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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief プレイヤーのステータス処理 / status
4  * @date 2018/09/25
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (s16b)(value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @return 日中ならばTRUE、夜ならばFALSE
126  */
127 bool is_daytime(void)
128 {
129         s32b len = TURNS_PER_TICK * TOWN_DAWN;
130         if ((turn % len) < (len / 2))
131                 return TRUE;
132         else
133                 return FALSE;
134 }
135
136 /*!
137  * @brief 現在の日数、時刻を返す /
138  * Extract day, hour, min
139  * @param day 日数を返すための参照ポインタ
140  * @param hour 時数を返すための参照ポインタ
141  * @param min 分数を返すための参照ポインタ
142  */
143 void extract_day_hour_min(int *day, int *hour, int *min)
144 {
145         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
147
148         switch (p_ptr->start_race)
149         {
150         case RACE_VAMPIRE:
151         case RACE_SKELETON:
152         case RACE_ZOMBIE:
153         case RACE_SPECTRE:
154                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
155                 break;
156         default:
157                 *day = (turn + A_DAY / 4) / A_DAY + 1;
158                 break;
159         }
160         *hour = (24 * turn_in_today / A_DAY) % 24;
161         *min = (1440 * turn_in_today / A_DAY) % 60;
162 }
163
164 /*!
165  * @brief ゲーム時刻を表示する /
166  * Print time
167  * @return なし
168  */
169 void prt_time(void)
170 {
171         int day, hour, min;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
175
176         extract_day_hour_min(&day, &hour, &min);
177
178         /* Dump the info itself */
179         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
181
182         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
183 }
184
185 /*!
186  * @brief 現在のマップ名を返す /
187  * @return マップ名の文字列参照ポインタ
188  */
189 cptr map_name(void)
190 {
191         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193                 return _("クエスト", "Quest");
194         else if (p_ptr->wild_mode)
195                 return _("地上", "Surface");
196         else if (p_ptr->inside_arena)
197                 return _("アリーナ", "Arena");
198         else if (p_ptr->inside_battle)
199                 return _("闘技場", "Monster Arena");
200         else if (!dun_level && p_ptr->town_num)
201                 return town[p_ptr->town_num].name;
202         else
203                 return d_name+d_info[dungeon_type].name;
204 }
205
206 /*!
207  * @brief 現在のマップ名を描画する / Print dungeon
208  * @return なし
209  */
210 static void prt_dungeon(void)
211 {
212         cptr dungeon_name;
213         int col;
214
215         /* Dump 13 spaces to clear */
216         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
217
218         dungeon_name = map_name();
219
220         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221         if (col < 0) col = 0;
222
223         /* Dump the info itself */
224         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
225                   ROW_DUNGEON, col);
226 }
227
228
229 /*!
230  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231  * @param stat 描画するステータスのID
232  * @return なし
233  */
234 static void prt_stat(int stat)
235 {
236         char tmp[32];
237
238         /* Display "injured" stat */
239         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
240         {
241                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242                 cnv_stat(p_ptr->stat_use[stat], tmp);
243                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244         }
245
246         /* Display "healthy" stat */
247         else
248         {
249                 put_str(stat_names[stat], ROW_STAT + stat, 0);
250                 cnv_stat(p_ptr->stat_use[stat], tmp);
251                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252         }
253
254         /* Indicate natural maximum */
255         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256         {
257 #ifdef JP
258                 /* 日本語にかぶらないように表示位置を変更 */
259                 put_str("!", ROW_STAT + stat, 5);
260 #else
261                 put_str("!", ROW_STAT + stat, 3);
262 #endif
263
264         }
265 }
266
267
268 /*
269  * 画面下部に表示する状態表示定義ID / Data structure for status bar
270  */
271 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
338
339 static struct {
340         byte attr;
341         cptr sstr;
342         cptr lstr;
343 } bar[]
344 #ifdef JP
345 = {
346         {TERM_YELLOW, "つ", "つよし"},
347         {TERM_VIOLET, "幻", "幻覚"},
348         {TERM_L_DARK, "盲", "盲目"},
349         {TERM_RED, "痺", "麻痺"},
350         {TERM_VIOLET, "乱", "混乱"},
351         {TERM_GREEN, "毒", "毒"},
352         {TERM_BLUE, "恐", "恐怖"},
353         {TERM_L_BLUE, "浮", "浮遊"},
354         {TERM_SLATE, "反", "反射"},
355         {TERM_SLATE, "壁", "壁抜け"},
356         {TERM_L_DARK, "幽", "幽体"},
357         {TERM_SLATE, "邪", "防邪"},
358         {TERM_VIOLET, "変", "変わり身"},
359         {TERM_YELLOW, "魔", "魔法鎧"},
360         {TERM_L_UMBER, "伸", "伸び"},
361         {TERM_WHITE, "石", "石肌"},
362         {TERM_L_BLUE, "分", "分身"},
363         {TERM_SLATE, "防", "魔法防御"},
364         {TERM_YELLOW, "究", "究極"},
