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[fix]gccによるwarningの指摘に対応
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief 雑多なその他の処理1 / misc code
4  * @date 2014/08/17
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
1711                 /* Fresh */
1712                 Term_fresh();
1713
1714                 /* Restore */
1715                 Term_activate(old);
1716         }
1717 }
1718
1719
1720 /*!
1721  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1722  * @param x 表示列
1723  * @param y 表示行
1724  * @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
1725  * @param n_same モンスターの数の現在数
1726  * @details
1727  * <pre>
1728  * nnn X LV name
1729  *  nnn : number or unique(U) or wanted unique(W)
1730  *  X   : symbol of monster
1731  *  LV  : monster lv if known
1732  *  name: name of monster
1733  * @return なし
1734  * </pre>
1735  */
1736 static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
1737         char buf[256];
1738         int i;
1739         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1740         monster_race* r_ptr = &r_info[r_idx];
1741  
1742         Term_gotoxy(x, y);
1743         if(!r_ptr)return;
1744         //Number of 'U'nique
1745         if(r_ptr->flags1&RF1_UNIQUE){//unique
1746                 bool is_kubi = FALSE;
1747                 for(i=0;i<MAX_KUBI;i++){
1748                         if(kubi_r_idx[i] == r_idx){
1749                                 is_kubi = TRUE;
1750                                 break;
1751                         }
1752                 }
1753                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1754         }else{
1755                 sprintf(buf, "%3d", n_same);
1756                 Term_addstr(-1, TERM_WHITE, buf);
1757         }
1758         //symbol
1759         Term_addstr(-1, TERM_WHITE, " ");
1760         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761         //Term_addstr(-1, TERM_WHITE, "/");
1762         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1763         //LV
1764         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765                 sprintf(buf, " %2d", (int)r_ptr->level);
1766         }else{
1767                 strcpy(buf, " ??");
1768         }
1769         Term_addstr(-1, TERM_WHITE, buf);
1770         //name
1771         sprintf(buf, " %s ", r_name+r_ptr->name);
1772         Term_addstr(-1, TERM_WHITE, buf);
1773  
1774         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1775 }
1776
1777 /*!
1778  * @brief モンスターの出現リストを表示する / Print monster info in line
1779  * @param x 表示列
1780  * @param y 表示行
1781  * @param max_lines 最大何行描画するか
1782  */
1783 void print_monster_list(int x, int y, int max_lines){
1784         int line = y;
1785         monster_type* last_mons = NULL;
1786         monster_type* m_ptr = NULL;
1787         int n_same = 0;
1788         int i;
1789
1790         for(i=0;i<temp_n;i++){
1791                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793                 m_ptr = &m_list[c_ptr->m_idx];
1794                 if(is_pet(m_ptr))continue;//pet
1795                 if(!m_ptr->r_idx)continue;//dead?
1796                 {
1797                         /*
1798                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1799                         monster_race* r_ptr = &r_info[r_idx];
1800                         cptr name = (r_name + r_ptr->name);
1801                         cptr ename = (r_name + r_ptr->name);
1802                         //ミミック類や「それ」等は、一覧に出てはいけない
1803                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1805                         //『ヌル』は、一覧に出てはいけない
1806                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807                            (strcmp(ename, "Null the Living Void")==0))continue;
1808                         //"金無垢の指輪"は、一覧に出てはいけない
1809                         if((strcmp(name, "金無垢の指輪")==0)||
1810                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1811                         */
1812                 }
1813
1814                 //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.
1815                 if(!last_mons){//先頭モンスター
1816                         last_mons = m_ptr;
1817                         n_same = 1;
1818                         continue;
1819                 }
1820                 //same race?
1821                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1822                         n_same++;
1823                         continue;//表示処理を次に回す
1824                 }
1825                 //print last mons info
1826                 print_monster_line(x, line++, last_mons, n_same);
1827                 n_same = 1;
1828                 last_mons = m_ptr;
1829                 if(line-y-1==max_lines){//残り1行
1830                         break;
1831                 }
1832         }
1833         if(line-y-1==max_lines && i!=temp_n){
1834                 Term_gotoxy(x, line);
1835                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1836         }else{
1837                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1838         }
1839 }
1840
1841 /*!
1842  * @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
1843  * @return なし
1844  */
1845 static void fix_monster_list(void)
1846 {
1847         int j;
1848         int w, h;
1849
1850         /* Scan windows */
1851         for (j = 0; j < 8; j++)
1852         {
1853                 term *old = Term;
1854
1855                 /* No window */
1856                 if (!angband_term[j]) continue;
1857
1858                 /* No relevant flags */
1859                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1860
1861                 /* Activate */
1862                 Term_activate(angband_term[j]);
1863                 Term_get_size(&w, &h);
1864
1865                 Term_clear();
1866
1867                 target_set_prepare_look();//モンスター一覧を生成,ソート
1868                 print_monster_list(0, 0, h);
1869
1870                 /* Fresh */
1871                 Term_fresh();
1872
1873                 /* Restore */
1874                 Term_activate(old);
1875         }
1876 }
1877
1878
1879
1880 /*!
1881  * @brief 現在の装備品をサブウィンドウに表示する / 
1882  * Hack -- display equipment in sub-windows
1883  * @return なし
1884  */
1885 static void fix_equip(void)
1886 {
1887         int j;
1888
1889         /* Scan windows */
1890         for (j = 0; j < 8; j++)
1891         {
1892                 term *old = Term;
1893
1894                 /* No window */
1895                 if (!angband_term[j]) continue;
1896
1897                 /* No relevant flags */
1898                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1899
1900                 /* Activate */
1901                 Term_activate(angband_term[j]);
1902
1903                 /* Display equipment */
1904                 display_equip();
1905
1906                 /* Fresh */
1907                 Term_fresh();
1908
1909                 /* Restore */
1910                 Term_activate(old);
1911         }
1912 }
1913
1914
1915 /*!
1916  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1917  * Hack -- display spells in sub-windows
1918  * @return なし
1919  */
1920 static void fix_spell(void)
1921 {
1922         int j;
1923
1924         /* Scan windows */
1925         for (j = 0; j < 8; j++)
1926         {
1927                 term *old = Term;
1928
1929                 /* No window */
1930                 if (!angband_term[j]) continue;
1931
1932                 /* No relevant flags */
1933                 if (!(window_flag[j] & (PW_SPELL))) continue;
1934
1935                 /* Activate */
1936                 Term_activate(angband_term[j]);
1937
1938                 /* Display spell list */
1939                 display_spell_list();
1940
1941                 /* Fresh */
1942                 Term_fresh();
1943
1944                 /* Restore */
1945                 Term_activate(old);
1946         }
1947 }
1948
1949
1950 /*!
1951  * @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 / 
1952  * Hack -- display character in sub-windows
1953  * @return なし
1954  */
1955 static void fix_player(void)
1956 {
1957         int j;
1958
1959         /* Scan windows */
1960         for (j = 0; j < 8; j++)
1961         {
1962                 term *old = Term;
1963
1964                 /* No window */
1965                 if (!angband_term[j]) continue;
1966
1967                 /* No relevant flags */
1968                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1969
1970                 /* Activate */
1971                 Term_activate(angband_term[j]);
1972
1973                 update_playtime();
1974
1975                 /* Display player */
1976                 display_player(0);
1977
1978                 /* Fresh */
1979                 Term_fresh();
1980
1981                 /* Restore */
1982                 Term_activate(old);
1983         }
1984 }
1985
1986 /*!
1987  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1988  * Hack -- display recent messages in sub-windows
1989  * XXX XXX XXX Adjust for width and split messages
1990  * @return なし
1991  */
1992 static void fix_message(void)
1993 {
1994         int j, i;
1995         int w, h;
1996         int x, y;
1997
1998         /* Scan windows */
1999         for (j = 0; j < 8; j++)
2000         {
2001                 term *old = Term;
2002
2003                 /* No window */
2004                 if (!angband_term[j]) continue;
2005
2006                 /* No relevant flags */
2007                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2008
2009                 /* Activate */
2010                 Term_activate(angband_term[j]);
2011
2012                 /* Get size */
2013                 Term_get_size(&w, &h);
2014
2015                 /* Dump messages */
2016                 for (i = 0; i < h; i++)
2017                 {
2018                         /* Dump the message on the appropriate line */
2019                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2020
2021                         /* Cursor */
2022                         Term_locate(&x, &y);
2023
2024                         /* Clear to end of line */
2025                         Term_erase(x, y, 255);
2026                 }
2027
2028                 /* Fresh */
2029                 Term_fresh();
2030
2031                 /* Restore */
2032                 Term_activate(old);
2033         }
2034 }
2035
2036
2037 /*!
2038  * @brief 簡易マップをサブウィンドウに表示する / 
2039  * Hack -- display overhead view in sub-windows
2040  * XXX XXX XXX Adjust for width and split messages
2041  * @return なし
2042  * @details
2043  * Note that the "player" symbol does NOT appear on the map.
2044  */
2045 static void fix_overhead(void)
2046 {
2047         int j;
2048
2049         int cy, cx;
2050
2051         /* Scan windows */
2052         for (j = 0; j < 8; j++)
2053         {
2054                 term *old = Term;
2055                 int wid, hgt;
2056
2057                 /* No window */
2058                 if (!angband_term[j]) continue;
2059
2060                 /* No relevant flags */
2061                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2062
2063                 /* Activate */
2064                 Term_activate(angband_term[j]);
2065
2066                 /* Full map in too small window is useless  */
2067                 Term_get_size(&wid, &hgt);
2068                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2069                 {
2070                         /* Redraw map */
2071                         display_map(&cy, &cx);
2072
2073                         /* Fresh */
2074                         Term_fresh();
2075                 }
2076
2077                 /* Restore */
2078                 Term_activate(old);
2079         }
2080 }
2081
2082
2083 /*!
2084  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2085  * Hack -- display dungeon view in sub-windows
2086  * @return なし
2087  */
2088 static void fix_dungeon(void)
2089 {
2090         int j;
2091
2092         /* Scan windows */
2093         for (j = 0; j < 8; j++)
2094         {
2095                 term *old = Term;
2096
2097                 /* No window */
2098                 if (!angband_term[j]) continue;
2099
2100                 /* No relevant flags */
2101                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2102
2103                 /* Activate */
2104                 Term_activate(angband_term[j]);
2105
2106                 /* Redraw dungeon view */
2107                 display_dungeon();
2108
2109                 /* Fresh */
2110                 Term_fresh();
2111
2112                 /* Restore */
2113                 Term_activate(old);
2114         }
2115 }
2116
2117
2118 /*!
2119  * @brief モンスターの思い出をサブウィンドウに表示する / 
2120  * Hack -- display dungeon view in sub-windows
2121  * @return なし
2122  */
2123 static void fix_monster(void)
2124 {
2125         int j;
2126
2127         /* Scan windows */
2128         for (j = 0; j < 8; j++)
2129         {
2130                 term *old = Term;
2131
2132                 /* No window */
2133                 if (!angband_term[j]) continue;
2134
2135                 /* No relevant flags */
2136                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2137
2138                 /* Activate */
2139                 Term_activate(angband_term[j]);
2140
2141                 /* Display monster race info */
2142                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2143
2144                 /* Fresh */
2145                 Term_fresh();
2146
2147                 /* Restore */
2148                 Term_activate(old);
2149         }
2150 }
2151
2152
2153 /*!
2154  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2155  * Hack -- display object recall in sub-windows
2156  * @return なし
2157  */
2158 static void fix_object(void)
2159 {
2160         int j;
2161
2162         /* Scan windows */
2163         for (j = 0; j < 8; j++)
2164         {
2165                 term *old = Term;
2166
2167                 /* No window */
2168                 if (!angband_term[j]) continue;
2169
2170                 /* No relevant flags */
2171                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2172
2173                 /* Activate */
2174                 Term_activate(angband_term[j]);
2175
2176                 /* Display monster race info */
2177                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2178
2179                 /* Fresh */
2180                 Term_fresh();
2181
2182                 /* Restore */
2183                 Term_activate(old);
2184         }
2185 }
2186
2187
2188
2189 /*!
2190  * @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。 /
2191  * Calculate number of spells player should have, and forget,
2192  * or remember, spells until that number is properly reflected.
2193  * @return なし
2194  * @details
2195  * Note that this function induces various "status" messages,
2196  * which must be bypasses until the character is created.
2197  */
2198 static void calc_spells(void)
2199 {
2200         int                     i, j, k, levels;
2201         int                     num_allowed;
2202         int         num_boukyaku = 0;
2203
2204         const magic_type        *s_ptr;
2205         REALM_IDX which;
2206         int bonus = 0;
2207
2208
2209         cptr p;
2210
2211         /* Hack -- must be literate */
2212         if (!mp_ptr->spell_book) return;
2213
2214         /* Hack -- wait for creation */
2215         if (!character_generated) return;
2216
2217         /* Hack -- handle "xtra" mode */
2218         if (character_xtra) return;
2219
2220         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2221         {
2222                 p_ptr->new_spells = 0;
2223                 return;
2224         }
2225
2226         p = spell_category_name(mp_ptr->spell_book);
2227
2228         /* Determine the number of spells allowed */
2229         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2230
2231         /* Hack -- no negative spells */
2232         if (levels < 0) levels = 0;
2233
2234         /* Extract total allowed spells */
2235         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2236
2237         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2238         {
2239                 bonus = 4;
2240         }
2241         if (p_ptr->pclass == CLASS_SAMURAI)
2242         {
2243                 num_allowed = 32;
2244         }
2245         else if (p_ptr->realm2 == REALM_NONE)
2246         {
2247                 num_allowed = (num_allowed+1)/2;
2248                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2249         }
2250         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2251         {
2252                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2253         }
2254         else
2255         {
2256                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2257         }
2258
2259         /* Count the number of spells we know */
2260         for (j = 0; j < 64; j++)
2261         {
2262                 /* Count known spells */
2263                 if ((j < 32) ?
2264                     (p_ptr->spell_forgotten1 & (1L << j)) :
2265                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2266                 {
2267                         num_boukyaku++;
2268                 }
2269         }
2270
2271         /* See how many spells we must forget or may learn */
2272         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2273
2274         /* Forget spells which are too hard */
2275         for (i = 63; i >= 0; i--)
2276         {
2277                 /* Efficiency -- all done */
2278                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2279
2280                 /* Access the spell */
2281                 j = p_ptr->spell_order[i];
2282
2283                 /* Skip non-spells */
2284                 if (j >= 99) continue;
2285
2286
2287                 /* Get the spell */
2288                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2289                 {
2290                         if (j < 32)
2291                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2292                         else
2293                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2294                 }
2295                 else if (j < 32)
2296                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2297                 else
2298                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2299
2300                 /* Skip spells we are allowed to know */
2301                 if (s_ptr->slevel <= p_ptr->lev) continue;
2302
2303                 /* Is it known? */
2304                 if ((j < 32) ?
2305                     (p_ptr->spell_learned1 & (1L << j)) :
2306                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2307                 {
2308                         /* Mark as forgotten */
2309                         if (j < 32)
2310                         {
2311                                 p_ptr->spell_forgotten1 |= (1L << j);
2312                                 which = p_ptr->realm1;
2313                         }
2314                         else
2315                         {
2316                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317                                 which = p_ptr->realm2;
2318                         }
2319
2320                         /* No longer known */
2321                         if (j < 32)
2322                         {
2323                                 p_ptr->spell_learned1 &= ~(1L << j);
2324                                 which = p_ptr->realm1;
2325                         }
2326                         else
2327                         {
2328                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329                                 which = p_ptr->realm2;
2330                         }
2331
2332                         /* Message */
2333 #ifdef JP
2334                         msg_format("%sの%sを忘れてしまった。",
2335                                    do_spell(which, j%32, SPELL_NAME), p );
2336 #else
2337                         msg_format("You have forgotten the %s of %s.", p,
2338                         do_spell(which, j%32, SPELL_NAME));
2339 #endif
2340
2341
2342                         /* One more can be learned */
2343                         p_ptr->new_spells++;
2344                 }
2345         }
2346
2347
2348         /* Forget spells if we know too many spells */
2349         for (i = 63; i >= 0; i--)
2350         {
2351                 /* Stop when possible */
2352                 if (p_ptr->new_spells >= 0) break;
2353
2354                 /* Efficiency -- all done */
2355                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2356
2357                 /* Get the (i+1)th spell learned */
2358                 j = p_ptr->spell_order[i];
2359
2360                 /* Skip unknown spells */
2361                 if (j >= 99) continue;
2362
2363                 /* Forget it (if learned) */
2364                 if ((j < 32) ?
