= ~(PR_BASIC);
5956                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5957                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5958                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5959                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5960                 prt_frame_basic();
5961                 prt_time();
5962                 prt_dungeon();
5963         }
5964
5965         if (p_ptr->redraw & (PR_EQUIPPY))
5966         {
5967                 p_ptr->redraw &= ~(PR_EQUIPPY);
5968                 print_equippy(); /* To draw / delete equippy chars */
5969         }
5970
5971         if (p_ptr->redraw & (PR_MISC))
5972         {
5973                 p_ptr->redraw &= ~(PR_MISC);
5974                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5975 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5976
5977         }
5978
5979         if (p_ptr->redraw & (PR_TITLE))
5980         {
5981                 p_ptr->redraw &= ~(PR_TITLE);
5982                 prt_title();
5983         }
5984
5985         if (p_ptr->redraw & (PR_LEV))
5986         {
5987                 p_ptr->redraw &= ~(PR_LEV);
5988                 prt_level();
5989         }
5990
5991         if (p_ptr->redraw & (PR_EXP))
5992         {
5993                 p_ptr->redraw &= ~(PR_EXP);
5994                 prt_exp();
5995         }
5996
5997         if (p_ptr->redraw & (PR_STATS))
5998         {
5999                 p_ptr->redraw &= ~(PR_STATS);
6000                 prt_stat(A_STR);
6001                 prt_stat(A_INT);
6002                 prt_stat(A_WIS);
6003                 prt_stat(A_DEX);
6004                 prt_stat(A_CON);
6005                 prt_stat(A_CHR);
6006         }
6007
6008         if (p_ptr->redraw & (PR_STATUS))
6009         {
6010                 p_ptr->redraw &= ~(PR_STATUS);
6011                 prt_status();
6012         }
6013
6014         if (p_ptr->redraw & (PR_ARMOR))
6015         {
6016                 p_ptr->redraw &= ~(PR_ARMOR);
6017                 prt_ac();
6018         }
6019
6020         if (p_ptr->redraw & (PR_HP))
6021         {
6022                 p_ptr->redraw &= ~(PR_HP);
6023                 prt_hp();
6024         }
6025
6026         if (p_ptr->redraw & (PR_MANA))
6027         {
6028                 p_ptr->redraw &= ~(PR_MANA);
6029                 prt_sp();
6030         }
6031
6032         if (p_ptr->redraw & (PR_GOLD))
6033         {
6034                 p_ptr->redraw &= ~(PR_GOLD);
6035                 prt_gold();
6036         }
6037
6038         if (p_ptr->redraw & (PR_DEPTH))
6039         {
6040                 p_ptr->redraw &= ~(PR_DEPTH);
6041                 prt_depth();
6042         }
6043
6044         if (p_ptr->redraw & (PR_HEALTH))
6045         {
6046                 p_ptr->redraw &= ~(PR_HEALTH);
6047                 health_redraw(FALSE);
6048         }
6049
6050         if (p_ptr->redraw & (PR_UHEALTH))
6051         {
6052                 p_ptr->redraw &= ~(PR_UHEALTH);
6053                 health_redraw(TRUE);
6054         }
6055
6056
6057         if (p_ptr->redraw & (PR_EXTRA))
6058         {
6059                 p_ptr->redraw &= ~(PR_EXTRA);
6060                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6061                 p_ptr->redraw &= ~(PR_HUNGER);
6062                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6063                 prt_frame_extra();
6064         }
6065
6066         if (p_ptr->redraw & (PR_CUT))
6067         {
6068                 p_ptr->redraw &= ~(PR_CUT);
6069                 prt_cut();
6070         }
6071
6072         if (p_ptr->redraw & (PR_STUN))
6073         {
6074                 p_ptr->redraw &= ~(PR_STUN);
6075                 prt_stun();
6076         }
6077
6078         if (p_ptr->redraw & (PR_HUNGER))
6079         {
6080                 p_ptr->redraw &= ~(PR_HUNGER);
6081                 prt_hunger();
6082         }
6083
6084         if (p_ptr->redraw & (PR_STATE))
6085         {
6086                 p_ptr->redraw &= ~(PR_STATE);
6087                 prt_state();
6088         }
6089
6090         if (p_ptr->redraw & (PR_SPEED))
6091         {
6092                 p_ptr->redraw &= ~(PR_SPEED);
6093                 prt_speed();
6094         }
6095
6096         if (p_ptr->pclass == CLASS_IMITATOR)
6097         {
6098                 if (p_ptr->redraw & (PR_IMITATION))
6099                 {
6100                         p_ptr->redraw &= ~(PR_IMITATION);
6101                         prt_imitation();
6102                 }
6103         }
6104         else if (p_ptr->redraw & (PR_STUDY))
6105         {
6106                 p_ptr->redraw &= ~(PR_STUDY);
6107                 prt_study();
6108         }
6109 }
6110
6111
6112 /*! 