365         {TERM_YELLOW, "無", "無敵"},
366         {TERM_L_GREEN, "酸", "酸免疫"},
367         {TERM_GREEN, "酸", "耐酸"},
368         {TERM_L_BLUE, "電", "電免疫"},
369         {TERM_BLUE, "電", "耐電"},
370         {TERM_L_RED, "火", "火免疫"},
371         {TERM_RED, "火", "耐火"},
372         {TERM_WHITE, "冷", "冷免疫"},
373         {TERM_SLATE, "冷", "耐冷"},
374         {TERM_GREEN, "毒", "耐毒"},
375         {TERM_L_DARK, "獄", "耐地獄"},
376         {TERM_L_BLUE, "時", "耐時間"},
377         {TERM_L_DARK, "鏡", "鏡オーラ"},
378         {TERM_L_RED, "オ", "火オーラ"},
379         {TERM_WHITE, "闘", "闘気"},
380         {TERM_WHITE, "聖", "聖オーラ"},
381         {TERM_VIOLET, "目", "目には目"},
382         {TERM_WHITE, "祝", "祝福"},
383         {TERM_WHITE, "勇", "勇"},
384         {TERM_RED, "狂", "狂乱"},
385         {TERM_L_RED, "火", "魔剣火"},
386         {TERM_WHITE, "冷", "魔剣冷"},
387         {TERM_L_BLUE, "電", "魔剣電"},
388         {TERM_SLATE, "酸", "魔剣酸"},
389         {TERM_L_GREEN, "毒", "魔剣毒"},
390         {TERM_RED, "乱", "混乱打撃"},
391         {TERM_L_BLUE, "視", "透明視"},
392         {TERM_ORANGE, "テ", "テレパシ"},
393         {TERM_L_BLUE, "回", "回復"},
394         {TERM_L_RED, "赤", "赤外"},
395         {TERM_UMBER, "隠", "隠密"},
396         {TERM_YELLOW, "隠", "超隠密"},
397         {TERM_WHITE, "帰", "帰還"},
398         {TERM_WHITE, "現", "現実変容"},
399         /* Hex */
400         {TERM_WHITE, "オ", "氷オーラ"},
401         {TERM_BLUE, "オ", "電オーラ"},
402         {TERM_L_DARK, "オ", "影オーラ"},
403         {TERM_YELLOW, "腕", "腕力強化"},
404         {TERM_RED, "肉", "肉体強化"},
405         {TERM_L_DARK, "殖", "反増殖"},
406         {TERM_ORANGE, "テ", "反テレポ"},
407         {TERM_RED, "魔", "反魔法"},
408         {TERM_SLATE, "我", "我慢"},
409         {TERM_SLATE, "宣", "宣告"},
410         {TERM_L_DARK, "剣", "魔剣化"},
411         {TERM_RED, "吸", "吸血打撃"},
412         {TERM_WHITE, "回", "回復"},
413         {TERM_L_DARK, "感", "邪悪感知"},
414         {0, NULL, NULL}
415 };
416 #else
417 = {
418         {TERM_YELLOW, "Ts", "Tsuyoshi"},
419         {TERM_VIOLET, "Ha", "Halluc"},
420         {TERM_L_DARK, "Bl", "Blind"},
421         {TERM_RED, "Pa", "Paralyzed"},
422         {TERM_VIOLET, "Cf", "Confused"},
423         {TERM_GREEN, "Po", "Poisoned"},
424         {TERM_BLUE, "Af", "Afraid"},
425         {TERM_L_BLUE, "Lv", "Levit"},
426         {TERM_SLATE, "Rf", "Reflect"},
427         {TERM_SLATE, "Pw", "PassWall"},
428         {TERM_L_DARK, "Wr", "Wraith"},
429         {TERM_SLATE, "Ev", "PrtEvl"},
430         {TERM_VIOLET, "Kw", "Kawarimi"},
431         {TERM_YELLOW, "Md", "MgcArm"},
432         {TERM_L_UMBER, "Eh", "Expand"},
433         {TERM_WHITE, "Ss", "StnSkn"},
434         {TERM_L_BLUE, "Ms", "MltShdw"},
435         {TERM_SLATE, "Rm", "ResMag"},
436         {TERM_YELLOW, "Ul", "Ultima"},
437         {TERM_YELLOW, "Iv", "Invuln"},
438         {TERM_L_GREEN, "IAc", "ImmAcid"},
439         {TERM_GREEN, "Ac", "Acid"},
440         {TERM_L_BLUE, "IEl", "ImmElec"},
441         {TERM_BLUE, "El", "Elec"},
442         {TERM_L_RED, "IFi", "ImmFire"},
443         {TERM_RED, "Fi", "Fire"},
444         {TERM_WHITE, "ICo", "ImmCold"},
445         {TERM_SLATE, "Co", "Cold"},
446         {TERM_GREEN, "Po", "Pois"},
447         {TERM_L_DARK, "Nt", "Nthr"},
448         {TERM_L_BLUE, "Ti", "Time"},
449         {TERM_L_DARK, "Mr", "Mirr"},
450         {TERM_L_RED, "SFi", "SFire"},
451         {TERM_WHITE, "Fo", "Force"},
452         {TERM_WHITE, "Ho", "Holy"},
453         {TERM_VIOLET, "Ee", "EyeEye"},
454         {TERM_WHITE, "Bs", "Bless"},
455         {TERM_WHITE, "He", "Hero"},
456         {TERM_RED, "Br", "Berserk"},
457         {TERM_L_RED, "BFi", "BFire"},
458         {TERM_WHITE, "BCo", "BCold"},
459         {TERM_L_BLUE, "BEl", "BElec"},
460         {TERM_SLATE, "BAc", "BAcid"},
461         {TERM_L_GREEN, "BPo", "BPois"},
462         {TERM_RED, "TCf", "TchCnf"},
463         {TERM_L_BLUE, "Se", "SInv"},
464         {TERM_ORANGE, "Te", "Telepa"},
465         {TERM_L_BLUE, "Rg", "Regen"},
466         {TERM_L_RED, "If", "Infr"},
467         {TERM_UMBER, "Sl", "Stealth"},
468         {TERM_YELLOW, "Stlt", "Stealth"},
469         {TERM_WHITE, "Rc", "Recall"},
470         {TERM_WHITE, "Al", "Alter"},
471         /* Hex */
472         {TERM_WHITE, "SCo", "SCold"},
473         {TERM_BLUE, "SEl", "SElec"},
474         {TERM_L_DARK, "SSh", "SShadow"},
475         {TERM_YELLOW, "EMi", "ExMight"},
476         {TERM_RED, "Bu", "BuildUp"},
477         {TERM_L_DARK, "AMl", "AntiMulti"},
478         {TERM_ORANGE, "AT", "AntiTele"},
479         {TERM_RED, "AM", "AntiMagic"},
480         {TERM_SLATE, "Pa", "Patience"},
481         {TERM_SLATE, "Rv", "Revenge"},
482         {TERM_L_DARK, "Rs", "RuneSword"},
483         {TERM_RED, "Vm", "Vampiric"},
484         {TERM_WHITE, "Cu", "Cure"},
485         {TERM_L_DARK, "ET", "EvilTele"},
486         {0, NULL, NULL}
487 };
488 #endif
489
490 /*!
491  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492  * @param FLG フラグ位置(ビット)
493  * @return なし
494  */
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
496
497 /*!
498  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499  * @param FLG フラグ位置(ビット)
500  * @return 1ならば0以外を返す
501  */
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
503
504
505 /*!