2365                     (p_ptr->spell_learned1 & (1L << j)) :
2366                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2367                 {
2368                         /* Mark as forgotten */
2369                         if (j < 32)
2370                         {
2371                                 p_ptr->spell_forgotten1 |= (1L << j);
2372                                 which = p_ptr->realm1;
2373                         }
2374                         else
2375                         {
2376                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2377                                 which = p_ptr->realm2;
2378                         }
2379
2380                         /* No longer known */
2381                         if (j < 32)
2382                         {
2383                                 p_ptr->spell_learned1 &= ~(1L << j);
2384                                 which = p_ptr->realm1;
2385                         }
2386                         else
2387                         {
2388                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2389                                 which = p_ptr->realm2;
2390                         }
2391
2392                         /* Message */
2393 #ifdef JP
2394                         msg_format("%sの%sを忘れてしまった。",
2395                                    do_spell(which, j%32, SPELL_NAME), p );
2396 #else
2397                         msg_format("You have forgotten the %s of %s.", p,
2398                                    do_spell(which, j%32, SPELL_NAME));
2399 #endif
2400
2401
2402                         /* One more can be learned */
2403                         p_ptr->new_spells++;
2404                 }
2405         }
2406
2407
2408         /* Check for spells to remember */
2409         for (i = 0; i < 64; i++)
2410         {
2411                 /* None left to remember */
2412                 if (p_ptr->new_spells <= 0) break;
2413
2414                 /* Efficiency -- all done */
2415                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2416
2417                 /* Get the next spell we learned */
2418                 j = p_ptr->spell_order[i];
2419
2420                 /* Skip unknown spells */
2421                 if (j >= 99) break;
2422
2423                 /* Access the spell */
2424                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2425                 {
2426                         if (j < 32)
2427                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2428                         else
2429                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2430                 }
2431                 else if (j<32)
2432                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2433                 else
2434                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2435
2436                 /* Skip spells we cannot remember */
2437                 if (s_ptr->slevel > p_ptr->lev) continue;
2438
2439                 /* First set of spells */
2440                 if ((j < 32) ?
2441                     (p_ptr->spell_forgotten1 & (1L << j)) :
2442                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2443                 {
2444                         /* No longer forgotten */
2445                         if (j < 32)
2446                         {
2447                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2448                                 which = p_ptr->realm1;
2449                         }
2450                         else
2451                         {
2452                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2453                                 which = p_ptr->realm2;
2454                         }
2455
2456                         /* Known once more */
2457                         if (j < 32)
2458                         {
2459                                 p_ptr->spell_learned1 |= (1L << j);
2460                                 which = p_ptr->realm1;
2461                         }
2462                         else
2463                         {
2464                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2465                                 which = p_ptr->realm2;
2466                         }
2467
2468                         /* Message */
2469 #ifdef JP
2470                         msg_format("%sの%sを思い出した。",
2471                                    do_spell(which, j%32, SPELL_NAME), p );
2472 #else
2473                         msg_format("You have remembered the %s of %s.",
2474                                    p, do_spell(which, j%32, SPELL_NAME));
2475 #endif
2476
2477
2478                         /* One less can be learned */
2479                         p_ptr->new_spells--;
2480                 }
2481         }
2482
2483         k = 0;
2484
2485         if (p_ptr->realm2 == REALM_NONE)
2486         {
2487                 /* Count spells that can be learned */
2488                 for (j = 0; j < 32; j++)
2489                 {
2490                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2491                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2492
2493                         /* Skip spells we cannot remember */
2494                         if (s_ptr->slevel > p_ptr->lev) continue;
2495
2496                         /* Skip spells we already know */
2497                         if (p_ptr->spell_learned1 & (1L << j))
2498                         {
2499                                 continue;
2500                         }
2501
2502                         /* Count it */
2503                         k++;
2504                 }
2505                 if (k > 32) k = 32;
2506                 if ((p_ptr->new_spells > k) &&
2507                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2508                 {
2509                         p_ptr->new_spells = (s16b)k;
2510                 }
2511         }
2512
2513         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2514
2515         /* Spell count changed */
2516         if (p_ptr->old_spells != p_ptr->new_spells)
2517         {
2518                 /* Message if needed */
2519                 if (p_ptr->new_spells)
2520                 {
2521                         /* Message */
2522 #ifdef JP
2523                         if( p_ptr->new_spells < 10 ){
2524                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2525                         }else{
2526                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2527                         }
2528 #else
2529                         msg_format("You can learn %d more %s%s.",
2530                                    p_ptr->new_spells, p,
2531                                    (p_ptr->new_spells != 1) ? "s" : "");
2532 #endif
2533
2534                 }
2535
2536                 /* Save the new_spells value */
2537                 p_ptr->old_spells = p_ptr->new_spells;
2538
2539                 /* Redraw Study Status */
2540                 p_ptr->redraw |= (PR_STUDY);
2541
2542                 /* Redraw object recall */
2543                 p_ptr->window |= (PW_OBJECT);
2544         }
2545 }
2546
2547 /*!
2548  * @brief プレイヤーの最大MPを計算する /
2549  * Calculate maximum mana.  You do not need to know any spells.
2550  * Note that mana is lowered by heavy (or inappropriate) armor.
2551  * @return なし
2552  * @details
2553  * This function induces status messages.
2554  */
2555 static void calc_mana(void)
2556 {
2557         int             msp, levels, cur_wgt, max_wgt;
2558
2559         object_type     *o_ptr;
2560
2561
2562         /* Hack -- Must be literate */
2563         if (!mp_ptr->spell_book) return;
2564
2565         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2566             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2567             (p_ptr->pclass == CLASS_BLUE_MAGE))
2568         {
2569                 levels = p_ptr->lev;
2570         }
2571         else
2572         {
2573                 if(mp_ptr->spell_first > p_ptr->lev)
2574                 {
2575                         /* Save new mana */
2576                         p_ptr->msp = 0;
2577
2578                         /* Display mana later */
2579                         p_ptr->redraw |= (PR_MANA);
2580                         return;
2581                 }
2582
2583                 /* Extract "effective" player level */
2584                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2585         }
2586
2587         if (p_ptr->pclass == CLASS_SAMURAI)
2588         {
2589                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2590                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2591         }
2592         else
2593         {
2594                 /* Extract total mana */
2595                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2596
2597                 /* Hack -- usually add one mana */
2598                 if (msp) msp++;
2599
2600                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2601
2602                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2603
2604                 /* Hack: High mages have a 25% mana bonus */
2605                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2606
2607                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2608         }
2609
2610         /* Only mages are affected */
2611         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2612         {
2613                 u32b flgs[TR_FLAG_SIZE];
2614
2615                 /* Assume player is not encumbered by gloves */
2616                 p_ptr->cumber_glove = FALSE;
2617
2618                 /* Get the gloves */
2619                 o_ptr = &inventory[INVEN_HANDS];
2620
2621                 /* Examine the gloves */
2622                 object_flags(o_ptr, flgs);
2623
2624                 /* Normal gloves hurt mage-type spells */
2625                 if (o_ptr->k_idx &&
2626                     !(have_flag(flgs, TR_FREE_ACT)) &&
2627                         !(have_flag(flgs, TR_DEC_MANA)) &&
2628                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2629                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2630                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2631                 {
2632                         /* Encumbered */
2633                         p_ptr->cumber_glove = TRUE;
2634
2635                         /* Reduce mana */
2636                         msp = (3 * msp) / 4;
2637                 }
2638         }
2639
2640
2641         /* Assume player not encumbered by armor */
2642         p_ptr->cumber_armor = FALSE;
2643
2644         /* Weigh the armor */
2645         cur_wgt = 0;
2646         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2647         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2648         cur_wgt += inventory[INVEN_BODY].weight;
2649         cur_wgt += inventory[INVEN_HEAD].weight;
2650         cur_wgt += inventory[INVEN_OUTER].weight;
2651         cur_wgt += inventory[INVEN_HANDS].weight;
2652         cur_wgt += inventory[INVEN_FEET].weight;
2653
2654         /* Subtract a percentage of maximum mana. */
2655         switch (p_ptr->pclass)
2656         {
2657                 /* For these classes, mana is halved if armour 
2658                  * is 30 pounds over their weight limit. */
2659                 case CLASS_MAGE:
2660                 case CLASS_HIGH_MAGE:
2661                 case CLASS_BLUE_MAGE:
2662                 case CLASS_MONK:
2663                 case CLASS_FORCETRAINER:
2664                 case CLASS_SORCERER:
2665                 {
2666                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2667                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2668                         break;
2669                 }
2670
2671                 /* Mana halved if armour is 40 pounds over weight limit. */
2672                 case CLASS_PRIEST:
2673                 case CLASS_BARD:
2674                 case CLASS_TOURIST:
2675                 {
2676                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2677                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2678                         break;
2679                 }
2680
2681                 case CLASS_MINDCRAFTER:
2682                 case CLASS_BEASTMASTER:
2683                 case CLASS_MIRROR_MASTER:
2684                 {
2685                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2686                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2687                         break;
2688                 }
2689
2690                 /* Mana halved if armour is 50 pounds over weight limit. */
2691                 case CLASS_ROGUE:
2692                 case CLASS_RANGER:
2693                 case CLASS_RED_MAGE:
2694                 case CLASS_WARRIOR_MAGE:
2695                 {
2696                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2697                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2698                         break;
2699                 }
2700
2701                 /* Mana halved if armour is 60 pounds over weight limit. */
2702                 case CLASS_PALADIN:
2703                 case CLASS_CHAOS_WARRIOR:
2704                 {
2705                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2706                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2707                         break;
2708                 }
2709
2710                 /* For new classes created, but not yet added to this formula. */
2711                 default:
2712                 {
2713                         break;
2714                 }
2715         }
2716
2717         /* Determine the weight allowance */
2718         max_wgt = mp_ptr->spell_weight;
2719
2720         /* Heavy armor penalizes mana by a percentage.  -LM- */
2721         if ((cur_wgt - max_wgt) > 0)
2722         {
2723                 /* Encumbered */
2724                 p_ptr->cumber_armor = TRUE;
2725
2726                 /* Subtract a percentage of maximum mana. */
2727                 switch (p_ptr->pclass)
2728                 {
2729                         /* For these classes, mana is halved if armour 
2730                          * is 30 pounds over their weight limit. */
2731                         case CLASS_MAGE:
2732                         case CLASS_HIGH_MAGE:
2733                         case CLASS_BLUE_MAGE:
2734                         {
2735                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2736                                 break;
2737                         }
2738
2739                         /* Mana halved if armour is 40 pounds over weight limit. */
2740                         case CLASS_PRIEST:
2741                         case CLASS_MINDCRAFTER:
2742                         case CLASS_BEASTMASTER:
2743                         case CLASS_BARD:
2744                         case CLASS_FORCETRAINER:
2745                         case CLASS_TOURIST:
2746                         case CLASS_MIRROR_MASTER:
2747                         {
2748                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2749                                 break;
2750                         }
2751
2752                         case CLASS_SORCERER:
2753                         {
2754                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2755                                 break;
2756                         }
2757
2758                         /* Mana halved if armour is 50 pounds over weight limit. */
2759                         case CLASS_ROGUE:
2760                         case CLASS_RANGER:
2761                         case CLASS_MONK:
2762                         case CLASS_RED_MAGE:
2763                         {
2764                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2765                                 break;
2766                         }
2767
2768                         /* Mana halved if armour is 60 pounds over weight limit. */
2769                         case CLASS_PALADIN:
2770                         case CLASS_CHAOS_WARRIOR:
2771                         case CLASS_WARRIOR_MAGE:
2772                         {
2773                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2774                                 break;
2775                         }
2776
2777                         case CLASS_SAMURAI:
2778                         {
2779                                 p_ptr->cumber_armor = FALSE;
2780                                 break;
2781                         }
2782
2783                         /* For new classes created, but not yet added to this formula. */
2784                         default:
2785                         {
2786                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2787                                 break;
2788                         }
2789                 }
2790         }
2791
2792         /* Mana can never be negative */
2793         if (msp < 0) msp = 0;
2794
2795
2796         /* Maximum mana has changed */
2797         if (p_ptr->msp != msp)
2798         {
2799                 /* Enforce maximum */
2800                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2801                 {
2802                         p_ptr->csp = msp;
2803                         p_ptr->csp_frac = 0;
2804                 }
2805
2806 #ifdef JP
2807                 /* レベルアップの時は上昇量を表示する */
2808                 if ((level_up == 1) && (msp > p_ptr->msp))
2809                 {
2810                         msg_format("最大マジック・ポイントが %d 増加した!",
2811                                    (msp - p_ptr->msp));
2812                 }
2813 #endif
2814                 /* Save new mana */
2815                 p_ptr->msp = msp;
2816
2817                 /* Display mana later */
2818                 p_ptr->redraw |= (PR_MANA);
2819
2820                 /* Window stuff */
2821                 p_ptr->window |= (PW_PLAYER);
2822                 p_ptr->window |= (PW_SPELL);
2823         }
2824
2825
2826         /* Hack -- handle "xtra" mode */
2827         if (character_xtra) return;
2828
2829         /* Take note when "glove state" changes */
2830         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2831         {
2832                 /* Message */
2833                 if (p_ptr->cumber_glove)
2834                 {
2835                         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."));
2836                 }
2837                 else
2838                 {
2839                         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."));
2840                 }
2841
2842                 /* Save it */
2843                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2844         }
2845
2846
2847         /* Take note when "armor state" changes */
2848         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2849         {
2850                 /* Message */
2851                 if (p_ptr->cumber_armor)
2852                 {
2853                         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."));
2854                 }
2855                 else
2856                 {
2857                         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."));
2858                 }
2859
2860                 /* Save it */
2861                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2862         }
2863 }
2864
2865
2866
2867 /*!
2868  * @brief プレイヤーの最大HPを計算する /
2869  * Calculate the players (maximal) hit points
2870  * Adjust current hitpoints if necessary
2871  * @return なし
2872  * @details
2873  */
2874 static void calc_hitpoints(void)
2875 {
2876         int bonus, mhp;
2877         byte tmp_hitdie;
2878
2879         /* Un-inflate "half-hitpoint bonus per level" value */
2880         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2881
2882         /* Calculate hitpoints */
2883         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2884
2885         if (p_ptr->mimic_form)
2886         {
2887                 if (p_ptr->pclass == CLASS_SORCERER)
2888                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2889                 else
2890                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2891                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2892         }
2893
2894         if (p_ptr->pclass == CLASS_SORCERER)
2895         {
2896                 if (p_ptr->lev < 30)
2897                         mhp = (mhp * (45+p_ptr->lev) / 100);
2898                 else
2899                         mhp = (mhp * 75 / 100);
2900                 bonus = (bonus * 65 / 100);
2901         }
2902
2903         mhp += bonus;
2904
2905         if (p_ptr->pclass == CLASS_BERSERKER)
2906         {
2907                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2908         }
2909
2910         /* Always have at least one hitpoint per level */
2911         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2912
2913         /* Factor in the hero / superhero settings */
2914         if (IS_HERO()) mhp += 10;
2915         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2916         if (p_ptr->tsuyoshi) mhp += 50;
2917
2918         /* Factor in the hex spell settings */
2919         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2920         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2921
2922         /* New maximum hitpoints */
2923         if (p_ptr->mhp != mhp)
2924         {
2925                 /* Enforce maximum */
2926                 if (p_ptr->chp >= mhp)
2927                 {
2928                         p_ptr->chp = mhp;
2929                         p_ptr->chp_frac = 0;
2930                 }
2931
2932 #ifdef JP
2933                 /* レベルアップの時は上昇量を表示する */
2934                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2935                 {
2936                         msg_format("最大ヒット・ポイントが %d 増加した!",
2937                                    (mhp - p_ptr->mhp) );
2938                 }
2939 #endif
2940                 /* Save the new max-hitpoints */
2941                 p_ptr->mhp = mhp;
2942
2943                 /* Display hitpoints (later) */
2944                 p_ptr->redraw |= (PR_HP);
2945
2946                 /* Window stuff */
2947                 p_ptr->window |= (PW_PLAYER);
2948         }
2949 }
2950
2951 /*!
2952  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2953  * @return なし
2954  * @details
2955  * SWD: Experimental modification: multiple light sources have additive effect.