6113  * @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"
6114  * @return なし
6115  * @details 更新処理の対象はサブウィンドウ全般
6116  */
6117 void window_stuff(void)
6118 {
6119         int j;
6120
6121         u32b mask = 0L;
6122
6123
6124         /* Nothing to do */
6125         if (!p_ptr->window) return;
6126
6127         /* Scan windows */
6128         for (j = 0; j < 8; j++)
6129         {
6130                 /* Save usable flags */
6131                 if (angband_term[j]) mask |= window_flag[j];
6132         }
6133
6134         /* Apply usable flags */
6135         p_ptr->window &= mask;
6136
6137         /* Nothing to do */
6138         if (!p_ptr->window) return;
6139
6140
6141         /* Display inventory */
6142         if (p_ptr->window & (PW_INVEN))
6143         {
6144                 p_ptr->window &= ~(PW_INVEN);
6145                 fix_inven();
6146         }
6147
6148         /* Display equipment */
6149         if (p_ptr->window & (PW_EQUIP))
6150         {
6151                 p_ptr->window &= ~(PW_EQUIP);
6152                 fix_equip();
6153         }
6154
6155         /* Display spell list */
6156         if (p_ptr->window & (PW_SPELL))
6157         {
6158                 p_ptr->window &= ~(PW_SPELL);
6159                 fix_spell();
6160         }
6161
6162         /* Display player */
6163         if (p_ptr->window & (PW_PLAYER))
6164         {
6165                 p_ptr->window &= ~(PW_PLAYER);
6166                 fix_player();
6167         }
6168         
6169         /* Display monster list */
6170         if (p_ptr->window & (PW_MONSTER_LIST))
6171         {
6172                 p_ptr->window &= ~(PW_MONSTER_LIST);
6173                 fix_monster_list();
6174         }
6175         
6176         /* Display overhead view */
6177         if (p_ptr->window & (PW_MESSAGE))
6178         {
6179                 p_ptr->window &= ~(PW_MESSAGE);
6180                 fix_message();
6181         }
6182
6183         /* Display overhead view */
6184         if (p_ptr->window & (PW_OVERHEAD))
6185         {
6186                 p_ptr->window &= ~(PW_OVERHEAD);
6187                 fix_overhead();
6188         }
6189
6190         /* Display overhead view */
6191         if (p_ptr->window & (PW_DUNGEON))
6192         {
6193                 p_ptr->window &= ~(PW_DUNGEON);
6194                 fix_dungeon();
6195         }
6196
6197         /* Display monster recall */
6198         if (p_ptr->window & (PW_MONSTER))
6199         {
6200                 p_ptr->window &= ~(PW_MONSTER);
6201                 fix_monster();
6202         }
6203
6204         /* Display object recall */
6205         if (p_ptr->window & (PW_OBJECT))
6206         {
6207                 p_ptr->window &= ~(PW_OBJECT);
6208                 fix_object();
6209         }
6210 }
6211
6212
6213 /*!
6214  * @brief 全更新処理をチェックして処理していく
6215  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6216  * @return なし
6217  */
6218 void handle_stuff(void)
6219 {
6220         if (p_ptr->update) update_stuff();
6221
6222         /* Redraw stuff */
6223         if (p_ptr->redraw) redraw_stuff();
6224
6225         if (p_ptr->window) window_stuff();
6226 }
6227
6228 /*!
6229  * @brief プレイヤーの現在開いている手の状態を返す
6230  * @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。
6231  * @return 開いている手のビットフラグ
6232  */
6233 s16b empty_hands(bool riding_control)
6234 {
6235         s16b status = EMPTY_HAND_NONE;
6236
6237         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6238         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6239
6240         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6241         {
6242                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6243                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6244         }
6245
6246         return status;
6247 }
6248
6249
6250 /*!
6251  * @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。
6252  * @return ペナルティが適用されるならばTRUE。
6253  */
6254 bool heavy_armor(void)
6255 {
6256         WEIGHT monk_arm_wgt = 0;
6257
6258         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6259
6260         /* Weight the armor */
6261         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6262         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6263         monk_arm_wgt += inventory[INVEN_BODY].weight;
6264         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6265         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6266         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6267         monk_arm_wgt += inventory[INVEN_FEET].weight;
6268
6269         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6270 }
6271
6272 /*!
6273  * @brief 実ゲームプレイ時間を更新する
6274  */
6275 void update_playtime(void)
6276 {
6277         /* Check if the game has started */
6278         if (start_time != 0)
6279         {
6280                 u32b tmp = (u32b)time(NULL);
6281                 playtime += (tmp - start_time);
6282                 start_time = tmp;
6283         }
6284 }