506  * @brief 下部に状態表示を行う / Show status bar
507  * @return なし
508  */
509 static void prt_status(void)
510 {
511         u32b bar_flags[3];
512         int wid, hgt, row_statbar, max_col_statbar;
513         int i, col = 0, num = 0;
514         int space = 2;
515
516         Term_get_size(&wid, &hgt);
517         row_statbar = hgt + ROW_STATBAR;
518         max_col_statbar = wid + MAX_COL_STATBAR;
519
520         Term_erase(0, row_statbar, max_col_statbar);
521
522         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
523
524         /* Tsuyoshi  */
525         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
526
527         /* Hallucinating */
528         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
529
530         /* Blindness */
531         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
532
533         /* Paralysis */
534         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
535
536         /* Confusion */
537         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
538
539         /* Posioned */
540         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
541
542         /* Times see-invisible */
543         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
544
545         /* Timed esp */
546         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
547
548         /* Timed regenerate */
549         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
550
551         /* Timed infra-vision */
552         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
553
554         /* Protection from evil */
555         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
556
557         /* Invulnerability */
558         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
559
560         /* Wraith form */
561         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
562
563         /* Kabenuke */
564         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
565
566         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
567
568         /* Heroism */
569         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
570
571         /* Super Heroism / berserk */
572         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
573
574         /* Blessed */
575         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
576
577         /* Shield */
578         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
579
580         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
581
582         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
583         
584         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
585
586         /* Oppose Acid */
587         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
589
590         /* Oppose Lightning */
591         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
593
594         /* Oppose Fire */
595         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
597
598         /* Oppose Cold */
599         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
601
602         /* Oppose Poison */
603         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
604
605         /* Word of Recall */
606         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
607
608         /* Alter realiry */
609         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
610
611         /* Afraid */
612         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
613
614         /* Resist time */
615         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
616
617         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
618
619         /* Confusing Hands */
620         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
621
622         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
623
624         /* Ultimate-resistance */
625         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
626
627         /* tim levitation */
628         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
629
630         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
631
632         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
633
634         /* Mahouken */
635         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
641
642         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
643
644         /* tim stealth */
645         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
646
647         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
648
649         /* Holy aura */
650         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
651
652         /* An Eye for an Eye */
653         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
654
655         /* Hex spells */
656         if (p_ptr->realm1 == REALM_HEX)
657         {
658                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673                 if (hex_spelling(HEX_CURE_LIGHT) ||
674                         hex_spelling(HEX_CURE_SERIOUS) ||
675                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
676
677                 if (HEX_REVENGE_TURN(p_ptr))
678                 {
679                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
740  * @return なし
741  */
742 static void prt_title(void)
743 {
744         cptr p = "";
745         char str[14];
746
747         /* Wizard */
748         if (p_ptr->wizard)
749         {
750 #ifdef JP
751                 /* 英日切り替え機能 称号 */
752                 p = "[ウィザード]";
753 #else
754                 p = "[=-WIZARD-=]";
755 #endif
756
757         }
758
759         /* Winner */
760         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
761         {
762                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
763                 {
764 #ifdef JP
765                         /* 英日切り替え機能 称号 */
766                         p = "*真・勝利者*";
767 #else
768                         p = "*TRUEWINNER*";
769 #endif
770                 }
771                 else
772                 {
773 #ifdef JP
774                         /* 英日切り替え機能 称号 */
775                         p = "***勝利者***";
776 #else
777                         p = "***WINNER***";
778 #endif
779                 }
780         }
781
782         /* Normal */
783         else
784         {
785                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
786                 p = str;
787         }
788
789         prt_field(p, ROW_TITLE, COL_TITLE);
790 }
791
792
793 /*!
794  * @brief プレイヤーのレベルを表示する / Prints level
795  * @return なし
796  */
797 static void prt_level(void)
798 {
799         char tmp[32];
800
801         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
802
803         if (p_ptr->lev >= p_ptr->max_plv)
804         {
805 #ifdef JP
806                 put_str("レベル ", ROW_LEVEL, 0);
807                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
808 #else
809                 put_str("LEVEL ", ROW_LEVEL, 0);
810                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
811 #endif
812
813         }
814         else
815         {
816 #ifdef JP
817                 put_str("xレベル", ROW_LEVEL, 0);
818                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
819 #else
820                 put_str("Level ", ROW_LEVEL, 0);
821                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
822 #endif
823
824         }
825 }
826
827
828 /*!
829  * @brief プレイヤーの経験値を表示する / Display the experience
830  * @return なし
831  */
832 static void prt_exp(void)
833 {
834         char out_val[32];
835
836         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
837         {
838                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
839         }
840         else
841         {
842                 if (p_ptr->lev >= PY_MAX_LEVEL)
843                 {
844                         (void)sprintf(out_val, "********");
845                 }
846                 else
847                 {
848 #ifdef JP
849                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
850 #else      
851                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
852 #endif
853                 }
854         }
855
856         if (p_ptr->exp >= p_ptr->max_exp)
857         {
858 #ifdef JP
859                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860                 else put_str("経験 ", ROW_EXP, 0);
861                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
862 #else
863                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864                 else put_str("EXP ", ROW_EXP, 0);
865                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
866 #endif
867
868         }
869         else
870         {
871 #ifdef JP
872                 put_str("x経験", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
874 #else
875                 put_str("Exp ", ROW_EXP, 0);
876                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
877 #endif
878
879         }
880 }
881
882 /*!
883  * @brief プレイヤーの所持金を表示する / Prints current gold
884  * @return なし
885  */
886 static void prt_gold(void)
887 {
888         char tmp[32];
889         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890         sprintf(tmp, "%9ld", (long)p_ptr->au);
891         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
892 }
893
894
895 /*!
896  * @brief プレイヤーのACを表示する / Prints current AC
897  * @return なし
898  */
899 static void prt_ac(void)
900 {
901         char tmp[32];
902
903 #ifdef JP
904 /* AC の表示方式を変更している */
905         put_str(" AC(     )", ROW_AC, COL_AC);
906         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
908 #else
909         put_str("Cur AC ", ROW_AC, COL_AC);
910         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
912 #endif
913
914 }
915
916
917 /*!
918  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
919  * @return なし
920  */
921 static void prt_hp(void)
922 {
923 /* ヒットポイントの表示方法を変更 */
924         char tmp[32];
925   
926         byte color;
927   
928         /* タイトル */
929 /*      put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
930
931         put_str("HP", ROW_CURHP, COL_CURHP);
932
933         /* 現在のヒットポイント */
934         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
935
936         if (p_ptr->chp >= p_ptr->mhp)
937         {
938                 color = TERM_L_GREEN;
939         }
940         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
941         {
942                 color = TERM_YELLOW;
943         }
944         else
945         {
946                 color = TERM_RED;
947         }
948
949         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
950
951         /* 区切り */
952         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
953
954         /* 最大ヒットポイント */
955         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956         color = TERM_L_GREEN;
957
958         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
959 }
960
961
962 /*!