2956  */
2957 static void calc_torch(void)
2958 {
2959         int i, rad;
2960         object_type *o_ptr;
2961         u32b flgs[TR_FLAG_SIZE];
2962
2963         /* Assume no light */
2964         p_ptr->cur_lite = 0;
2965
2966         /* Loop through all wielded items */
2967         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2968         {
2969                 o_ptr = &inventory[i];
2970                 /* Skip empty slots */
2971                 if (!o_ptr->k_idx) continue;
2972                 
2973                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2974                 
2975                 /* Need Fuels */
2976                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2977                 {
2978                         if (o_ptr->tval == TV_LITE)
2979                         {
2980                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2981                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2982                         }
2983                 }
2984
2985                 /* Extract the flags */
2986                 object_flags(o_ptr, flgs);
2987
2988                 /* calc the lite_radius */
2989                 
2990                 rad = 0;
2991                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2992                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2993                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2994                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2995                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2996                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2997                 p_ptr->cur_lite += (s16b)rad;
2998         }
2999
3000         /* max radius is 14 (was 5) without rewriting other code -- */
3001         /* see cave.c:update_lite() and defines.h:LITE_MAX */
3002         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3003                 p_ptr->cur_lite = 1;
3004
3005         /*
3006          * check if the player doesn't have light radius, 
3007          * but does weakly glow as an intrinsic.
3008          */
3009         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3010
3011         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3012         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3013
3014         /* end experimental mods */
3015
3016         /* Notice changes in the "lite radius" */
3017         if (p_ptr->old_lite != p_ptr->cur_lite)
3018         {
3019                 /* Update stuff */
3020                 /* Hack -- PU_MON_LITE for monsters' darkness */
3021                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3022
3023                 /* Remember the old lite */
3024                 p_ptr->old_lite = p_ptr->cur_lite;
3025
3026                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3027                         set_superstealth(FALSE);
3028         }
3029 }
3030
3031
3032 /*!
3033  * @brief プレイヤーの所持重量制限を計算する /
3034  * Computes current weight limit.
3035  * @return 制限重量(ポンド)
3036  */
3037 WEIGHT weight_limit(void)
3038 {
3039         WEIGHT i;
3040
3041         /* Weight limit based only on strength */
3042         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3043         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3044
3045         /* Return the result */
3046         return i;
3047 }
3048
3049 /*!
3050  * @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 /
3051  * @param i 判定する手のID(右手:0 左手:1)
3052  * @return 持っているならばTRUE
3053  */
3054 bool buki_motteruka(int i)
3055 {
3056         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3057 }
3058
3059 /*!
3060  * @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 /
3061  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3062  * @return 重すぎるならばTRUE
3063  */
3064 bool is_heavy_shoot(object_type *o_ptr)
3065 {
3066         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3067         /* It is hard to carholdry a heavy bow */
3068         return (hold < o_ptr->weight / 10);
3069 }
3070
3071 /*!
3072  * @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 /
3073  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3074  * @return 対応する矢/弾薬のベースアイテムID
3075  */
3076 int bow_tval_ammo(object_type *o_ptr)
3077 {
3078         /* Analyze the launcher */
3079         switch (o_ptr->sval)
3080         {
3081                 case SV_SLING:
3082                 {
3083                         return TV_SHOT;
3084                 }
3085
3086                 case SV_SHORT_BOW:
3087                 case SV_LONG_BOW:
3088                 case SV_NAMAKE_BOW:
3089                 {
3090                         return TV_ARROW;
3091                 }
3092
3093                 case SV_LIGHT_XBOW:
3094                 case SV_HEAVY_XBOW:
3095                 {
3096                         return TV_BOLT;
3097                 }
3098                 case SV_CRIMSON:
3099                 case SV_HARP:
3100                 {
3101                         return TV_NO_AMMO;
3102                 }
3103         }
3104         
3105         return 0;
3106 }
3107
3108 /*!
3109  * @brief 装備中の射撃武器の威力倍率を返す /
3110  * calcurate the fire rate of target object
3111  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3112  * @return 射撃倍率の値(100で1.00倍)
3113  */
3114 s16b calc_num_fire(object_type *o_ptr)
3115 {
3116         int extra_shots = 0;
3117         int i;
3118         int num = 0;
3119         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3120         object_type *q_ptr;
3121         u32b flgs[TR_FLAG_SIZE];
3122         
3123         /* Scan the usable inventory */
3124         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3125         {
3126                 q_ptr = &inventory[i];
3127
3128                 /* Skip non-objects */
3129                 if (!q_ptr->k_idx) continue;
3130                 
3131                 /* Do not apply current equip */
3132                 if (i == INVEN_BOW) continue;
3133
3134                 /* Extract the item flags */
3135                 object_flags(q_ptr, flgs);
3136
3137                 /* Boost shots */
3138                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3139         }
3140         
3141         object_flags(o_ptr, flgs);
3142         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3143         
3144         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3145         {
3146                 num = 100;
3147                 /* Extra shots */
3148                 num += (extra_shots * 100);
3149
3150                 /* Hack -- Rangers love Bows */
3151                 if ((p_ptr->pclass == CLASS_RANGER) && 
3152                                         (tval_ammo == TV_ARROW))
3153                 {
3154                         num += (p_ptr->lev * 4);
3155                 }
3156
3157                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3158                     (tval_ammo == TV_ARROW))
3159                 {
3160                         num += (p_ptr->lev * 3);
3161                 }
3162
3163                 if (p_ptr->pclass == CLASS_ARCHER)
3164                 {
3165                         if (tval_ammo == TV_ARROW)
3166                                 num += ((p_ptr->lev * 5)+50);
3167                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3168                                 num += (p_ptr->lev * 4);
3169                 }
3170
3171                 /*
3172                  * Addendum -- also "Reward" high level warriors,
3173                  * with _any_ missile weapon -- TY
3174                  */
3175                 if (p_ptr->pclass == CLASS_WARRIOR &&
3176                    (tval_ammo <= TV_BOLT) &&
3177                    (tval_ammo >= TV_SHOT))
3178                 {
3179                         num += (p_ptr->lev * 2);
3180                 }
3181                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3182                     (tval_ammo == TV_SHOT))
3183                 {
3184                         num += (p_ptr->lev * 4);
3185                 }
3186         }
3187         return (s16b)num;
3188 }
3189
3190 /*!
3191  * @brief プレイヤーの全ステータスを更新する / 
3192  * Calculate the players current "state", taking into account
3193  * not only race/class intrinsics, but also objects being worn
3194  * and temporary spell effects.
3195  * @return なし
3196  * @details
3197  * <pre>
3198  * See also calc_mana() and calc_hitpoints().
3199  *
3200  * Take note of the new "speed code", in particular, a very strong
3201  * player will start slowing down as soon as he reaches 150 pounds,
3202  * but not until he reaches 450 pounds will he be half as fast as
3203  * a normal kobold.  This both hurts and helps the player, hurts
3204  * because in the old days a player could just avoid 300 pounds,
3205  * and helps because now carrying 300 pounds is not very painful.
3206  *
3207  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3208  * damage, since that would affect non-combat things.  These values
3209  * are actually added in later, at the appropriate place.
3210  *
3211  * This function induces various "status" messages.
3212  * </pre>
3213  */
3214 void calc_bonuses(void)
3215 {
3216         int             i, j, hold, neutral[2];
3217         int             new_speed;
3218         int             default_hand = 0;
3219         int             empty_hands_status = empty_hands(TRUE);
3220         int             extra_blows[2];
3221         object_type     *o_ptr;
3222         u32b flgs[TR_FLAG_SIZE];
3223         bool            omoi = FALSE;
3224         bool            yoiyami = FALSE;
3225         bool            down_saving = FALSE;
3226 #if 0
3227         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3228 #endif
3229         bool            have_sw = FALSE, have_kabe = FALSE;
3230         bool            easy_2weapon = FALSE;
3231         bool            riding_levitation = FALSE;
3232         s16b this_o_idx, next_o_idx = 0;
3233         const player_race *tmp_rp_ptr;
3234
3235         /* Save the old vision stuff */
3236         bool old_telepathy = p_ptr->telepathy;
3237         bool old_esp_animal = p_ptr->esp_animal;
3238         bool old_esp_undead = p_ptr->esp_undead;
3239         bool old_esp_demon = p_ptr->esp_demon;
3240         bool old_esp_orc = p_ptr->esp_orc;
3241         bool old_esp_troll = p_ptr->esp_troll;
3242         bool old_esp_giant = p_ptr->esp_giant;
3243         bool old_esp_dragon = p_ptr->esp_dragon;
3244         bool old_esp_human = p_ptr->esp_human;
3245         bool old_esp_evil = p_ptr->esp_evil;
3246         bool old_esp_good = p_ptr->esp_good;
3247         bool old_esp_nonliving = p_ptr->esp_nonliving;
3248         bool old_esp_unique = p_ptr->esp_unique;
3249         bool old_see_inv = p_ptr->see_inv;
3250         bool old_mighty_throw = p_ptr->mighty_throw;
3251
3252         /* Save the old armor class */
3253         s16b old_dis_ac = p_ptr->dis_ac;
3254         s16b old_dis_to_a = p_ptr->dis_to_a;
3255
3256
3257         /* Clear extra blows/shots */
3258         extra_blows[0] = extra_blows[1] = 0;
3259
3260         /* Clear the stat modifiers */
3261         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3262
3263
3264         /* Clear the Displayed/Real armor class */
3265         p_ptr->dis_ac = p_ptr->ac = 0;
3266
3267         /* Clear the Displayed/Real Bonuses */
3268         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3269         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3270         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3271         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3272         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3273         p_ptr->dis_to_a = p_ptr->to_a = 0;
3274         p_ptr->to_h_m = 0;
3275         p_ptr->to_d_m = 0;
3276
3277         p_ptr->to_m_chance = 0;
3278
3279         /* Clear the Extra Dice Bonuses */
3280         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3281         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3282
3283         /* Start with "normal" speed */
3284         new_speed = 110;
3285
3286         /* Start with a single blow per turn */
3287         p_ptr->num_blow[0] = 1;
3288         p_ptr->num_blow[1] = 1;
3289
3290         /* Start with a single shot per turn */
3291         p_ptr->num_fire = 100;
3292
3293         /* Reset the "xtra" tval */
3294         p_ptr->tval_xtra = 0;
3295
3296         /* Reset the "ammo" tval */
3297         p_ptr->tval_ammo = 0;
3298
3299         /* Clear all the flags */
3300         p_ptr->cursed = 0L;
3301         p_ptr->bless_blade = FALSE;
3302         p_ptr->xtra_might = FALSE;
3303         p_ptr->impact[0] = FALSE;
3304         p_ptr->impact[1] = FALSE;
3305         p_ptr->pass_wall = FALSE;
3306         p_ptr->kill_wall = FALSE;
3307         p_ptr->dec_mana = FALSE;
3308         p_ptr->easy_spell = FALSE;
3309         p_ptr->heavy_spell = FALSE;
3310         p_ptr->see_inv = FALSE;
3311         p_ptr->free_act = FALSE;
3312         p_ptr->slow_digest = FALSE;
3313         p_ptr->regenerate = FALSE;
3314         p_ptr->can_swim = FALSE;
3315         p_ptr->levitation = FALSE;
3316         p_ptr->hold_exp = FALSE;
3317         p_ptr->telepathy = FALSE;
3318         p_ptr->esp_animal = FALSE;
3319         p_ptr->esp_undead = FALSE;
3320         p_ptr->esp_demon = FALSE;
3321         p_ptr->esp_orc = FALSE;
3322         p_ptr->esp_troll = FALSE;
3323         p_ptr->esp_giant = FALSE;
3324         p_ptr->esp_dragon = FALSE;
3325         p_ptr->esp_human = FALSE;
3326         p_ptr->esp_evil = FALSE;
3327         p_ptr->esp_good = FALSE;
3328         p_ptr->esp_nonliving = FALSE;
3329         p_ptr->esp_unique = FALSE;
3330         p_ptr->lite = FALSE;
3331         p_ptr->sustain_str = FALSE;
3332         p_ptr->sustain_int = FALSE;
3333         p_ptr->sustain_wis = FALSE;
3334         p_ptr->sustain_con = FALSE;
3335         p_ptr->sustain_dex = FALSE;
3336         p_ptr->sustain_chr = FALSE;
3337         p_ptr->resist_acid = FALSE;
3338         p_ptr->resist_elec = FALSE;
3339         p_ptr->resist_fire = FALSE;
3340         p_ptr->resist_cold = FALSE;
3341         p_ptr->resist_pois = FALSE;
3342         p_ptr->resist_conf = FALSE;
3343         p_ptr->resist_sound = FALSE;
3344         p_ptr->resist_lite = FALSE;
3345         p_ptr->resist_dark = FALSE;
3346         p_ptr->resist_chaos = FALSE;
3347         p_ptr->resist_disen = FALSE;
3348         p_ptr->resist_shard = FALSE;
3349         p_ptr->resist_nexus = FALSE;
3350         p_ptr->resist_blind = FALSE;
3351         p_ptr->resist_neth = FALSE;
3352         p_ptr->resist_time = FALSE;
3353         p_ptr->resist_fear = FALSE;
3354         p_ptr->reflect = FALSE;
3355         p_ptr->sh_fire = FALSE;
3356         p_ptr->sh_elec = FALSE;
3357         p_ptr->sh_cold = FALSE;
3358         p_ptr->anti_magic = FALSE;
3359         p_ptr->anti_tele = FALSE;
3360         p_ptr->warning = FALSE;
3361         p_ptr->mighty_throw = FALSE;
3362         p_ptr->see_nocto = FALSE;
3363
3364         p_ptr->immune_acid = FALSE;
3365         p_ptr->immune_elec = FALSE;
3366         p_ptr->immune_fire = FALSE;
3367         p_ptr->immune_cold = FALSE;
3368
3369         p_ptr->ryoute = FALSE;
3370         p_ptr->migite = FALSE;
3371         p_ptr->hidarite = FALSE;
3372         p_ptr->no_flowed = FALSE;
3373
3374         p_ptr->align = friend_align;
3375
3376         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3377         else tmp_rp_ptr = &race_info[p_ptr->prace];
3378
3379         /* Base infravision (purely racial) */
3380         p_ptr->see_infra = tmp_rp_ptr->infra;
3381
3382         /* Base skill -- disarming */
3383         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3384
3385         /* Base skill -- magic devices */
3386         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3387
3388         /* Base skill -- saving throw */
3389         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3390
3391         /* Base skill -- stealth */
3392         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3393
3394         /* Base skill -- searching ability */
3395         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3396
3397         /* Base skill -- searching frequency */
3398         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3399
3400         /* Base skill -- combat (normal) */
3401         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3402
3403         /* Base skill -- combat (shooting) */
3404         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3405
3406         /* Base skill -- combat (throwing) */
3407         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3408
3409         /* Base skill -- digging */
3410         p_ptr->skill_dig = 0;
3411
3412         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3413         if (buki_motteruka(INVEN_LARM))
3414         {
3415                 p_ptr->hidarite = TRUE;
3416                 if (!p_ptr->migite) default_hand = 1;
3417         }
3418
3419         if (CAN_TWO_HANDS_WIELDING())
3420         {
3421                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3422                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3423                 {
3424                         p_ptr->ryoute = TRUE;
3425                 }
3426                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3427                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3428                 {
3429                         p_ptr->ryoute = TRUE;
3430                 }
3431                 else
3432                 {
3433                         switch (p_ptr->pclass)
3434                         {
3435                         case CLASS_MONK:
3436                         case CLASS_FORCETRAINER:
3437                         case CLASS_BERSERKER:
3438                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3439                                 {
3440                                         p_ptr->migite = TRUE;
3441                                         p_ptr->ryoute = TRUE;
3442                                 }
3443                                 break;
3444                         }
3445                 }
3446         }
3447
3448         if (!p_ptr->migite && !p_ptr->hidarite)
3449         {
3450                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3451                 else if (empty_hands_status == EMPTY_HAND_LARM)
3452                 {
3453                         p_ptr->hidarite = TRUE;
3454                         default_hand = 1;
3455                 }
3456         }
3457
3458         if (p_ptr->special_defense & KAMAE_MASK)
3459         {
3460                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3461                 {
3462                         set_action(ACTION_NONE);
3463                 }
3464         }
3465
3466         switch (p_ptr->pclass)
3467         {
3468                 case CLASS_WARRIOR:
3469                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3470                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3471                         break;
3472                 case CLASS_PALADIN:
3473                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3474                         break;
3475                 case CLASS_CHAOS_WARRIOR:
3476                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3477                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3478                         break;
3479                 case CLASS_MINDCRAFTER:
3480                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3481                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3482                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3483                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3484                         break;
3485                 case CLASS_MONK:
3486                 case CLASS_FORCETRAINER:
3487                         /* Unencumbered Monks become faster every 10 levels */
3488                         if (!(heavy_armor()))
3489                         {
3490                                 if (!(prace_is_(RACE_KLACKON) ||
3491                                       prace_is_(RACE_SPRITE) ||
3492                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3493                                         new_speed += (p_ptr->lev) / 10;
3494
3495                                 /* Free action if unencumbered at level 25 */
3496                                 if  (p_ptr->lev > 24)
3497                                         p_ptr->free_act = TRUE;
3498                         }
3499                         break;
3500                 case CLASS_SORCERER:
3501                         p_ptr->to_a -= 50;
3502                         p_ptr->dis_to_a -= 50;
3503                         break;
3504                 case CLASS_BARD:
3505                         p_ptr->resist_sound = TRUE;
3506                         break;
3507                 case CLASS_SAMURAI:
3508                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3509                         break;
3510                 case CLASS_BERSERKER:
3511                         p_ptr->shero = 1;
3512                         p_ptr->sustain_str = TRUE;
3513                         p_ptr->sustain_dex = TRUE;
3514                         p_ptr->sustain_con = TRUE;
3515                         p_ptr->regenerate = TRUE;
3516                         p_ptr->free_act = TRUE;
3517                         new_speed += 2;
3518                         if (p_ptr->lev > 29) new_speed++;
3519                         if (p_ptr->lev > 39) new_speed++;
3520                         if (p_ptr->lev > 44) new_speed++;
3521                         if (p_ptr->lev > 49) new_speed++;
3522                         p_ptr->to_a += 10+p_ptr->lev/2;
3523                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3524                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3525                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3526                         p_ptr->redraw |= PR_STATUS;
3527                         break;
3528                 case CLASS_MIRROR_MASTER:
3529                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3530                         break;
3531                 case CLASS_NINJA:
3532                         /* Unencumbered Ninjas become faster every 10 levels */
3533                         if (heavy_armor())
3534                         {
3535                                 new_speed -= (p_ptr->lev) / 10;
3536                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3537                         }
3538                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3539                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3540                         {
3541                                 new_speed += 3;
3542                                 if (!(prace_is_(RACE_KLACKON) ||
3543                                       prace_is_(RACE_SPRITE) ||
3544                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3545                                         new_speed += (p_ptr->lev) / 10;
3546                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3547
3548                                 /* Free action if unencumbered at level 25 */
3549                                 if  (p_ptr->lev > 24)
3550                                         p_ptr->free_act = TRUE;
3551                         }
3552                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3553                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3554                         {
3555                                 p_ptr->to_a += p_ptr->lev/2+5;
3556                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3557                         }
3558                         p_ptr->slow_digest = TRUE;
3559                         p_ptr->resist_fear = TRUE;
3560                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3561                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3562                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3563                         if (p_ptr->lev > 44)
3564                         {
3565                                 p_ptr->oppose_pois = 1;
3566                                 p_ptr->redraw |= PR_STATUS;
3567                         }
3568                         p_ptr->see_nocto = TRUE;
3569                         break;
3570         }
3571
3572         /***** Races ****/
3573         if (p_ptr->mimic_form)
3574         {
3575                 switch (p_ptr->mimic_form)
3576                 {
3577                 case MIMIC_DEMON:
3578                         p_ptr->hold_exp = TRUE;
3579                         p_ptr->resist_chaos = TRUE;
3580                         p_ptr->resist_neth = TRUE;
3581                         p_ptr->resist_fire = TRUE;
3582                         p_ptr->oppose_fire = 1;
3583                         p_ptr->see_inv=TRUE;
3584                         new_speed += 3;
3585                         p_ptr->redraw |= PR_STATUS;
3586                         p_ptr->to_a += 10;
3587                         p_ptr->dis_to_a += 10;
3588                         p_ptr->align -= 200;
3589                         break;
3590                 case MIMIC_DEMON_LORD:
3591                         p_ptr->hold_exp = TRUE;
3592                         p_ptr->resist_chaos = TRUE;
3593                         p_ptr->resist_neth = TRUE;
3594                         p_ptr->immune_fire = TRUE;
3595                         p_ptr->resist_acid = TRUE;
3596                         p_ptr->resist_fire = TRUE;
3597                         p_ptr->resist_cold = TRUE;
3598                         p_ptr->resist_elec = TRUE;
3599                         p_ptr->resist_pois = TRUE;
3600                         p_ptr->resist_conf = TRUE;
3601                         p_ptr->resist_disen = TRUE;
3602                         p_ptr->resist_nexus = TRUE;
3603                         p_ptr->resist_fear = TRUE;
3604                         p_ptr->sh_fire = TRUE;
3605                         p_ptr->see_inv = TRUE;
3606                         p_ptr->telepathy = TRUE;
3607                         p_ptr->levitation = TRUE;
3608                         p_ptr->kill_wall = TRUE;
3609                         new_speed += 5;
3610                         p_ptr->to_a += 20;
3611                         p_ptr->dis_to_a += 20;
3612                         p_ptr->align -= 200;
3613                         break;
3614                 case MIMIC_VAMPIRE:
3615                         p_ptr->resist_dark = TRUE;
3616                         p_ptr->hold_exp = TRUE;
3617                         p_ptr->resist_neth = TRUE;
3618                         p_ptr->resist_cold = TRUE;
3619                         p_ptr->resist_pois = TRUE;
3620                         p_ptr->see_inv = TRUE;
3621                         new_speed += 3;
3622                         p_ptr->to_a += 10;
3623                         p_ptr->dis_to_a += 10;
3624                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3625                         break;
3626                 }
3627         }
3628         else
3629         {
3630                 switch (p_ptr->prace)
3631                 {
3632                 case RACE_ELF:
3633                         p_ptr->resist_lite = TRUE;
3634                         break;
3635                 case RACE_HOBBIT:
3636                         p_ptr->hold_exp = TRUE;
3637                         break;
3638                 case RACE_GNOME:
3639                         p_ptr->free_act = TRUE;
3640                         break;
3641                 case RACE_DWARF:
3642                         p_ptr->resist_blind = TRUE;
3643                         break;
3644                 case RACE_HALF_ORC:
3645                         p_ptr->resist_dark = TRUE;
3646                         break;
3647                 case RACE_HALF_TROLL:
3648                         p_ptr->sustain_str = TRUE;
3649
3650                         if (p_ptr->lev > 14)
3651                         {
3652                                 /* High level trolls heal fast... */
3653                                 p_ptr->regenerate = TRUE;
3654
3655                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3656                                 {
3657                                         p_ptr->slow_digest = TRUE;
3658                                         /* Let's not make Regeneration
3659                                          * a disadvantage for the poor warriors who can
3660                                          * never learn a spell that satisfies hunger (actually
3661                                          * neither can rogues, but half-trolls are not
3662                                          * supposed to play rogues) */
3663                                 }
3664                         }
3665                         break;
3666                 case RACE_AMBERITE:
3667                         p_ptr->sustain_con = TRUE;
3668                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3669                         break;
3670                 case RACE_HIGH_ELF:
3671                         p_ptr->resist_lite = TRUE;
3672                         p_ptr->see_inv = TRUE;
3673                         break;
3674                 case RACE_BARBARIAN:
3675                         p_ptr->resist_fear = TRUE;
3676                         break;
3677                 case RACE_HALF_OGRE:
3678                         p_ptr->resist_dark = TRUE;
3679                         p_ptr->sustain_str = TRUE;
3680                         break;
3681                 case RACE_HALF_GIANT:
3682                         p_ptr->sustain_str = TRUE;
3683                         p_ptr->resist_shard = TRUE;
3684                         break;
3685                 case RACE_HALF_TITAN:
3686                         p_ptr->resist_chaos = TRUE;
3687                         break;
3688                 case RACE_CYCLOPS:
3689                         p_ptr->resist_sound = TRUE;
3690                         break;
3691                 case RACE_YEEK:
3692                         p_ptr->resist_acid = TRUE;
3693                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3694                         break;
3695                 case RACE_KLACKON:
3696                         p_ptr->resist_conf = TRUE;
3697                         p_ptr->resist_acid = TRUE;
3698
3699                         /* Klackons become faster */
3700                         new_speed += (p_ptr->lev) / 10;
3701                         break;
3702                 case RACE_KOBOLD:
3703                         p_ptr->resist_pois = TRUE;
3704                         break;
3705                 case RACE_NIBELUNG:
3706                         p_ptr->resist_disen = TRUE;
3707                         p_ptr->resist_dark = TRUE;
3708                         break;
3709                 case RACE_DARK_ELF:
3710                         p_ptr->resist_dark = TRUE;
3711                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3712                         break;
3713                 case RACE_DRACONIAN:
3714                         p_ptr->levitation = TRUE;
3715                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3716                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3717                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3718                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3719                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3720                         break;
3721                 case RACE_MIND_FLAYER:
3722                         p_ptr->sustain_int = TRUE;
3723                         p_ptr->sustain_wis = TRUE;
3724                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3725                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3726                         break;
3727                 case RACE_IMP:
3728                         p_ptr->resist_fire = TRUE;
3729                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3730                         break;
3731                 case RACE_GOLEM:
3732                         p_ptr->slow_digest = TRUE;
3733                         p_ptr->free_act = TRUE;
3734                         p_ptr->see_inv = TRUE;
3735                         p_ptr->resist_pois = TRUE;
3736                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3737                         break;
3738                 case RACE_SKELETON:
3739                         p_ptr->resist_shard = TRUE;
3740                         p_ptr->hold_exp = TRUE;
3741                         p_ptr->see_inv = TRUE;
3742                         p_ptr->resist_pois = TRUE;
3743                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3744                         break;
3745                 case RACE_ZOMBIE:
3746                         p_ptr->resist_neth = TRUE;
3747                         p_ptr->hold_exp = TRUE;
3748                         p_ptr->see_inv = TRUE;
3749                         p_ptr->resist_pois = TRUE;
3750                         p_ptr->slow_digest = TRUE;
3751                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3752                         break;
3753                 case RACE_VAMPIRE:
3754                         p_ptr->resist_dark = TRUE;
3755                         p_ptr->hold_exp = TRUE;
3756                         p_ptr->resist_neth = TRUE;
3757                         p_ptr->resist_cold = TRUE;
3758                         p_ptr->resist_pois = TRUE;
3759                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3760                         break;
3761                 case RACE_SPECTRE:
3762                         p_ptr->levitation = TRUE;
3763                         p_ptr->free_act = TRUE;
3764                         p_ptr->resist_neth = TRUE;
3765                         p_ptr->hold_exp = TRUE;
3766                         p_ptr->see_inv = TRUE;
3767                         p_ptr->resist_pois = TRUE;
3768                         p_ptr->slow_digest = TRUE;
3769                         p_ptr->resist_cold = TRUE;
3770                         p_ptr->pass_wall = TRUE;
3771                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3772                         break;
3773                 case RACE_SPRITE:
3774                         p_ptr->levitation = TRUE;
3775                         p_ptr->resist_lite = TRUE;
3776
3777                         /* Sprites become faster */
3778                         new_speed += (p_ptr->lev) / 10;
3779                         break;
3780                 case RACE_BEASTMAN:
3781                         p_ptr->resist_conf  = TRUE;
3782                         p_ptr->resist_sound = TRUE;
3783                         break;
3784                 case RACE_ENT:
3785                         /* Ents dig like maniacs, but only with their hands. */
3786                         if (!inventory[INVEN_RARM].k_idx) 
3787                                 p_ptr->skill_dig += p_ptr->lev * 10;
3788                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3789                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3790                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3791                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3792
3793                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3794                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3795                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3796
3797                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3798                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3799                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3800                         break;
3801                 case RACE_ANGEL:
3802                         p_ptr->levitation = TRUE;
3803                         p_ptr->see_inv = TRUE;
3804                         p_ptr->align += 200;
3805                         break;
3806                 case RACE_DEMON:
3807                         p_ptr->resist_fire  = TRUE;
3808                         p_ptr->resist_neth  = TRUE;
3809                         p_ptr->hold_exp = TRUE;
3810                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3811                         if (p_ptr->lev > 44)
3812                         {
3813                                 p_ptr->oppose_fire = 1;
3814                                 p_ptr->redraw |= PR_STATUS;
3815                         }
3816                         p_ptr->align -= 200;
3817                         break;
3818                 case RACE_DUNADAN:
3819                         p_ptr->sustain_con = TRUE;
3820                         break;
3821                 case RACE_S_FAIRY:
3822                         p_ptr->levitation = TRUE;
3823                         break;
3824                 case RACE_KUTAR:
3825                         p_ptr->resist_conf = TRUE;
3826                         break;
3827                 case RACE_ANDROID:
3828                         p_ptr->slow_digest = TRUE;
3829                         p_ptr->free_act = TRUE;
3830                         p_ptr->resist_pois = TRUE;
3831                         p_ptr->hold_exp = TRUE;
3832                         break;
3833                 default:
3834                         /* Do nothing */
3835                         ;
3836                 }
3837         }
3838
3839         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3840         {
3841                 p_ptr->see_inv = TRUE;
3842                 p_ptr->free_act = TRUE;
3843                 p_ptr->slow_digest = TRUE;
3844                 p_ptr->regenerate = TRUE;
3845                 p_ptr->levitation = TRUE;
3846                 p_ptr->hold_exp = TRUE;
3847                 p_ptr->telepathy = TRUE;
3848                 p_ptr->lite = TRUE;
3849                 p_ptr->sustain_str = TRUE;
3850                 p_ptr->sustain_int = TRUE;
3851                 p_ptr->sustain_wis = TRUE;
3852                 p_ptr->sustain_con = TRUE;
3853                 p_ptr->sustain_dex = TRUE;
3854                 p_ptr->sustain_chr = TRUE;
3855                 p_ptr->resist_acid = TRUE;
3856                 p_ptr->resist_elec = TRUE;
3857                 p_ptr->resist_fire = TRUE;
3858                 p_ptr->resist_cold = TRUE;
3859                 p_ptr->resist_pois = TRUE;
3860                 p_ptr->resist_conf = TRUE;
3861                 p_ptr->resist_sound = TRUE;
3862                 p_ptr->resist_lite = TRUE;
3863                 p_ptr->resist_dark = TRUE;
3864                 p_ptr->resist_chaos = TRUE;
3865                 p_ptr->resist_disen = TRUE;
3866                 p_ptr->resist_shard = TRUE;
3867                 p_ptr->resist_nexus = TRUE;
3868                 p_ptr->resist_blind = TRUE;
3869                 p_ptr->resist_neth = TRUE;
3870                 p_ptr->resist_fear = TRUE;
3871                 p_ptr->reflect = TRUE;
3872                 p_ptr->sh_fire = TRUE;
3873                 p_ptr->sh_elec = TRUE;
3874                 p_ptr->sh_cold = TRUE;
3875                 p_ptr->to_a += 100;
3876                 p_ptr->dis_to_a += 100;
3877         }
3878         /* Temporary shield */
3879         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3880         {
3881                 p_ptr->to_a += 50;
3882                 p_ptr->dis_to_a += 50;
3883         }
3884
3885         if (p_ptr->tim_res_nether)
3886         {
3887                 p_ptr->resist_neth = TRUE;
3888         }
3889         if (p_ptr->tim_sh_fire)
3890         {
3891                 p_ptr->sh_fire = TRUE;
3892         }
3893         if (p_ptr->tim_res_time)
3894         {
3895                 p_ptr->resist_time = TRUE;
3896         }
3897
3898         /* Sexy Gal */
3899         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3900         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3901         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3902         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3903
3904         /* Lucky man */
3905         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3906
3907         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3908         {
3909                 p_ptr->resist_blind = TRUE;
3910                 p_ptr->resist_conf  = TRUE;
3911                 p_ptr->hold_exp = TRUE;
3912                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3913
3914                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3915                         /* Munchkin become faster */
3916                         new_speed += (p_ptr->lev) / 10 + 5;
3917         }
3918
3919         if (music_singing(MUSIC_WALL))
3920         {
3921                 p_ptr->kill_wall = TRUE;
3922         }
3923
3924         /* Hack -- apply racial/class stat maxes */
3925         /* Apply the racial modifiers */
3926         for (i = 0; i < 6; i++)
3927         {
3928                 /* Modify the stats for "race" */
3929                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3930         }
3931
3932
3933         /* I'm adding the mutations here for the lack of a better place... */
3934         if (p_ptr->muta3)
3935         {
3936                 /* Hyper Strength */
3937                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3938                 {
3939                         p_ptr->stat_add[A_STR] += 4;
3940                 }
3941
3942                 /* Puny */
3943                 if (p_ptr->muta3 & MUT3_PUNY)
3944                 {
3945                         p_ptr->stat_add[A_STR] -= 4;
3946                 }
3947
3948                 /* Living computer */
3949                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3950                 {
3951                         p_ptr->stat_add[A_INT] += 4;
3952                         p_ptr->stat_add[A_WIS] += 4;
3953                 }
3954
3955                 /* Moronic */
3956                 if (p_ptr->muta3 & MUT3_MORONIC)
3957                 {
3958                         p_ptr->stat_add[A_INT] -= 4;
3959                         p_ptr->stat_add[A_WIS] -= 4;
3960                 }
3961
3962                 if (p_ptr->muta3 & MUT3_RESILIENT)
3963                 {
3964                         p_ptr->stat_add[A_CON] += 4;
3965                 }
3966
3967                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3968                 {
3969                         p_ptr->stat_add[A_CON] += 2;
3970                         new_speed -= 2;
3971                 }
3972
3973                 if (p_ptr->muta3 & MUT3_ALBINO)
3974                 {
3975                         p_ptr->stat_add[A_CON] -= 4;
3976                 }
3977
3978                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3979                 {
3980                         p_ptr->stat_add[A_CON] -= 2;
3981                         p_ptr->stat_add[A_CHR] -= 1;
3982                         p_ptr->regenerate = FALSE;
3983                         /* Cancel innate regeneration */
3984                 }
3985
3986                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3987                 {
3988                         p_ptr->stat_add[A_CHR] -= 4;
3989                 }
3990
3991                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3992                 {
3993                         p_ptr->stat_add[A_CHR] -= 1;
3994                 }
3995
3996                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3997                 {
3998                         p_ptr->skill_fos += 15;
3999                         p_ptr->skill_srh += 15;
4000                 }
4001
4002                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
4003                 {
4004                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
4005                 }
4006
4007                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
4008                 {
4009                         p_ptr->skill_stl -= 3;
4010                 }
4011
4012                 if (p_ptr->muta3 & MUT3_INFRAVIS)
4013                 {
4014                         p_ptr->see_infra += 3;
4015                 }
4016
4017                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4018                 {
4019                         new_speed += 3;
4020                 }
4021
4022                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4023                 {
4024                         new_speed -= 3;
4025                 }
4026
4027                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4028                 {
4029                         p_ptr->sh_elec = TRUE;
4030                 }
4031
4032                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4033                 {
4034                         p_ptr->sh_fire = TRUE;
4035                         p_ptr->lite = TRUE;
4036                 }
4037
4038                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4039                 {
4040                         p_ptr->stat_add[A_CHR] -= 2;
4041                         p_ptr->to_a += 5;
4042                         p_ptr->dis_to_a += 5;
4043                 }
4044
4045                 if (p_ptr->muta3 & MUT3_SCALES)
4046                 {
4047                         p_ptr->stat_add[A_CHR] -= 1;
4048                         p_ptr->to_a += 10;
4049                         p_ptr->dis_to_a += 10;
4050                 }
4051
4052                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4053                 {
4054                         p_ptr->stat_add[A_DEX] -= 1;
4055                         p_ptr->to_a += 25;
4056                         p_ptr->dis_to_a += 25;
4057                 }
4058
4059                 if (p_ptr->muta3 & MUT3_WINGS)
4060                 {
4061                         p_ptr->levitation = TRUE;
4062                 }
4063
4064                 if (p_ptr->muta3 & MUT3_FEARLESS)
4065                 {
4066                         p_ptr->resist_fear = TRUE;
4067                 }
4068
4069                 if (p_ptr->muta3 & MUT3_REGEN)
4070                 {
4071                         p_ptr->regenerate = TRUE;
4072                 }
4073
4074                 if (p_ptr->muta3 & MUT3_ESP)
4075                 {
4076                         p_ptr->telepathy = TRUE;
4077                 }
4078
4079                 if (p_ptr->muta3 & MUT3_LIMBER)
4080                 {
4081                         p_ptr->stat_add[A_DEX] += 3;
4082                 }
4083
4084                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4085                 {
4086                         p_ptr->stat_add[A_DEX] -= 3;
4087                 }
4088
4089                 if (p_ptr->muta3 & MUT3_MOTION)
4090                 {
4091                         p_ptr->free_act = TRUE;
4092                         p_ptr->skill_stl += 1;
4093                 }
4094
4095                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4096                 {
4097                         p_ptr->stat_add[A_CHR] = 0;
4098                 }
4099         }
4100
4101         if (p_ptr->tsuyoshi)
4102         {
4103                 p_ptr->stat_add[A_STR] += 4;
4104                 p_ptr->stat_add[A_CON] += 4;
4105         }
4106
4107         /* Scan the usable inventory */
4108         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4109         {
4110                 int bonus_to_h, bonus_to_d;
4111                 o_ptr = &inventory[i];
4112
4113                 /* Skip non-objects */
4114                 if (!o_ptr->k_idx) continue;
4115
4116                 /* Extract the item flags */
4117                 object_flags(o_ptr, flgs);
4118
4119                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4120                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4121
4122                 /* Affect stats */
4123                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4124                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4125                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4126                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4127                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4128                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4129
4130                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4131
4132                 /* Affect stealth */
4133                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4134
4135                 /* Affect searching ability (factor of five) */
4136                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4137
4138                 /* Affect searching frequency (factor of five) */
4139                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4140
4141                 /* Affect infravision */
4142                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4143