963  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
964  * @return なし
965  */
966 static void prt_sp(void)
967 {
968 /* マジックポイントの表示方法を変更している */
969         char tmp[32];
970         byte color;
971
972
973         /* Do not show mana unless it matters */
974         if (!mp_ptr->spell_book) return;
975
976         /* タイトル */
977 /*      put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
979
980         /* 現在のマジックポイント */
981         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
982
983         if (p_ptr->csp >= p_ptr->msp)
984         {
985                 color = TERM_L_GREEN;
986         }
987         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
988         {
989                 color = TERM_YELLOW;
990         }
991         else
992         {
993                 color = TERM_RED;
994         }
995
996         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
997
998         /* 区切り */
999         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1000
1001         /* 最大マジックポイント */
1002         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003         color = TERM_L_GREEN;
1004
1005         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1006 }
1007
1008
1009 /*!
1010  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1011  * @return なし
1012  */
1013 static void prt_depth(void)
1014 {
1015         char depths[32];
1016         int wid, hgt, row_depth, col_depth;
1017         byte attr = TERM_WHITE;
1018
1019         Term_get_size(&wid, &hgt);
1020         col_depth = wid + COL_DEPTH;
1021         row_depth = hgt + ROW_DEPTH;
1022
1023         if (!dun_level)
1024         {
1025                 strcpy(depths, _("地上", "Surf."));
1026         }
1027         else if (p_ptr->inside_quest && !dungeon_type)
1028         {
1029                 strcpy(depths, _("地上", "Quest"));
1030         }
1031         else
1032         {
1033                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1035
1036                 /* Get color of level based on feeling  -JSV- */
1037                 switch (p_ptr->feeling)
1038                 {
1039                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1040                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1041                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1042                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1043                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1044                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1045                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1046                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1048                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1049                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1050                 }
1051         }
1052
1053         /* Right-Adjust the "depth", and clear old values */
1054         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1055 }
1056
1057
1058 /*!
1059  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1060  * @return なし
1061  */
1062 static void prt_hunger(void)
1063 {
1064         if(p_ptr->wizard && p_ptr->inside_arena) return;
1065
1066         /* Fainting / Starving */
1067         if (p_ptr->food < PY_FOOD_FAINT)
1068         {
1069                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1070         }
1071
1072         /* Weak */
1073         else if (p_ptr->food < PY_FOOD_WEAK)
1074         {
1075                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1076         }
1077
1078         /* Hungry */
1079         else if (p_ptr->food < PY_FOOD_ALERT)
1080         {
1081                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1082         }
1083
1084         /* Normal */
1085         else if (p_ptr->food < PY_FOOD_FULL)
1086         {
1087                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1088         }
1089
1090         /* Full */
1091         else if (p_ptr->food < PY_FOOD_MAX)
1092         {
1093                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1094         }
1095
1096         /* Gorged */
1097         else
1098         {
1099                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1100         }
1101 }
1102
1103
1104 /*!
1105  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1106  * @return なし
1107  * @details
1108  * Display is always exactly 10 characters wide (see below)
1109  * This function was a major bottleneck when resting, so a lot of
1110  * the text formatting code was optimized in place below.
1111  */
1112 static void prt_state(void)
1113 {
1114         byte attr = TERM_WHITE;
1115
1116         char text[16];
1117
1118         /* Repeating */
1119         if (command_rep)
1120         {
1121                 if (command_rep > 999)
1122                 {
1123                         (void)sprintf(text, "%2d00", command_rep / 100);
1124                 }
1125                 else
1126                 {
1127                         (void)sprintf(text, "  %2d", command_rep);
1128                 }
1129         }
1130
1131         /* Action */
1132         else
1133         {
1134                 switch(p_ptr->action)
1135                 {
1136                         case ACTION_SEARCH:
1137                         {
1138                                 strcpy(text, _("探索", "Sear"));
1139                                 break;
1140                         }
1141                         case ACTION_REST:
1142                         {
1143                                 int i;
1144
1145                                 /* Start with "Rest" */
1146                                 strcpy(text, _("    ", "    "));
1147
1148                                 /* Extensive (timed) rest */
1149                                 if (resting >= 1000)
1150                                 {
1151                                         i = resting / 100;
1152                                         text[3] = '0';
1153                                         text[2] = '0';
1154                                         text[1] = '0' + (i % 10);
1155                                         text[0] = '0' + (i / 10);
1156                                 }
1157
1158                                 /* Long (timed) rest */
1159                                 else if (resting >= 100)
1160                                 {
1161                                         i = resting;
1162                                         text[3] = '0' + (i % 10);
1163                                         i = i / 10;
1164                                         text[2] = '0' + (i % 10);
1165                                         text[1] = '0' + (i / 10);
1166                                 }
1167
1168                                 /* Medium (timed) rest */
1169                                 else if (resting >= 10)
1170                                 {
1171                                         i = resting;
1172                                         text[3] = '0' + (i % 10);
1173                                         text[2] = '0' + (i / 10);
1174                                 }
1175
1176                                 /* Short (timed) rest */
1177                                 else if (resting > 0)
1178                                 {
1179                                         i = resting;
1180                                         text[3] = '0' + (i);
1181                                 }
1182
1183                                 /* Rest until healed */
1184                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1185                                 {
1186                                         text[0] = text[1] = text[2] = text[3] = '*';
1187                                 }
1188
1189                                 /* Rest until done */
1190                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1191                                 {
1192                                         text[0] = text[1] = text[2] = text[3] = '&';
1193                                 }
1194                                 break;
1195                         }
1196                         case ACTION_LEARN:
1197                         {
1198                                 strcpy(text, _("学習", "lear"));
1199                                 if (new_mane) attr = TERM_L_RED;
1200                                 break;
1201                         }
1202                         case ACTION_FISH:
1203                         {
1204                                 strcpy(text, _("釣り", "fish"));
1205                                 break;
1206                         }
1207                         case ACTION_KAMAE:
1208                         {
1209                                 int i;
1210                                 for (i = 0; i < MAX_KAMAE; i++)
1211                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1212                                 switch (i)
1213                                 {
1214                                         case 0: attr = TERM_GREEN;break;
1215                                         case 1: attr = TERM_WHITE;break;
1216                                         case 2: attr = TERM_L_BLUE;break;
1217                                         case 3: attr = TERM_L_RED;break;
1218                                 }
1219                                 strcpy(text, kamae_shurui[i].desc);
1220                                 break;
1221                         }
1222                         case ACTION_KATA:
1223                         {
1224                                 int i;
1225                                 for (i = 0; i < MAX_KATA; i++)
1226                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227                                 strcpy(text, kata_shurui[i].desc);
1228                                 break;
1229                         }
1230                         case ACTION_SING:
1231                         {
1232                                 strcpy(text, _("歌  ", "Sing"));
1233                                 break;
1234                         }
1235                         case ACTION_HAYAGAKE:
1236                         {
1237                                 strcpy(text, _("速駆", "Fast"));
1238                                 break;
1239                         }
1240                         case ACTION_SPELL:
1241                         {
1242                                 strcpy(text, _("詠唱", "Spel"));
1243                                 break;
1244                         }
1245                         default:
1246                         {
1247                                 strcpy(text, "    ");
1248                                 break;
1249                         }
1250                 }
1251         }
1252
1253         /* Display the info (or blanks) */
1254         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1255 }
1256
1257
1258 /*!