4144                 /* Affect digging (factor of 20) */
4145                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4146
4147                 /* Affect speed */
4148                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4149
4150                 /* Affect blows */
4151                 if (have_flag(flgs, TR_BLOWS))
4152                 {
4153                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4154                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4155                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4156                 }
4157
4158                 /* Hack -- cause earthquakes */
4159                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4160
4161                 /* Various flags */
4162                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4163                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4164                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4165                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4166                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4167                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4168                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4169                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4170                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4171                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4172                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4173                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4174                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4175                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4176                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4177                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4178                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4179                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4180                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4181                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4182                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4183                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4184                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4185                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4186                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4187                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4188                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4189                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4190                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4191                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4192                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4193                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4194                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4195                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4196                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4197
4198                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4199                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4200                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4201                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4202                 if (have_flag(flgs, TR_WARNING)){
4203                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4204                           p_ptr->warning = TRUE;
4205                 }
4206
4207                 if (have_flag(flgs, TR_TELEPORT))
4208                 {
4209                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4210                         else
4211                         {
4212                                 cptr insc = quark_str(o_ptr->inscription);
4213
4214                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4215                                 {
4216                                         /*
4217                                          * {.} will stop random teleportation.
4218                                          */
4219                                 }
4220                                 else
4221                                 {
4222                                         /* Controlled random teleportation */
4223                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4224                                 }
4225                         }
4226                 }
4227
4228                 /* Immunity flags */
4229                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4230                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4231                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4232                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4233
4234                 /* Resistance flags */
4235                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4236                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4237                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4238                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4239                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4240                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4241                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4242                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4243                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4244                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4245                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4246                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4247                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4248                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4249                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4250                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4251
4252                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4253                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4254                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4255                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4256                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4257                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4258
4259                 /* Sustain flags */
4260                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4261                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4262                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4263                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4264                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4265                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4266
4267                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4268                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4269                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4270                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4271                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4272                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4273                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4274
4275                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4276                 {
4277                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4278                         {
4279                                 p_ptr->to_m_chance += 10;
4280                         }
4281                         else
4282                         {
4283                                 p_ptr->to_m_chance += 3;
4284                         }
4285                 }
4286
4287                 if (o_ptr->tval == TV_CAPTURE) continue;
4288
4289                 /* Modify the base armor class */
4290                 p_ptr->ac += o_ptr->ac;
4291
4292                 /* The base armor class is always known */
4293                 p_ptr->dis_ac += o_ptr->ac;
4294
4295                 /* Apply the bonuses to armor class */
4296                 p_ptr->to_a += o_ptr->to_a;
4297
4298                 /* Apply the mental bonuses to armor class, if known */
4299                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4300
4301                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4302                 {
4303                         int slot = i - INVEN_RARM;
4304                         if (slot < 2)
4305                         {
4306                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4307                                 {
4308                                         p_ptr->to_h[slot] -= 15;
4309                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4310                                 }
4311                                 else
4312                                 {
4313                                         p_ptr->to_h[slot] -= 5;
4314                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4315                                 }
4316                         }
4317                         else
4318                         {
4319                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4320                                 {
4321                                         p_ptr->to_h_b -= 15;
4322                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4323                                 }
4324                                 else
4325                                 {
4326                                         p_ptr->to_h_b -= 5;
4327                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4328                                 }
4329                         }
4330                 }
4331
4332                 if (o_ptr->curse_flags & TRC_LOW_AC)
4333                 {
4334                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4335                         {
4336                                 p_ptr->to_a -= 30;
4337                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4338                         }
4339                         else
4340                         {
4341                                 p_ptr->to_a -= 10;
4342                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4343                         }
4344                 }
4345
4346                 /* Hack -- do not apply "weapon" bonuses */
4347                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4348                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4349
4350                 /* Hack -- do not apply "bow" bonuses */
4351                 if (i == INVEN_BOW) continue;
4352
4353                 bonus_to_h = o_ptr->to_h;
4354                 bonus_to_d = o_ptr->to_d;
4355
4356                 if (p_ptr->pclass == CLASS_NINJA)
4357                 {
4358                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4359                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4360                 }
4361
4362                 /* To Bow and Natural attack */
4363
4364                 /* Apply the bonuses to hit/damage */
4365                 p_ptr->to_h_b += (s16b)bonus_to_h;
4366                 p_ptr->to_h_m += (s16b)bonus_to_h;
4367                 p_ptr->to_d_m += (s16b)bonus_to_d;
4368
4369                 /* Apply the mental bonuses tp hit/damage, if known */
4370                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4371
4372                 /* To Melee */
4373                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4374                 {
4375                         /* Apply the bonuses to hit/damage */
4376                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4377                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4378
4379                         /* Apply the mental bonuses tp hit/damage, if known */
4380                         if (object_is_known(o_ptr))
4381                         {
4382                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4383                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4384                         }
4385                 }
4386                 else if (p_ptr->migite && p_ptr->hidarite)
4387                 {
4388                         /* Apply the bonuses to hit/damage */
4389                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4390                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4391                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4392                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4393
4394                         /* Apply the mental bonuses tp hit/damage, if known */
4395                         if (object_is_known(o_ptr))
4396                         {
4397                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4398                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4399                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4400                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4401                         }
4402                 }
4403                 else
4404                 {
4405                         /* Apply the bonuses to hit/damage */
4406                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4407                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4408
4409                         /* Apply the mental bonuses to hit/damage, if known */
4410                         if (object_is_known(o_ptr))
4411                         {
4412                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4413                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4414                         }
4415                 }
4416         }
4417
4418         if (old_mighty_throw != p_ptr->mighty_throw)
4419         {
4420                 /* Redraw average damege display of Shuriken */
4421                 p_ptr->window |= PW_INVEN;
4422         }
4423
4424         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4425
4426         /* Monks get extra ac for armour _not worn_ */
4427         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4428         {
4429                 if (!(inventory[INVEN_BODY].k_idx))
4430                 {
4431                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4432                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4433                 }
4434                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4435                 {
4436                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4437                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4438                 }
4439                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4440                 {
4441                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4442                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4443                 }
4444                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4445                 {
4446                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4447                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4448                 }
4449                 if (!(inventory[INVEN_HANDS].k_idx))
4450                 {
4451                         p_ptr->to_a += (p_ptr->lev / 2);
4452                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4453                 }
4454                 if (!(inventory[INVEN_FEET].k_idx))
4455                 {
4456                         p_ptr->to_a += (p_ptr->lev / 3);
4457                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4458                 }
4459                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4460                 {
4461                         p_ptr->stat_add[A_STR] += 2;
4462                         p_ptr->stat_add[A_DEX] += 2;
4463                         p_ptr->stat_add[A_CON] -= 3;
4464                 }
4465                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4466                 {
4467                 }
4468                 else if (p_ptr->special_defense & KAMAE_GENBU)
4469                 {
4470                         p_ptr->stat_add[A_INT] -= 1;
4471                         p_ptr->stat_add[A_WIS] -= 1;
4472                         p_ptr->stat_add[A_DEX] -= 2;
4473                         p_ptr->stat_add[A_CON] += 3;
4474                 }
4475                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4476                 {
4477                         p_ptr->stat_add[A_STR] -= 2;
4478                         p_ptr->stat_add[A_INT] += 1;
4479                         p_ptr->stat_add[A_WIS] += 1;
4480                         p_ptr->stat_add[A_DEX] += 2;
4481                         p_ptr->stat_add[A_CON] -= 2;
4482                 }
4483         }
4484
4485         if (p_ptr->special_defense & KATA_KOUKIJIN)
4486         {
4487                 for (i = 0; i < 6; i++)
4488                         p_ptr->stat_add[i] += 5;
4489                 p_ptr->to_a -= 50;
4490                 p_ptr->dis_to_a -= 50;
4491         }
4492
4493         /* Hack -- aura of fire also provides light */
4494         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4495
4496         /* Golems also get an intrinsic AC bonus */
4497         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4498         {
4499                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4500                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4501         }
4502
4503         /* Hex bonuses */
4504         if (p_ptr->realm1 == REALM_HEX)
4505         {
4506                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4507                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4508                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4509                 if (hex_spelling(HEX_BUILDING))
4510                 {
4511                         p_ptr->stat_add[A_STR] += 4;
4512                         p_ptr->stat_add[A_DEX] += 4;
4513                         p_ptr->stat_add[A_CON] += 4;
4514                 }
4515                 if (hex_spelling(HEX_DEMON_AURA))
4516                 {
4517                         p_ptr->sh_fire = TRUE;
4518                         p_ptr->regenerate = TRUE;
4519                 }
4520                 if (hex_spelling(HEX_ICE_ARMOR))
4521                 {
4522                         p_ptr->sh_cold = TRUE; 
4523                         p_ptr->to_a += 30;
4524                         p_ptr->dis_to_a += 30;
4525                 }
4526                 if (hex_spelling(HEX_SHOCK_CLOAK))
4527                 {
4528                         p_ptr->sh_elec = TRUE;
4529                         new_speed += 3;
4530                 }
4531                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4532                 {
4533                         int ac = 0;
4534                         o_ptr = &inventory[i];
4535                         if (!o_ptr->k_idx) continue;
4536                         if (!object_is_armour(o_ptr)) continue;
4537                         if (!object_is_cursed(o_ptr)) continue;
4538                         ac += 5;
4539                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4540                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4541                         p_ptr->to_a += (s16b)ac;
4542                         p_ptr->dis_to_a += (s16b)ac;
4543                 }
4544         }
4545
4546         /* Calculate stats */
4547         for (i = 0; i < 6; i++)
4548         {
4549                 int top, use, ind;
4550
4551                 /* Extract the new "stat_use" value for the stat */
4552                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4553
4554                 /* Notice changes */
4555                 if (p_ptr->stat_top[i] != top)
4556                 {
4557                         /* Save the new value */
4558                         p_ptr->stat_top[i] = (s16b)top;
4559
4560                         /* Redisplay the stats later */
4561                         p_ptr->redraw |= (PR_STATS);
4562
4563                         /* Window stuff */
4564                         p_ptr->window |= (PW_PLAYER);
4565                 }
4566
4567
4568                 /* Extract the new "stat_use" value for the stat */
4569                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4570
4571                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4572                 {
4573                         /* 10 to 18/90 charisma, guaranteed, based on level */
4574                         if (use < 8 + 2 * p_ptr->lev)
4575                         {
4576                                 use = 8 + 2 * p_ptr->lev;
4577                         }
4578                 }
4579
4580                 /* Notice changes */
4581                 if (p_ptr->stat_use[i] != use)
4582                 {
4583                         /* Save the new value */
4584                         p_ptr->stat_use[i] = (s16b)use;
4585
4586                         /* Redisplay the stats later */
4587                         p_ptr->redraw |= (PR_STATS);
4588
4589                         /* Window stuff */
4590                         p_ptr->window |= (PW_PLAYER);
4591                 }
4592
4593
4594                 /* Values: 3, 4, ..., 17 */
4595                 if (use <= 18) ind = (use - 3);
4596
4597                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4598                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4599
4600                 /* Range: 18/220+ */
4601                 else ind = (37);
4602
4603                 /* Notice changes */
4604                 if (p_ptr->stat_ind[i] != ind)
4605                 {
4606                         /* Save the new index */
4607                         p_ptr->stat_ind[i] = (s16b)ind;
4608
4609                         /* Change in CON affects Hitpoints */
4610                         if (i == A_CON)
4611                         {
4612                                 p_ptr->update |= (PU_HP);
4613                         }
4614
4615                         /* Change in INT may affect Mana/Spells */
4616                         else if (i == A_INT)
4617                         {
4618                                 if (mp_ptr->spell_stat == A_INT)
4619                                 {
4620                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4621                                 }
4622                         }
4623
4624                         /* Change in WIS may affect Mana/Spells */
4625                         else if (i == A_WIS)
4626                         {
4627                                 if (mp_ptr->spell_stat == A_WIS)
4628                                 {
4629                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4630                                 }
4631                         }
4632
4633                         /* Change in WIS may affect Mana/Spells */
4634                         else if (i == A_CHR)
4635                         {
4636                                 if (mp_ptr->spell_stat == A_CHR)
4637                                 {
4638                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4639                                 }
4640                         }
4641
4642                         /* Window stuff */
4643                         p_ptr->window |= (PW_PLAYER);
4644                 }
4645         }
4646
4647
4648         /* Apply temporary "stun" */
4649         if (p_ptr->stun > 50)
4650         {
4651                 p_ptr->to_h[0] -= 20;
4652                 p_ptr->to_h[1] -= 20;
4653                 p_ptr->to_h_b  -= 20;
4654                 p_ptr->to_h_m  -= 20;
4655                 p_ptr->dis_to_h[0] -= 20;
4656                 p_ptr->dis_to_h[1] -= 20;
4657                 p_ptr->dis_to_h_b  -= 20;
4658                 p_ptr->to_d[0] -= 20;
4659                 p_ptr->to_d[1] -= 20;
4660                 p_ptr->to_d_m -= 20;
4661                 p_ptr->dis_to_d[0] -= 20;