1259  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1260  * @return なし
1261  */
1262 static void prt_speed(void)
1263 {
1264         int i = p_ptr->pspeed;
1265         bool is_fast = IS_FAST();
1266
1267         byte attr = TERM_WHITE;
1268         char buf[32] = "";
1269         int wid, hgt, row_speed, col_speed;
1270
1271         Term_get_size(&wid, &hgt);
1272         col_speed = wid + COL_SPEED;
1273         row_speed = hgt + ROW_SPEED;
1274
1275         /* Hack -- Visually "undo" the Search Mode Slowdown */
1276         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1277
1278         /* Fast */
1279         if (i > 110)
1280         {
1281                 if (p_ptr->riding)
1282                 {
1283                         monster_type *m_ptr = &m_list[p_ptr->riding];
1284                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286                         else attr = TERM_GREEN;
1287                 }
1288                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290                 else attr = TERM_L_GREEN;
1291 #ifdef JP
1292                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1293 #else
1294                 sprintf(buf, "Fast(+%d)", (i - 110));
1295 #endif
1296
1297         }
1298
1299         /* Slow */
1300         else if (i < 110)
1301         {
1302                 if (p_ptr->riding)
1303                 {
1304                         monster_type *m_ptr = &m_list[p_ptr->riding];
1305                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307                         else attr = TERM_RED;
1308                 }
1309                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311                 else attr = TERM_L_UMBER;
1312 #ifdef JP
1313                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1314 #else
1315                 sprintf(buf, "Slow(-%d)", (110 - i));
1316 #endif
1317         }
1318         else if (p_ptr->riding)
1319         {
1320                 attr = TERM_GREEN;
1321                 strcpy(buf, _("乗馬中", "Riding"));
1322         }
1323
1324         /* Display the speed */
1325         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1326 }
1327
1328
1329 /*!
1330  * @brief プレイヤーの呪文学習可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_study(void)
1334 {
1335         int wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->new_spells)
1342         {
1343                 put_str(_("学習", "Stud"), row_study, col_study);
1344         }
1345         else
1346         {
1347                 put_str("    ", row_study, col_study);
1348         }
1349 }
1350
1351
1352 /*!
1353  * @brief プレイヤーのものまね可能状態を表示する
1354  * @return なし
1355  */
1356 static void prt_imitation(void)
1357 {
1358         int wid, hgt, row_study, col_study;
1359
1360         Term_get_size(&wid, &hgt);
1361         col_study = wid + COL_STUDY;
1362         row_study = hgt + ROW_STUDY;
1363
1364         if (p_ptr->pclass == CLASS_IMITATOR)
1365         {
1366                 if (p_ptr->mane_num)
1367                 {
1368                         byte attr;
1369                         if (new_mane) attr = TERM_L_RED;
1370                         else attr = TERM_WHITE;
1371                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1372                 }
1373                 else
1374                 {
1375                         put_str("    ", row_study, col_study);
1376                 }
1377         }
1378 }
1379
1380 /*!
1381  * @brief プレイヤーの負傷状態を表示する
1382  * @return なし
1383  */
1384 static void prt_cut(void)
1385 {
1386         int c = p_ptr->cut;
1387
1388         if (c > 1000)
1389         {
1390                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1391         }
1392         else if (c > 200)
1393         {
1394                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1395         }
1396         else if (c > 100)
1397         {
1398                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1399         }
1400         else if (c > 50)
1401         {
1402                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1403         }
1404         else if (c > 25)
1405         {
1406                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1407         }
1408         else if (c > 10)
1409         {
1410                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1411         }
1412         else if (c)
1413         {
1414                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1415         }
1416         else
1417         {
1418                 put_str("            ", ROW_CUT, COL_CUT);
1419         }
1420 }
1421
1422
1423 /*!
1424  * @brief プレイヤーの朦朧状態を表示する
1425  * @return なし
1426  */
1427 static void prt_stun(void)
1428 {
1429         int s = p_ptr->stun;
1430
1431         if (s > 100)
1432         {
1433                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1434         }
1435         else if (s > 50)
1436         {
1437                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1438         }
1439         else if (s)
1440         {
1441                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1442         }
1443         else
1444         {
1445                 put_str("            ", ROW_STUN, COL_STUN);
1446         }
1447 }
1448
1449
1450
1451 /*!
1452  * @brief モンスターの体力ゲージを表示する
1453  * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1454  * @return なし
1455  * @details
1456  * <pre>
1457  * Redraw the "monster health bar"      -DRS-
1458  * Rather extensive modifications by    -BEN-
1459  *
1460  * The "monster health bar" provides visual feedback on the "health"
1461  * of the monster currently being "tracked".  There are several ways
1462  * to "track" a monster, including targetting it, attacking it, and
1463  * affecting it (and nobody else) with a ranged attack.
1464  *
1465  * Display the monster health bar (affectionately known as the
1466  * "health-o-meter").  Clear health bar if nothing is being tracked.
1467  * Auto-track current target monster when bored.  Note that the
1468  * health-bar stops tracking any monster that "disappears".
1469  * </pre>
1470  */
1471 static void health_redraw(bool riding)
1472 {
1473         s16b health_who;
1474         int row, col;
1475         monster_type *m_ptr;
1476
1477         if (riding)
1478         {
1479                 health_who = p_ptr->riding;
1480                 row = ROW_RIDING_INFO;
1481                 col = COL_RIDING_INFO;
1482         }
1483         else
1484         {
1485                 health_who = p_ptr->health_who;
1486                 row = ROW_INFO;
1487                 col = COL_INFO;
1488         }
1489
1490         m_ptr = &m_list[health_who];
1491
1492         if (p_ptr->wizard && p_ptr->inside_battle)
1493         {
1494                 row = ROW_INFO - 2;
1495                 col = COL_INFO + 2;
1496
1497                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1498                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1499                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1500                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1501
1502                 if(m_list[1].r_idx)
1503                 {
1504                         Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1507                 }
1508
1509                 if(m_list[2].r_idx)
1510                 {
1511                         Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1514                 }
1515
1516                 if(m_list[3].r_idx)
1517                 {
1518                         Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1521                 }
1522
1523                 if(m_list[4].r_idx)
1524                 {
1525                         Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1528                 }
1529         }
1530         else
1531         {
1532
1533                 /* Not tracking */
1534                 if (!health_who)
1535                 {
1536                         /* Erase the health bar */
1537                         Term_erase(col, row, 12);
1538                 }
1539
1540                 /* Tracking an unseen monster */
1541                 else if (!m_ptr->ml)
1542                 {
1543                         /* Indicate that the monster health is "unknown" */
1544                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1545                 }
1546
1547                 /* Tracking a hallucinatory monster */
1548                 else if (p_ptr->image)
1549                 {
1550                         /* Indicate that the monster health is "unknown" */
1551                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1552                 }
1553
1554                 /* Tracking a dead monster (???) */
1555                 else if (m_ptr->hp < 0)
1556                 {
1557                         /* Indicate that the monster health is "unknown" */
1558                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1559                 }
1560
1561                 /* Tracking a visible monster */
1562                 else
1563                 {
1564                         /* Extract the "percent" of health */
1565                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1567
1568                         /* Convert percent into "health" */
1569                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1570
1571                         /* Default to almost dead */
1572                         byte attr = TERM_RED;
1573
1574                         /* Invulnerable */
1575                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1576
1577                         /* Asleep */
1578                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1579
1580                         /* Afraid */
1581                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1582
1583                         /* Healthy */
1584                         else if (pct >= 100) attr = TERM_L_GREEN;
1585
1586                         /* Somewhat Wounded */
1587                         else if (pct >= 60) attr = TERM_YELLOW;
1588
1589                         /* Wounded */
1590                         else if (pct >= 25) attr = TERM_ORANGE;
1591
1592                         /* Badly wounded */
1593                         else if (pct >= 10) attr = TERM_L_RED;
1594
1595                         /* Default to "unknown" */
1596                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1597
1598                         /* Dump the current "health" (use '*' symbols) */
1599                         Term_putstr(col + 1, row, len, attr, "**********");
1600                 }
1601         }
1602 }
1603
1604
1605
1606 /*!
1607  * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1608  * @return なし
1609  */
1610 static void prt_frame_basic(void)
1611 {
1612         int i;
1613
1614         /* Race and Class */
1615         if (p_ptr->mimic_form)
1616                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1617         else
1618         {
1619                 char str[14];
1620                 my_strcpy(str, rp_ptr->title, sizeof(str));
1621                 prt_field(str, ROW_RACE, COL_RACE);
1622         }
1623 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1625
1626
1627         /* Title */
1628         prt_title();
1629
1630         /* Level/Experience */
1631         prt_level();
1632         prt_exp();
1633
1634         /* All Stats */
1635         for (i = 0; i < 6; i++) prt_stat(i);
1636
1637         /* Armor */
1638         prt_ac();
1639
1640         /* Hitpoints */
1641         prt_hp();
1642
1643         /* Spellpoints */
1644         prt_sp();
1645
1646         /* Gold */
1647         prt_gold();
1648
1649         /* Current depth */
1650         prt_depth();
1651
1652         /* Special */
1653         health_redraw(FALSE);
1654         health_redraw(TRUE);
1655 }
1656
1657
1658 /*!
1659  * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1660  * @return なし
1661  */
1662 static void prt_frame_extra(void)
1663 {
1664         /* Cut/Stun */
1665         prt_cut();
1666         prt_stun();
1667
1668         /* Food */
1669         prt_hunger();
1670
1671         /* State */
1672         prt_state();
1673
1674         /* Speed */
1675         prt_speed();
1676
1677         /* Study spells */
1678         prt_study();
1679
1680         prt_imitation();
1681
1682         prt_status();
1683 }
1684
1685
1686 /*!
1687  * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1688  * @return なし
1689  */
1690 static void fix_inven(void)
1691 {
1692         int j;
1693
1694         /* Scan windows */
1695         for (j = 0; j < 8; j++)
1696         {
1697                 term *old = Term;
1698
1699                 /* No window */
1700                 if (!angband_term[j]) continue;
1701
1702                 /* No relevant flags */
1703                 if (!(window_flag[j] & (PW_INVEN))) continue;
1704
1705                 /* Activate */
1706                 Term_activate(angband_term[j]);
1707
1708                 /* Display inventory */
1709                 display_inven();
1710
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(TERM_LEN x, TERM_LEN 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(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1784         TERM_LEN 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  * Adjust for width and split messages
1990  * @return なし
1991  */
1992 static void fix_message(void)
1993 {
1994         int j, i;
1995         TERM_LEN w, h;
1996         TERM_LEN 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  * 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 #ifdef JP
2333                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2334 #else
2335                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2336 #endif
2337
2338
2339                         /* One more can be learned */
2340                         p_ptr->new_spells++;
2341                 }
2342         }
2343
2344
2345         /* Forget spells if we know too many spells */
2346         for (i = 63; i >= 0; i--)
2347         {
2348                 /* Stop when possible */
2349                 if (p_ptr->new_spells >= 0) break;
2350
2351                 /* Efficiency -- all done */
2352                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2353
2354                 /* Get the (i+1)th spell learned */
2355                 j = p_ptr->spell_order[i];
2356
2357                 /* Skip unknown spells */
2358                 if (j >= 99) continue;
2359
2360                 /* Forget it (if learned) */
2361                 if ((j < 32) ?