4662                 p_ptr->dis_to_d[1] -= 20;
4663         }
4664         else if (p_ptr->stun)
4665         {
4666                 p_ptr->to_h[0] -= 5;
4667                 p_ptr->to_h[1] -= 5;
4668                 p_ptr->to_h_b -= 5;
4669                 p_ptr->to_h_m -= 5;
4670                 p_ptr->dis_to_h[0] -= 5;
4671                 p_ptr->dis_to_h[1] -= 5;
4672                 p_ptr->dis_to_h_b -= 5;
4673                 p_ptr->to_d[0] -= 5;
4674                 p_ptr->to_d[1] -= 5;
4675                 p_ptr->to_d_m -= 5;
4676                 p_ptr->dis_to_d[0] -= 5;
4677                 p_ptr->dis_to_d[1] -= 5;
4678         }
4679
4680         /* Wraith form */
4681         if (p_ptr->wraith_form)
4682         {
4683                 p_ptr->reflect = TRUE;
4684                 p_ptr->pass_wall = TRUE;
4685         }
4686
4687         if (p_ptr->kabenuke)
4688         {
4689                 p_ptr->pass_wall = TRUE;
4690         }
4691
4692         /* Temporary blessing */
4693         if (IS_BLESSED())
4694         {
4695                 p_ptr->to_a += 5;
4696                 p_ptr->dis_to_a += 5;
4697                 p_ptr->to_h[0] += 10;
4698                 p_ptr->to_h[1] += 10;
4699                 p_ptr->to_h_b  += 10;
4700                 p_ptr->to_h_m  += 10;
4701                 p_ptr->dis_to_h[0] += 10;
4702                 p_ptr->dis_to_h[1] += 10;
4703                 p_ptr->dis_to_h_b += 10;
4704         }
4705
4706         if (p_ptr->magicdef)
4707         {
4708                 p_ptr->resist_blind = TRUE;
4709                 p_ptr->resist_conf = TRUE;
4710                 p_ptr->reflect = TRUE;
4711                 p_ptr->free_act = TRUE;
4712                 p_ptr->levitation = TRUE;
4713         }
4714
4715         /* Temporary "Hero" */
4716         if (IS_HERO())
4717         {
4718                 p_ptr->to_h[0] += 12;
4719                 p_ptr->to_h[1] += 12;
4720                 p_ptr->to_h_b  += 12;
4721                 p_ptr->to_h_m  += 12;
4722                 p_ptr->dis_to_h[0] += 12;
4723                 p_ptr->dis_to_h[1] += 12;
4724                 p_ptr->dis_to_h_b  += 12;
4725         }
4726
4727         /* Temporary "Beserk" */
4728         if (p_ptr->shero)
4729         {
4730                 p_ptr->to_h[0] += 12;
4731                 p_ptr->to_h[1] += 12;
4732                 p_ptr->to_h_b  -= 12;
4733                 p_ptr->to_h_m  += 12;
4734                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4735                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4736                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4737                 p_ptr->dis_to_h[0] += 12;
4738                 p_ptr->dis_to_h[1] += 12;
4739                 p_ptr->dis_to_h_b  -= 12;
4740                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4741                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4742                 p_ptr->to_a -= 10;
4743                 p_ptr->dis_to_a -= 10;
4744                 p_ptr->skill_stl -= 7;
4745                 p_ptr->skill_dev -= 20;
4746                 p_ptr->skill_sav -= 30;
4747                 p_ptr->skill_srh -= 15;
4748                 p_ptr->skill_fos -= 15;
4749                 p_ptr->skill_tht -= 20;
4750                 p_ptr->skill_dig += 30;
4751         }
4752
4753         /* Temporary "fast" */
4754         if (IS_FAST())
4755         {
4756                 new_speed += 10;
4757         }
4758
4759         /* Temporary "slow" */
4760         if (p_ptr->slow)
4761         {
4762                 new_speed -= 10;
4763         }
4764
4765         /* Temporary "telepathy" */
4766         if (IS_TIM_ESP())
4767         {
4768                 p_ptr->telepathy = TRUE;
4769         }
4770
4771         if (p_ptr->ele_immune)
4772         {
4773                 if (p_ptr->special_defense & DEFENSE_ACID)
4774                         p_ptr->immune_acid = TRUE;
4775                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4776                         p_ptr->immune_elec = TRUE;
4777                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4778                         p_ptr->immune_fire = TRUE;
4779                 else if (p_ptr->special_defense & DEFENSE_COLD)
4780                         p_ptr->immune_cold = TRUE;
4781         }
4782
4783         /* Temporary see invisible */
4784         if (p_ptr->tim_invis)
4785         {
4786                 p_ptr->see_inv = TRUE;
4787         }
4788
4789         /* Temporary infravision boost */
4790         if (p_ptr->tim_infra)
4791         {
4792                 p_ptr->see_infra+=3;
4793         }
4794
4795         /* Temporary regeneration boost */
4796         if (p_ptr->tim_regen)
4797         {
4798                 p_ptr->regenerate = TRUE;
4799         }
4800
4801         /* Temporary levitation */
4802         if (p_ptr->tim_levitation)
4803         {
4804                 p_ptr->levitation = TRUE;
4805         }
4806
4807         /* Temporary reflection */
4808         if (p_ptr->tim_reflect)
4809         {
4810                 p_ptr->reflect = TRUE;
4811         }
4812
4813         /* Hack -- Hero/Shero -> Res fear */
4814         if (IS_HERO() || p_ptr->shero)
4815         {
4816                 p_ptr->resist_fear = TRUE;
4817         }
4818
4819
4820         /* Hack -- Telepathy Change */
4821         if (p_ptr->telepathy != old_telepathy)
4822         {
4823                 p_ptr->update |= (PU_MONSTERS);
4824         }
4825
4826         if ((p_ptr->esp_animal != old_esp_animal) ||
4827             (p_ptr->esp_undead != old_esp_undead) ||
4828             (p_ptr->esp_demon != old_esp_demon) ||
4829             (p_ptr->esp_orc != old_esp_orc) ||
4830             (p_ptr->esp_troll != old_esp_troll) ||
4831             (p_ptr->esp_giant != old_esp_giant) ||
4832             (p_ptr->esp_dragon != old_esp_dragon) ||
4833             (p_ptr->esp_human != old_esp_human) ||
4834             (p_ptr->esp_evil != old_esp_evil) ||
4835             (p_ptr->esp_good != old_esp_good) ||
4836             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4837             (p_ptr->esp_unique != old_esp_unique))
4838         {
4839                 p_ptr->update |= (PU_MONSTERS);
4840         }
4841
4842         /* Hack -- See Invis Change */
4843         if (p_ptr->see_inv != old_see_inv)
4844         {
4845                 p_ptr->update |= (PU_MONSTERS);
4846         }
4847
4848         /* Bloating slows the player down (a little) */
4849         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4850
4851         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4852
4853         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4854             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4855         {
4856                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4857                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4858         }
4859
4860         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4861         {
4862                 int penalty1, penalty2;
4863                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4864                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4865                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4866                 {
4867                         penalty1 = penalty1 / 2 - 5;
4868                         penalty2 = penalty2 / 2 - 5;
4869                         new_speed += 7;
4870                         p_ptr->to_a += 10;
4871                         p_ptr->dis_to_a += 10;
4872                 }
4873                 if (easy_2weapon)
4874                 {
4875                         if (penalty1 > 0) penalty1 /= 2;
4876                         if (penalty2 > 0) penalty2 /= 2;
4877                 }
4878                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4879                 {
4880                         penalty1 = MAX(0, penalty1 - 10);
4881                         penalty2 = MAX(0, penalty2 - 10);
4882                 }
4883                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4884                 {
4885                         penalty1 = MIN(0, penalty1);
4886                         penalty2 = MIN(0, penalty2);
4887                         p_ptr->to_a += 10;
4888                         p_ptr->dis_to_a += 10;
4889                 }
4890                 else
4891                 {
4892                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4893                                 penalty1 /= 2;
4894                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4895                                 penalty2 /= 2;
4896                 }
4897                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4898                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4899                 p_ptr->to_h[0] -= (s16b)penalty1;
4900                 p_ptr->to_h[1] -= (s16b)penalty2;
4901                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4902                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4903         }
4904
4905         /* Extract the current weight (in tenth pounds) */
4906         j = p_ptr->total_weight;
4907
4908         if (!p_ptr->riding)
4909         {
4910                 /* Extract the "weight limit" (in tenth pounds) */
4911                 i = (int)weight_limit();
4912         }
4913         else
4914         {
4915                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4916                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4917                 int speed = riding_m_ptr->mspeed;
4918
4919                 if (riding_m_ptr->mspeed > 110)
4920                 {
4921                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4922                         if (new_speed < 110) new_speed = 110;
4923                 }
4924                 else
4925                 {
4926                         new_speed = speed;
4927                 }
4928                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4929                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4930                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4931                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4932                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4933
4934                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4935                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4936
4937                 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;
4938
4939                 /* Extract the "weight limit" */
4940                 i = 1500 + riding_r_ptr->level * 25;
4941         }
4942
4943         /* XXX XXX XXX Apply "encumbrance" from weight */
4944         if (j > i) new_speed -= ((j - i) / (i / 5));
4945
4946         /* Searching slows the player down */
4947         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4948
4949         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4950         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4951         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4952         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4953         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4954         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4955         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4956         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4957         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4958         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4959         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4960         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4961         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4962
4963         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4964         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4965         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4966         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4967         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4968         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4969         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4970         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4971         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4972         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4973
4974
4975         /* Obtain the "hold" value */
4976         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4977
4978
4979         /* Examine the "current bow" */
4980         o_ptr = &inventory[INVEN_BOW];
4981
4982         /* It is hard to carholdry a heavy bow */
4983         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4984         if (p_ptr->heavy_shoot)
4985         {
4986                 /* Hard to wield a heavy bow */
4987                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4988                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4989         }
4990
4991         /* Compute "extra shots" if needed */
4992         if (o_ptr->k_idx)
4993         {
4994                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4995
4996                 /* Apply special flags */
4997                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4998                 {
4999                         /* Extra shots */
5000                         p_ptr->num_fire = calc_num_fire(o_ptr);
5001
5002                         /* Snipers love Cross bows */
5003                         if ((p_ptr->pclass == CLASS_SNIPER) &&
5004                                 (p_ptr->tval_ammo == TV_BOLT))
5005                         {
5006                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
5007                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
5008                         }
5009                 }
5010         }
5011
5012         if (p_ptr->ryoute) hold *= 2;
5013
5014         for(i = 0 ; i < 2 ; i++)
5015         {
5016                 /* Examine the "main weapon" */
5017                 o_ptr = &inventory[INVEN_RARM+i];
5018
5019                 object_flags(o_ptr, flgs);
5020
5021                 /* Assume not heavy */
5022                 p_ptr->heavy_wield[i] = FALSE;
5023                 p_ptr->icky_wield[i] = FALSE;
5024                 p_ptr->riding_wield[i] = FALSE;
5025
5026                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5027                 /* It is hard to hold a heavy weapon */
5028                 if (hold < o_ptr->weight / 10)
5029                 {
5030                         /* Hard to wield a heavy weapon */
5031                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5032                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5033
5034                         /* Heavy weapon */
5035                         p_ptr->heavy_wield[i] = TRUE;
5036                 }
5037                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5038
5039                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5040                 {
5041                         p_ptr->to_a += 5;
5042                         p_ptr->dis_to_a += 5;
5043                 }
5044
5045                 /* Normal weapons */
5046                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5047                 {
5048                         int str_index, dex_index;
5049
5050                         int num = 0, wgt = 0, mul = 0, div = 0;
5051
5052                         /* Analyze the class */
5053                         switch (p_ptr->pclass)
5054                         {
5055                                 /* Warrior */
5056                                 case CLASS_WARRIOR:
5057                                         num = 6; wgt = 70; mul = 5; break;
5058
5059                                 /* Berserker */
5060                                 case CLASS_BERSERKER:
5061                                         num = 6; wgt = 70; mul = 7; break;
5062
5063                                 /* Mage */
5064                                 case CLASS_MAGE:
5065                                 case CLASS_HIGH_MAGE:
5066                                 case CLASS_BLUE_MAGE:
5067                                         num = 3; wgt = 100; mul = 2; break;
5068
5069                                 /* Priest, Mindcrafter, Magic-Eater */
5070                                 case CLASS_PRIEST:
5071                                 case CLASS_MAGIC_EATER:
5072                                 case CLASS_MINDCRAFTER:
5073                                         num = 5; wgt = 100; mul = 3; break;
5074
5075                                 /* Rogue */
5076                                 case CLASS_ROGUE:
5077                                         num = 5; wgt = 40; mul = 3; break;
5078
5079                                 /* Ranger */
5080                                 case CLASS_RANGER:
5081                                         num = 5; wgt = 70; mul = 4; break;
5082
5083                                 /* Paladin */
5084                                 case CLASS_PALADIN:
5085                                 case CLASS_SAMURAI:
5086                                         num = 5; wgt = 70; mul = 4; break;
5087
5088                                 /* Weaponsmith */
5089                                 case CLASS_SMITH:
5090                                         num = 5; wgt = 150; mul = 5; break;
5091
5092                                 /* Warrior-Mage */
5093                                 case CLASS_WARRIOR_MAGE:
5094                                 case CLASS_RED_MAGE:
5095                                         num = 5; wgt = 70; mul = 3; break;
5096
5097                                 /* Chaos Warrior */
5098                                 case CLASS_CHAOS_WARRIOR:
5099                                         num = 5; wgt = 70; mul = 4; break;
5100
5101                                 /* Monk */
5102                                 case CLASS_MONK:
5103                                         num = 5; wgt = 60; mul = 3; break;
5104
5105                                 /* Tourist */
5106                                 case CLASS_TOURIST:
5107                                         num = 4; wgt = 100; mul = 3; break;
5108
5109                                 /* Imitator */
5110                                 case CLASS_IMITATOR:
5111                                         num = 5; wgt = 70; mul = 4; break;
5112
5113                                 /* Beastmaster */
5114                                 case CLASS_BEASTMASTER:
5115                                         num = 5; wgt = 70; mul = 3; break;
5116
5117                                 /* Cavalry */
5118                                 case CLASS_CAVALRY:
5119                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5120                                         else {num = 5; wgt = 100; mul = 3;}
5121                                         break;
5122
5123                                 /* Sorcerer */
5124                                 case CLASS_SORCERER:
5125                                         num = 1; wgt = 1; mul = 1; break;
5126
5127                                 /* Archer, Bard, Sniper */
5128                                 case CLASS_ARCHER:
5129                                 case CLASS_BARD:
5130                                 case CLASS_SNIPER:
5131                                         num = 4; wgt = 70; mul = 2; break;
5132
5133                                 /* ForceTrainer */
5134                                 case CLASS_FORCETRAINER:
5135                                         num = 4; wgt = 60; mul = 2; break;
5136
5137                                 /* Mirror Master */
5138                                 case CLASS_MIRROR_MASTER:
5139                                         num = 3; wgt = 100; mul = 3; break;
5140
5141                                 /* Ninja */
5142                                 case CLASS_NINJA:
5143                                         num = 4; wgt = 20; mul = 1; break;
5144                         }
5145
5146                         /* Hex - extra mights gives +1 bonus to max blows */
5147                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5148
5149                         /* Enforce a minimum "weight" (tenth pounds) */
5150                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5151
5152                         /* Access the strength vs weight */
5153                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5154
5155                         if (p_ptr->ryoute && !omoi) str_index++;
5156                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5157
5158                         /* Maximal value */
5159                         if (str_index > 11) str_index = 11;
5160
5161                         /* Index by dexterity */
5162                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5163
5164                         /* Maximal value */
5165                         if (dex_index > 11) dex_index = 11;
5166
5167                         /* Use the blows table */
5168                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5169
5170                         /* Maximal value */
5171                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5172
5173                         /* Add in the "bonus blows" */
5174                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5175
5176
5177                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5178                         else if (p_ptr->pclass == CLASS_BERSERKER)
5179                         {
5180                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5181                         }
5182                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5183
5184                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5185
5186                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5187
5188
5189                         /* Require at least one blow */
5190                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5191
5192                         /* Boost digging skill by weapon weight */
5193                         p_ptr->skill_dig += (o_ptr->weight / 10);
5194                 }
5195
5196                 /* Assume okay */
5197                 /* Priest weapon penalty for non-blessed edged weapons */
5198                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5199                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5200                 {
5201                         /* Reduce the real bonuses */
5202                         p_ptr->to_h[i] -= 2;
5203                         p_ptr->to_d[i] -= 2;
5204
5205                         /* Reduce the mental bonuses */
5206                         p_ptr->dis_to_h[i] -= 2;
5207                         p_ptr->dis_to_d[i] -= 2;
5208
5209                         /* Icky weapon */
5210                         p_ptr->icky_wield[i] = TRUE;
5211                 }
5212                 else if (p_ptr->pclass == CLASS_BERSERKER)
5213                 {
5214                         p_ptr->to_h[i] += p_ptr->lev/5;
5215                         p_ptr->to_d[i] += p_ptr->lev/6;
5216                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5217                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5218                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5219                         {
5220                                 p_ptr->to_h[i] += p_ptr->lev/5;
5221                                 p_ptr->to_d[i] += p_ptr->lev/6;
5222                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5223                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5224                         }
5225                 }
5226                 else if (p_ptr->pclass == CLASS_SORCERER)
5227                 {
5228                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5229                         {
5230                                 /* Reduce the real bonuses */
5231                                 p_ptr->to_h[i] -= 200;
5232                                 p_ptr->to_d[i] -= 200;
5233
5234                                 /* Reduce the mental bonuses */
5235                                 p_ptr->dis_to_h[i] -= 200;
5236                                 p_ptr->dis_to_d[i] -= 200;
5237
5238                                 /* Icky weapon */
5239                                 p_ptr->icky_wield[i] = TRUE;
5240                         }
5241                         else
5242                         {
5243                                 /* Reduce the real bonuses */
5244                                 p_ptr->to_h[i] -= 30;
5245                                 p_ptr->to_d[i] -= 10;
5246
5247                                 /* Reduce the mental bonuses */
5248                                 p_ptr->dis_to_h[i] -= 30;
5249                                 p_ptr->dis_to_d[i] -= 10;
5250                         }
5251                 }
5252                 /* Hex bonuses */
5253                 if (p_ptr->realm1 == REALM_HEX)
5254                 {
5255                         if (object_is_cursed(o_ptr))
5256                         {
5257                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5258                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5259                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5260                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5261                                 if (hex_spelling(HEX_RUNESWORD))
5262                                 {
5263                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5264                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5265                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5266                                 }
5267                         }
5268                 }
5269                 if (p_ptr->riding)
5270                 {
5271                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5272                         {
5273                                 p_ptr->to_h[i] +=15;
5274                                 p_ptr->dis_to_h[i] +=15;
5275                                 p_ptr->to_dd[i] += 2;
5276                         }
5277                         else if (!(have_flag(flgs, TR_RIDING)))
5278                         {
5279                                 int penalty;
5280                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5281                                 {
5282                                         penalty = 5;
5283                                 }
5284                                 else
5285                                 {
5286                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5287                                         penalty += 30;
5288                                         if (penalty < 30) penalty = 30;
5289                                 }
5290                                 p_ptr->to_h[i] -= (s16b)penalty;
5291                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5292
5293                                 /* Riding weapon */
5294                                 p_ptr->riding_wield[i] = TRUE;
5295                         }
5296                 }
5297         }
5298
5299         if (p_ptr->riding)
5300         {
5301                 int penalty = 0;
5302
5303                 p_ptr->riding_ryoute = FALSE;
5304
5305                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5306                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5307                 {
5308                         switch (p_ptr->pclass)
5309                         {
5310                         case CLASS_MONK:
5311                         case CLASS_FORCETRAINER:
5312                         case CLASS_BERSERKER:
5313                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5314                                         p_ptr->riding_ryoute = TRUE;
5315                                 break;
5316                         }
5317                 }
5318
5319                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5320                 {
5321                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5322                 }
5323                 else
5324                 {
5325                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5326                         penalty += 30;
5327                         if (penalty < 30) penalty = 30;
5328                 }
5329                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5330                 p_ptr->to_h_b -= (s16b)penalty;
5331                 p_ptr->dis_to_h_b -= (s16b)penalty;
5332         }
5333
5334         /* Different calculation for monks with empty hands */
5335         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5336                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5337         {
5338                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5339                 p_ptr->num_blow[0] = 0;
5340
5341                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5342                 {
5343                         if (blow_base > 18) p_ptr->num_blow[0]++;
5344                         if (blow_base > 31) p_ptr->num_blow[0]++;
5345                         if (blow_base > 44) p_ptr->num_blow[0]++;
5346                         if (blow_base > 58) p_ptr->num_blow[0]++;
5347                         if (P_PTR_KI)
5348                         {
5349                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5350                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5351                         }
5352                 }
5353                 else
5354                 {
5355                         if (blow_base > 12) p_ptr->num_blow[0]++;
5356                         if (blow_base > 22) p_ptr->num_blow[0]++;
5357                         if (blow_base > 31) p_ptr->num_blow[0]++;
5358                         if (blow_base > 39) p_ptr->num_blow[0]++;
5359                         if (blow_base > 46) p_ptr->num_blow[0]++;
5360                         if (blow_base > 53) p_ptr->num_blow[0]++;
5361                         if (blow_base > 59) p_ptr->num_blow[0]++;
5362                 }
5363
5364                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5365                         p_ptr->num_blow[0] /= 2;
5366                 else
5367                 {
5368                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5369                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5370
5371                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5372                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5373                 }
5374
5375                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5376                 {
5377                         p_ptr->to_a -= 40;
5378                         p_ptr->dis_to_a -= 40;
5379                         
5380                 }
5381                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5382                 {
5383                         p_ptr->to_a -= 50;
5384                         p_ptr->dis_to_a -= 50;
5385                         p_ptr->resist_acid = TRUE;
5386                         p_ptr->resist_fire = TRUE;
5387                         p_ptr->resist_elec = TRUE;
5388                         p_ptr->resist_cold = TRUE;
5389                         p_ptr->resist_pois = TRUE;
5390                         p_ptr->sh_fire = TRUE;
5391                         p_ptr->sh_elec = TRUE;
5392                         p_ptr->sh_cold = TRUE;
5393                         p_ptr->levitation = TRUE;
5394                 }
5395                 else if (p_ptr->special_defense & KAMAE_GENBU)
5396                 {
5397                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5398                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5399                         p_ptr->reflect = TRUE;
5400                         p_ptr->num_blow[0] -= 2;
5401                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5402                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5403                 }
5404                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5405                 {
5406                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5407                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5408
5409                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5410                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5411                         p_ptr->num_blow[0] /= 2;
5412                         p_ptr->levitation = TRUE;
5413                 }
5414
5415                 p_ptr->num_blow[0] += 1+extra_blows[0];
5416         }
5417
5418         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5419
5420         monk_armour_aux = FALSE;
5421
5422         if (heavy_armor())
5423         {
5424                 monk_armour_aux = TRUE;
5425         }
5426
5427         for (i = 0; i < 2; i++)
5428         {
5429                 if (buki_motteruka(INVEN_RARM+i))
5430                 {
5431                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5432                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5433
5434                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5435                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5436                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5437                         {
5438                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5439                                 {
5440                                         p_ptr->to_h[i] -= 40;
5441                                         p_ptr->dis_to_h[i] -= 40;
5442                                         p_ptr->icky_wield[i] = TRUE;
5443                                 }
5444                         }
5445                         else if (p_ptr->pclass == CLASS_NINJA)
5446                         {
5447                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5448                                 {
5449                                         p_ptr->to_h[i] -= 40;
5450                                         p_ptr->dis_to_h[i] -= 40;
5451                                         p_ptr->icky_wield[i] = TRUE;
5452                                         p_ptr->num_blow[i] /= 2;
5453                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5454                                 }
5455                         }
5456
5457                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5458                 }
5459         }
5460
5461         /* Maximum speed is (+99). (internally it's 110 + 99) */
5462         /* Temporary lightspeed forces to be maximum speed */
5463         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5464         {
5465                 new_speed = 209;
5466         }
5467
5468         /* Minimum speed is (-99). (internally it's 110 - 99) */
5469         if (new_speed < 11) new_speed = 11;
5470
5471         /* Display the speed (if needed) */
5472         if (p_ptr->pspeed != (byte)new_speed)
5473         {
5474                 p_ptr->pspeed = (byte)new_speed;
5475                 p_ptr->redraw |= (PR_SPEED);
5476         }
5477
5478         if (yoiyami)
5479         {
5480                 if (p_ptr->to_a > (0 - p_ptr->ac))
5481                         p_ptr->to_a = 0 - p_ptr->ac;
5482                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5483                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5484         }
5485
5486         /* Redraw armor (if needed) */
5487         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5488         {
5489                 /* Redraw */
5490                 p_ptr->redraw |= (PR_ARMOR);
5491
5492                 /* Window stuff */
5493                 p_ptr->window |= (PW_PLAYER);
5494         }
5495
5496
5497         if (p_ptr->ryoute && !omoi)
5498         {
5499                 int bonus_to_h=0, bonus_to_d=0;
5500                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5501                 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);
5502
5503                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5504                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5505                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5506                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5507         }
5508
5509         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;
5510
5511         /* Affect Skill -- stealth (bonus one) */
5512         p_ptr->skill_stl += 1;
5513
5514         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5515
5516         /* Affect Skill -- disarming (DEX and INT) */
5517         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5518         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5519
5520         /* Affect Skill -- magic devices (INT) */
5521         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5522
5523         /* Affect Skill -- saving throw (WIS) */
5524         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5525
5526         /* Affect Skill -- digging (STR) */
5527         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5528
5529         /* Affect Skill -- disarming (Level, by Class) */
5530         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5531
5532         /* Affect Skill -- magic devices (Level, by Class) */
5533         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5534
5535         /* Affect Skill -- saving throw (Level, by Class) */
5536         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5537
5538         /* Affect Skill -- stealth (Level, by Class) */
5539         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5540
5541         /* Affect Skill -- search ability (Level, by Class) */
5542         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5543
5544         /* Affect Skill -- search frequency (Level, by Class) */
5545         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5546
5547         /* Affect Skill -- combat (normal) (Level, by Class) */
5548         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5549
5550         /* Affect Skill -- combat (shooting) (Level, by Class) */
5551         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5552
5553         /* Affect Skill -- combat (throwing) (Level, by Class) */
5554         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5555
5556
5557         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5558         {
5559                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5560                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5561         }
5562
5563         /* Limit Skill -- stealth from 0 to 30 */
5564         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5565         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5566
5567         /* Limit Skill -- digging from 1 up */
5568         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5569
5570         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5571
5572         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5573
5574         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;
5575
5576         if (down_saving) p_ptr->skill_sav /= 2;
5577
5578         /* Hack -- Each elemental immunity includes resistance */
5579         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5580         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5581         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5582         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5583
5584         /* Determine player alignment */
5585         for (i = 0, j = 0; i < 8; i++)
5586         {
5587                 switch (p_ptr->vir_types[i])
5588                 {
5589                 case V_JUSTICE:
5590                         p_ptr->align += p_ptr->virtues[i] * 2;
5591                         break;
5592                 case V_CHANCE:
5593                         /* Do nothing */
5594                         break;
5595                 case V_NATURE:
5596                 case V_HARMONY:
5597                         neutral[j++] = i;
5598                         break;
5599                 case V_UNLIFE:
5600                         p_ptr->align -= p_ptr->virtues[i];
5601                         break;
5602                 default:
5603                         p_ptr->align += p_ptr->virtues[i];
5604                         break;
5605                 }
5606         }
5607
5608         for (i = 0; i < j; i++)
5609         {
5610                 if (p_ptr->align > 0)
5611                 {
5612                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5613                         if (p_ptr->align < 0) p_ptr->align = 0;
5614                 }
5615                 else if (p_ptr->align < 0)
5616                 {
5617                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5618                         if (p_ptr->align > 0) p_ptr->align = 0;
5619                 }
5620         }
5621
5622         /* Hack -- handle "xtra" mode */
5623         if (character_xtra) return;
5624
5625         /* Take note when "heavy bow" changes */
5626         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5627         {
5628                 /* Message */
5629                 if (p_ptr->heavy_shoot)
5630                 {
5631                         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."));
5632                 }
5633                 else if (inventory[INVEN_BOW].k_idx)
5634                 {
5635                         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."));
5636                 }
5637                 else
5638                 {
5639                         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."));
5640                 }
5641
5642                 /* Save it */
5643                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5644         }
5645
5646         for (i = 0 ; i < 2 ; i++)
5647         {
5648                 /* Take note when "heavy weapon" changes */
5649                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5650                 {
5651                         /* Message */
5652                         if (p_ptr->heavy_wield[i])
5653                         {
5654                                 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."));
5655                         }
5656                         else if (buki_motteruka(INVEN_RARM+i))
5657                         {
5658                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5659                         }
5660                         else if (p_ptr->heavy_wield[1-i])
5661                         {
5662                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5663                         }
5664                         else
5665                         {
5666                                 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."));
5667                         }
5668
5669                         /* Save it */
5670                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5671                 }
5672
5673                 /* Take note when "heavy weapon" changes */
5674                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5675                 {
5676                         /* Message */
5677                         if (p_ptr->riding_wield[i])
5678                         {
5679                                 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."));
5680                         }
5681                         else if (!p_ptr->riding)
5682                         {
5683                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5684                         }
5685                         else if (buki_motteruka(INVEN_RARM+i))
5686                         {
5687                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5688                         }
5689                         /* Save it */
5690                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5691                 }
5692
5693                 /* Take note when "illegal weapon" changes */
5694                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5695                 {
5696                         /* Message */
5697                         if (p_ptr->icky_wield[i])
5698                         {
5699                                 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."));
5700                                 if (is_loading_now)
5701                                 {
5702                                         chg_virtue(V_FAITH, -1);
5703                                 }
5704                         }
5705                         else if (buki_motteruka(INVEN_RARM+i))
5706                         {
5707                                 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."));
5708                         }
5709                         else
5710                         {
5711                                 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."));
5712                         }
5713
5714                         /* Save it */
5715                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5716                 }
5717         }
5718
5719         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5720         {
5721                 /* Message */
5722                 if (p_ptr->riding_ryoute)
5723                 {
5724 #ifdef JP
5725                         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" : "");
5726 #else
5727                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5728 #endif
5729                 }
5730                 else
5731                 {
5732 #ifdef JP
5733                         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" : "");
5734 #else
5735                         msg_print("You began to control riding pet with one hand.");
5736 #endif
5737                 }
5738
5739                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5740         }
5741
5742         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5743         {
5744                 if (heavy_armor())
5745                 {
5746                         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."));
5747                         if (is_loading_now)
5748                         {
5749                                 chg_virtue(V_HARMONY, -1);
5750                         }
5751                 }
5752                 else
5753                 {
5754                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5755                 }
5756                 
5757                 monk_notify_aux = monk_armour_aux;
5758         }
5759
5760         for (i = 0; i < INVEN_PACK; i++)
5761         {
5762 #if 0
5763                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5764                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5765 #endif
5766                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5767                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5768         }
5769
5770         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5771         {
5772                 /* Acquire object */
5773                 o_ptr = &o_list[this_o_idx];
5774
5775                 /* Acquire next object */
5776                 next_o_idx = o_ptr->next_o_idx;
5777
5778 #if 0
5779                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5780                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5781 #endif
5782                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5783                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5784         }
5785
5786         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5787 #if 0
5788         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5789         {
5790                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5791                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5792         }
5793
5794         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)))
5795         {
5796                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5797                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5798         }
5799 #endif
5800         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5801         {
5802                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5803                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5804         }
5805
5806         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5807         {
5808                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5809                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5810         }
5811 }
5812
5813
5814
5815 /*! 