2362                     (p_ptr->spell_learned1 & (1L << j)) :
2363                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2364                 {
2365                         /* Mark as forgotten */
2366                         if (j < 32)
2367                         {
2368                                 p_ptr->spell_forgotten1 |= (1L << j);
2369                                 which = p_ptr->realm1;
2370                         }
2371                         else
2372                         {
2373                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2374                                 which = p_ptr->realm2;
2375                         }
2376
2377                         /* No longer known */
2378                         if (j < 32)
2379                         {
2380                                 p_ptr->spell_learned1 &= ~(1L << j);
2381                                 which = p_ptr->realm1;
2382                         }
2383                         else
2384                         {
2385                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2386                                 which = p_ptr->realm2;
2387                         }
2388
2389 #ifdef JP
2390                         msg_format("%sの%sを忘れてしまった。",
2391                                    do_spell(which, j%32, SPELL_NAME), p );
2392 #else
2393                         msg_format("You have forgotten the %s of %s.", p,
2394                                    do_spell(which, j%32, SPELL_NAME));
2395 #endif
2396
2397
2398                         /* One more can be learned */
2399                         p_ptr->new_spells++;
2400                 }
2401         }
2402
2403
2404         /* Check for spells to remember */
2405         for (i = 0; i < 64; i++)
2406         {
2407                 /* None left to remember */
2408                 if (p_ptr->new_spells <= 0) break;
2409
2410                 /* Efficiency -- all done */
2411                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2412
2413                 /* Get the next spell we learned */
2414                 j = p_ptr->spell_order[i];
2415
2416                 /* Skip unknown spells */
2417                 if (j >= 99) break;
2418
2419                 /* Access the spell */
2420                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2421                 {
2422                         if (j < 32)
2423                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2424                         else
2425                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2426                 }
2427                 else if (j<32)
2428                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2429                 else
2430                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2431
2432                 /* Skip spells we cannot remember */
2433                 if (s_ptr->slevel > p_ptr->lev) continue;
2434
2435                 /* First set of spells */
2436                 if ((j < 32) ?
2437                     (p_ptr->spell_forgotten1 & (1L << j)) :
2438                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2439                 {
2440                         /* No longer forgotten */
2441                         if (j < 32)
2442                         {
2443                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2444                                 which = p_ptr->realm1;
2445                         }
2446                         else
2447                         {
2448                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2449                                 which = p_ptr->realm2;
2450                         }
2451
2452                         /* Known once more */
2453                         if (j < 32)
2454                         {
2455                                 p_ptr->spell_learned1 |= (1L << j);
2456                                 which = p_ptr->realm1;
2457                         }
2458                         else
2459                         {
2460                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2461                                 which = p_ptr->realm2;
2462                         }
2463
2464 #ifdef JP
2465                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2466 #else
2467                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2468 #endif
2469
2470
2471                         /* One less can be learned */
2472                         p_ptr->new_spells--;
2473                 }
2474         }
2475
2476         k = 0;
2477
2478         if (p_ptr->realm2 == REALM_NONE)
2479         {
2480                 /* Count spells that can be learned */
2481                 for (j = 0; j < 32; j++)
2482                 {
2483                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2484                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2485
2486                         /* Skip spells we cannot remember */
2487                         if (s_ptr->slevel > p_ptr->lev) continue;
2488
2489                         /* Skip spells we already know */
2490                         if (p_ptr->spell_learned1 & (1L << j))
2491                         {
2492                                 continue;
2493                         }
2494
2495                         /* Count it */
2496                         k++;
2497                 }
2498                 if (k > 32) k = 32;
2499                 if ((p_ptr->new_spells > k) &&
2500                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2501                 {
2502                         p_ptr->new_spells = (s16b)k;
2503                 }
2504         }
2505
2506         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2507
2508         /* Spell count changed */
2509         if (p_ptr->old_spells != p_ptr->new_spells)
2510         {
2511                 /* Message if needed */
2512                 if (p_ptr->new_spells)
2513                 {
2514 #ifdef JP
2515                         if( p_ptr->new_spells < 10 ){
2516                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2517                         }else{
2518                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2519                         }
2520 #else
2521                         msg_format("You can learn %d more %s%s.",
2522                                    p_ptr->new_spells, p,
2523                                    (p_ptr->new_spells != 1) ? "s" : "");
2524 #endif
2525
2526                 }
2527
2528                 /* Save the new_spells value */
2529                 p_ptr->old_spells = p_ptr->new_spells;
2530
2531                 /* Redraw Study Status */
2532                 p_ptr->redraw |= (PR_STUDY);
2533
2534                 /* Redraw object recall */
2535                 p_ptr->window |= (PW_OBJECT);
2536         }
2537 }
2538
2539 /*!
2540  * @brief プレイヤーの最大MPを計算する /
2541  * Calculate maximum mana.  You do not need to know any spells.
2542  * Note that mana is lowered by heavy (or inappropriate) armor.
2543  * @return なし
2544  * @details
2545  * This function induces status messages.