5816  * @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"
5817  * @return なし
5818  * @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。
5819  */
5820 void notice_stuff(void)
5821 {
5822         /* Notice stuff */
5823         if (!p_ptr->notice) return;
5824
5825
5826         /* Actually do auto-destroy */
5827         if (p_ptr->notice & (PN_AUTODESTROY))
5828         {
5829                 p_ptr->notice &= ~(PN_AUTODESTROY);
5830                 autopick_delayed_alter();
5831         }
5832
5833         /* Combine the pack */
5834         if (p_ptr->notice & (PN_COMBINE))
5835         {
5836                 p_ptr->notice &= ~(PN_COMBINE);
5837                 combine_pack();
5838         }
5839
5840         /* Reorder the pack */
5841         if (p_ptr->notice & (PN_REORDER))
5842         {
5843                 p_ptr->notice &= ~(PN_REORDER);
5844                 reorder_pack();
5845         }
5846 }
5847
5848
5849 /*! 
5850  * @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"
5851  * @return なし
5852  * @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。
5853  */
5854 void update_stuff(void)
5855 {
5856         /* Update stuff */
5857         if (!p_ptr->update) return;
5858
5859
5860         if (p_ptr->update & (PU_BONUS))
5861         {
5862                 p_ptr->update &= ~(PU_BONUS);
5863                 calc_bonuses();
5864         }
5865
5866         if (p_ptr->update & (PU_TORCH))
5867         {
5868                 p_ptr->update &= ~(PU_TORCH);
5869                 calc_torch();
5870         }
5871
5872         if (p_ptr->update & (PU_HP))
5873         {
5874                 p_ptr->update &= ~(PU_HP);
5875                 calc_hitpoints();
5876         }
5877
5878         if (p_ptr->update & (PU_MANA))
5879         {
5880                 p_ptr->update &= ~(PU_MANA);
5881                 calc_mana();
5882         }
5883
5884         if (p_ptr->update & (PU_SPELLS))
5885         {
5886                 p_ptr->update &= ~(PU_SPELLS);
5887                 calc_spells();
5888         }
5889
5890
5891         /* Character is not ready yet, no screen updates */
5892         if (!character_generated) return;
5893
5894
5895         /* Character is in "icky" mode, no screen updates */
5896         if (character_icky) return;
5897
5898
5899         if (p_ptr->update & (PU_UN_LITE))
5900         {
5901                 p_ptr->update &= ~(PU_UN_LITE);
5902                 forget_lite();
5903         }
5904
5905         if (p_ptr->update & (PU_UN_VIEW))
5906         {
5907                 p_ptr->update &= ~(PU_UN_VIEW);
5908                 forget_view();
5909         }
5910
5911         if (p_ptr->update & (PU_VIEW))
5912         {
5913                 p_ptr->update &= ~(PU_VIEW);
5914                 update_view();
5915         }
5916
5917         if (p_ptr->update & (PU_LITE))
5918         {
5919                 p_ptr->update &= ~(PU_LITE);
5920                 update_lite();
5921         }
5922
5923
5924         if (p_ptr->update & (PU_FLOW))
5925         {
5926                 p_ptr->update &= ~(PU_FLOW);
5927                 update_flow();
5928         }
5929
5930         if (p_ptr->update & (PU_DISTANCE))
5931         {
5932                 p_ptr->update &= ~(PU_DISTANCE);
5933
5934                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5935                 /* p_ptr->update &= ~(PU_MONSTERS); */
5936
5937                 update_monsters(TRUE);
5938         }
5939
5940         if (p_ptr->update & (PU_MON_LITE))
5941         {
5942                 p_ptr->update &= ~(PU_MON_LITE);
5943                 update_mon_lite();
5944         }
5945
5946         /*
5947          * Mega-Hack -- Delayed visual update
5948          * Only used if update_view(), update_lite() or update_mon_lite() was called
5949          */
5950         if (p_ptr->update & (PU_DELAY_VIS))
5951         {
5952                 p_ptr->update &= ~(PU_DELAY_VIS);
5953                 delayed_visual_update();
5954         }
5955
5956         if (p_ptr->update & (PU_MONSTERS))
5957         {
5958                 p_ptr->update &= ~(PU_MONSTERS);
5959                 update_monsters(FALSE);
5960         }
5961 }
5962
5963
5964 /*! 
5965  * @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"
5966  * @return なし
5967  * @details 更新処理の対象はゲーム中の全描画処理
5968  */
5969 void redraw_stuff(void)
5970 {
5971         /* Redraw stuff */
5972         if (!p_ptr->redraw) return;
5973
5974
5975         /* Character is not ready yet, no screen updates */
5976         if (!character_generated) return;
5977
5978
5979         /* Character is in "icky" mode, no screen updates */
5980         if (character_icky) return;
5981
5982
5983
5984         /* Hack -- clear the screen */
5985         if (p_ptr->redraw & (PR_WIPE))
5986         {
5987                 p_ptr->redraw &= ~(PR_WIPE);
5988                 msg_print(NULL);
5989                 Term_clear();
5990         }
5991
5992
5993         if (p_ptr->redraw & (PR_MAP))
5994         {
5995                 p_ptr->redraw &= ~(PR_MAP);
5996                 prt_map();
5997         }
5998
5999
6000         if (p_ptr->redraw & (PR_BASIC))
6001         {
6002                 p_ptr->redraw &= ~(PR_BASIC);
6003                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
6004                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
6005                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
6006                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
6007                 prt_frame_basic();
6008                 prt_time();
6009                 prt_dungeon();
6010         }
6011
6012         if (p_ptr->redraw & (PR_EQUIPPY))
6013         {
6014                 p_ptr->redraw &= ~(PR_EQUIPPY);
6015                 print_equippy(); /* To draw / delete equippy chars */
6016         }
6017
6018         if (p_ptr->redraw & (PR_MISC))
6019         {
6020                 p_ptr->redraw &= ~(PR_MISC);
6021                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6022 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6023
6024         }
6025
6026         if (p_ptr->redraw & (PR_TITLE))
6027         {
6028                 p_ptr->redraw &= ~(PR_TITLE);
6029                 prt_title();
6030         }
6031
6032         if (p_ptr->redraw & (PR_LEV))
6033         {
6034                 p_ptr->redraw &= ~(PR_LEV);
6035                 prt_level();
6036         }
6037
6038         if (p_ptr->redraw & (PR_EXP))
6039         {
6040                 p_ptr->redraw &= ~(PR_EXP);
6041                 prt_exp();
6042         }
6043
6044         if (p_ptr->redraw & (PR_STATS))
6045         {
6046                 p_ptr->redraw &= ~(PR_STATS);
6047                 prt_stat(A_STR);
6048                 prt_stat(A_INT);
6049                 prt_stat(A_WIS);
6050                 prt_stat(A_DEX);
6051                 prt_stat(A_CON);
6052                 prt_stat(A_CHR);
6053         }
6054
6055         if (p_ptr->redraw & (PR_STATUS))
6056         {
6057                 p_ptr->redraw &= ~(PR_STATUS);
6058                 prt_status();
6059         }
6060
6061         if (p_ptr->redraw & (PR_ARMOR))
6062         {
6063                 p_ptr->redraw &= ~(PR_ARMOR);
6064                 prt_ac();
6065         }
6066
6067         if (p_ptr->redraw & (PR_HP))
6068         {
6069                 p_ptr->redraw &= ~(PR_HP);
6070                 prt_hp();
6071         }
6072
6073         if (p_ptr->redraw & (PR_MANA))
6074         {
6075                 p_ptr->redraw &= ~(PR_MANA);
6076                 prt_sp();
6077         }
6078
6079         if (p_ptr->redraw & (PR_GOLD))
6080         {
6081                 p_ptr->redraw &= ~(PR_GOLD);
6082                 prt_gold();
6083         }
6084
6085         if (p_ptr->redraw & (PR_DEPTH))
6086         {
6087                 p_ptr->redraw &= ~(PR_DEPTH);
6088                 prt_depth();
6089         }
6090
6091         if (p_ptr->redraw & (PR_HEALTH))
6092         {
6093                 p_ptr->redraw &= ~(PR_HEALTH);
6094                 health_redraw(FALSE);
6095         }
6096
6097         if (p_ptr->redraw & (PR_UHEALTH))
6098         {
6099                 p_ptr->redraw &= ~(PR_UHEALTH);
6100                 health_redraw(TRUE);
6101         }
6102
6103
6104         if (p_ptr->redraw & (PR_EXTRA))
6105         {
6106                 p_ptr->redraw &= ~(PR_EXTRA);
6107                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6108                 p_ptr->redraw &= ~(PR_HUNGER);
6109                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6110                 prt_frame_extra();
6111         }
6112
6113         if (p_ptr->redraw & (PR_CUT))
6114         {
6115                 p_ptr->redraw &= ~(PR_CUT);
6116                 prt_cut();
6117         }
6118
6119         if (p_ptr->redraw & (PR_STUN))
6120         {
6121                 p_ptr->redraw &= ~(PR_STUN);
6122                 prt_stun();
6123         }
6124
6125         if (p_ptr->redraw & (PR_HUNGER))
6126         {
6127                 p_ptr->redraw &= ~(PR_HUNGER);
6128                 prt_hunger();
6129         }
6130
6131         if (p_ptr->redraw & (PR_STATE))
6132         {
6133                 p_ptr->redraw &= ~(PR_STATE);
6134                 prt_state();
6135         }
6136
6137         if (p_ptr->redraw & (PR_SPEED))
6138         {
6139                 p_ptr->redraw &= ~(PR_SPEED);
6140                 prt_speed();
6141         }
6142
6143         if (p_ptr->pclass == CLASS_IMITATOR)
6144         {
6145                 if (p_ptr->redraw & (PR_IMITATION))
6146                 {
6147                         p_ptr->redraw &= ~(PR_IMITATION);
6148                         prt_imitation();
6149                 }
6150         }
6151         else if (p_ptr->redraw & (PR_STUDY))
6152         {
6153                 p_ptr->redraw &= ~(PR_STUDY);
6154                 prt_study();
6155         }
6156 }
6157
6158
6159 /*! 
6160  * @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"
6161  * @return なし
6162  * @details 更新処理の対象はサブウィンドウ全般
6163  */
6164 void window_stuff(void)
6165 {
6166         int j;
6167
6168         u32b mask = 0L;
6169
6170
6171         /* Nothing to do */
6172         if (!p_ptr->window) return;
6173
6174         /* Scan windows */
6175         for (j = 0; j < 8; j++)
6176         {
6177                 /* Save usable flags */
6178                 if (angband_term[j]) mask |= window_flag[j];
6179         }
6180
6181         /* Apply usable flags */
6182         p_ptr->window &= mask;
6183
6184         /* Nothing to do */
6185         if (!p_ptr->window) return;
6186
6187
6188         /* Display inventory */
6189         if (p_ptr->window & (PW_INVEN))
6190         {
6191                 p_ptr->window &= ~(PW_INVEN);
6192                 fix_inven();
6193         }
6194
6195         /* Display equipment */
6196         if (p_ptr->window & (PW_EQUIP))
6197         {
6198                 p_ptr->window &= ~(PW_EQUIP);
6199                 fix_equip();
6200         }
6201
6202         /* Display spell list */
6203         if (p_ptr->window & (PW_SPELL))
6204         {
6205                 p_ptr->window &= ~(PW_SPELL);
6206                 fix_spell();
6207         }
6208
6209         /* Display player */
6210         if (p_ptr->window & (PW_PLAYER))
6211         {
6212                 p_ptr->window &= ~(PW_PLAYER);
6213                 fix_player();
6214         }
6215         
6216         /* Display monster list */
6217         if (p_ptr->window & (PW_MONSTER_LIST))
6218         {
6219                 p_ptr->window &= ~(PW_MONSTER_LIST);
6220                 fix_monster_list();
6221         }
6222         
6223         /* Display overhead view */
6224         if (p_ptr->window & (PW_MESSAGE))
6225         {
6226                 p_ptr->window &= ~(PW_MESSAGE);
6227                 fix_message();
6228         }
6229
6230         /* Display overhead view */
6231         if (p_ptr->window & (PW_OVERHEAD))
6232         {
6233                 p_ptr->window &= ~(PW_OVERHEAD);
6234                 fix_overhead();
6235         }
6236
6237         /* Display overhead view */
6238         if (p_ptr->window & (PW_DUNGEON))
6239         {
6240                 p_ptr->window &= ~(PW_DUNGEON);
6241                 fix_dungeon();
6242         }
6243
6244         /* Display monster recall */
6245         if (p_ptr->window & (PW_MONSTER))
6246         {
6247                 p_ptr->window &= ~(PW_MONSTER);
6248                 fix_monster();
6249         }
6250
6251         /* Display object recall */
6252         if (p_ptr->window & (PW_OBJECT))
6253         {
6254                 p_ptr->window &= ~(PW_OBJECT);
6255                 fix_object();
6256         }
6257 }
6258
6259
6260 /*!
6261  * @brief 全更新処理をチェックして処理していく
6262  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6263  * @return なし
6264  */
6265 void handle_stuff(void)
6266 {
6267         /* Update stuff */
6268         if (p_ptr->update) update_stuff();
6269
6270         /* Redraw stuff */
6271         if (p_ptr->redraw) redraw_stuff();
6272
6273         /* Window stuff */
6274         if (p_ptr->window) window_stuff();
6275 }
6276
6277 /*!
6278  * @brief プレイヤーの現在開いている手の状態を返す
6279  * @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。
6280  * @return 開いている手のビットフラグ
6281  */
6282 s16b empty_hands(bool riding_control)
6283 {
6284         s16b status = EMPTY_HAND_NONE;
6285
6286         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6287         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6288
6289         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6290         {
6291                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6292                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6293         }
6294
6295         return status;
6296 }
6297
6298
6299 /*!
6300  * @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。
6301  * @return ペナルティが適用されるならばTRUE。
6302  */
6303 bool heavy_armor(void)
6304 {
6305         WEIGHT monk_arm_wgt = 0;
6306
6307         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6308
6309         /* Weight the armor */
6310         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6311         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6312         monk_arm_wgt += inventory[INVEN_BODY].weight;
6313         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6314         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6315         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6316         monk_arm_wgt += inventory[INVEN_FEET].weight;
6317
6318         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6319 }
6320
6321 /*!
6322  * @brief 実ゲームプレイ時間を更新する
6323  */
6324 void update_playtime(void)
6325 {
6326         /* Check if the game has started */
6327         if (start_time != 0)
6328         {
6329                 u32b tmp = (u32b)time(NULL);
6330                 playtime += (tmp - start_time);
6331                 start_time = tmp;
6332         }
6333 }