2546  */
2547 static void calc_mana(void)
2548 {
2549         int msp, levels, cur_wgt, max_wgt;
2550
2551         object_type     *o_ptr;
2552
2553
2554         /* Hack -- Must be literate */
2555         if (!mp_ptr->spell_book) return;
2556
2557         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2558             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2559             (p_ptr->pclass == CLASS_BLUE_MAGE))
2560         {
2561                 levels = p_ptr->lev;
2562         }
2563         else
2564         {
2565                 if(mp_ptr->spell_first > p_ptr->lev)
2566                 {
2567                         /* Save new mana */
2568                         p_ptr->msp = 0;
2569
2570                         /* Display mana later */
2571                         p_ptr->redraw |= (PR_MANA);
2572                         return;
2573                 }
2574
2575                 /* Extract "effective" player level */
2576                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2577         }
2578
2579         if (p_ptr->pclass == CLASS_SAMURAI)
2580         {
2581                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2582                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2583         }
2584         else
2585         {
2586                 /* Extract total mana */
2587                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2588
2589                 /* Hack -- usually add one mana */
2590                 if (msp) msp++;
2591
2592                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2593
2594                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2595
2596                 /* Hack: High mages have a 25% mana bonus */
2597                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2598
2599                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2600         }
2601
2602         /* Only mages are affected */
2603         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2604         {
2605                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2606
2607                 /* Assume player is not encumbered by gloves */
2608                 p_ptr->cumber_glove = FALSE;
2609
2610                 /* Get the gloves */
2611                 o_ptr = &inventory[INVEN_HANDS];
2612
2613                 /* Examine the gloves */
2614                 object_flags(o_ptr, flgs);
2615
2616                 /* Normal gloves hurt mage-type spells */
2617                 if (o_ptr->k_idx &&
2618                     !(have_flag(flgs, TR_FREE_ACT)) &&
2619                         !(have_flag(flgs, TR_DEC_MANA)) &&
2620                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2621                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2622                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2623                 {
2624                         /* Encumbered */
2625                         p_ptr->cumber_glove = TRUE;
2626
2627                         /* Reduce mana */
2628                         msp = (3 * msp) / 4;
2629                 }
2630         }
2631
2632
2633         /* Assume player not encumbered by armor */
2634         p_ptr->cumber_armor = FALSE;
2635
2636         /* Weigh the armor */
2637         cur_wgt = 0;
2638         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2639         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2640         cur_wgt += inventory[INVEN_BODY].weight;
2641         cur_wgt += inventory[INVEN_HEAD].weight;
2642         cur_wgt += inventory[INVEN_OUTER].weight;
2643         cur_wgt += inventory[INVEN_HANDS].weight;
2644         cur_wgt += inventory[INVEN_FEET].weight;
2645
2646         /* Subtract a percentage of maximum mana. */
2647         switch (p_ptr->pclass)
2648         {
2649                 /* For these classes, mana is halved if armour 
2650                  * is 30 pounds over their weight limit. */
2651                 case CLASS_MAGE:
2652                 case CLASS_HIGH_MAGE:
2653                 case CLASS_BLUE_MAGE:
2654                 case CLASS_MONK:
2655                 case CLASS_FORCETRAINER:
2656                 case CLASS_SORCERER:
2657                 {
2658                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2659                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2660                         break;
2661                 }
2662
2663                 /* Mana halved if armour is 40 pounds over weight limit. */
2664                 case CLASS_PRIEST:
2665                 case CLASS_BARD:
2666                 case CLASS_TOURIST:
2667                 {
2668                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2669                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2670                         break;
2671                 }
2672
2673                 case CLASS_MINDCRAFTER:
2674                 case CLASS_BEASTMASTER:
2675                 case CLASS_MIRROR_MASTER:
2676                 {
2677                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2678                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2679                         break;
2680                 }
2681
2682                 /* Mana halved if armour is 50 pounds over weight limit. */
2683                 case CLASS_ROGUE:
2684                 case CLASS_RANGER:
2685                 case CLASS_RED_MAGE:
2686                 case CLASS_WARRIOR_MAGE:
2687                 {
2688                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2689                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2690                         break;
2691                 }
2692
2693                 /* Mana halved if armour is 60 pounds over weight limit. */
2694                 case CLASS_PALADIN:
2695                 case CLASS_CHAOS_WARRIOR:
2696                 {
2697                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2698                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2699                         break;
2700                 }
2701
2702                 /* For new classes created, but not yet added to this formula. */
2703                 default:
2704                 {
2705                         break;
2706                 }
2707         }
2708
2709         /* Determine the weight allowance */
2710         max_wgt = mp_ptr->spell_weight;
2711
2712         /* Heavy armor penalizes mana by a percentage.  -LM- */
2713         if ((cur_wgt - max_wgt) > 0)
2714         {
2715                 /* Encumbered */
2716                 p_ptr->cumber_armor = TRUE;
2717
2718                 /* Subtract a percentage of maximum mana. */
2719                 switch (p_ptr->pclass)
2720                 {
2721                         /* For these classes, mana is halved if armour 
2722                          * is 30 pounds over their weight limit. */
2723                         case CLASS_MAGE:
2724                         case CLASS_HIGH_MAGE:
2725                         case CLASS_BLUE_MAGE:
2726                         {
2727                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2728                                 break;
2729                         }
2730
2731                         /* Mana halved if armour is 40 pounds over weight limit. */
2732                         case CLASS_PRIEST:
2733                         case CLASS_MINDCRAFTER:
2734                         case CLASS_BEASTMASTER:
2735                         case CLASS_BARD:
2736                         case CLASS_FORCETRAINER:
2737                         case CLASS_TOURIST:
2738                         case CLASS_MIRROR_MASTER:
2739                         {
2740                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2741                                 break;
2742                         }
2743
2744                         case CLASS_SORCERER:
2745                         {
2746                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2747                                 break;
2748                         }
2749
2750                         /* Mana halved if armour is 50 pounds over weight limit. */
2751                         case CLASS_ROGUE:
2752                         case CLASS_RANGER:
2753                         case CLASS_MONK:
2754                         case CLASS_RED_MAGE:
2755                         {
2756                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2757                                 break;
2758                         }
2759
2760                         /* Mana halved if armour is 60 pounds over weight limit. */
2761                         case CLASS_PALADIN:
2762                         case CLASS_CHAOS_WARRIOR:
2763                         case CLASS_WARRIOR_MAGE:
2764                         {
2765                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2766                                 break;
2767                         }
2768
2769                         case CLASS_SAMURAI:
2770                         {
2771                                 p_ptr->cumber_armor = FALSE;
2772                                 break;
2773                         }
2774
2775                         /* For new classes created, but not yet added to this formula. */
2776                         default:
2777                         {
2778                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2779                                 break;
2780                         }
2781                 }
2782         }
2783
2784         /* Mana can never be negative */
2785         if (msp < 0) msp = 0;
2786
2787
2788         /* Maximum mana has changed */
2789         if (p_ptr->msp != msp)
2790         {
2791                 /* Enforce maximum */
2792                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2793                 {
2794                         p_ptr->csp = msp;
2795                         p_ptr->csp_frac = 0;
2796                 }
2797
2798 #ifdef JP
2799                 /* レベルアップの時は上昇量を表示する */
2800                 if ((level_up == 1) && (msp > p_ptr->msp))
2801                 {
2802                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2803                 }
2804 #endif
2805                 /* Save new mana */
2806                 p_ptr->msp = msp;
2807
2808                 /* Display mana later */
2809                 p_ptr->redraw |= (PR_MANA);
2810
2811                 p_ptr->window |= (PW_PLAYER);
2812                 p_ptr->window |= (PW_SPELL);
2813         }
2814
2815
2816         /* Hack -- handle "xtra" mode */
2817         if (character_xtra) return;
2818
2819         /* Take note when "glove state" changes */
2820         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2821         {
2822                 if (p_ptr->cumber_glove)
2823                 {
2824                         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."));
2825                 }
2826                 else
2827                 {
2828                         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."));
2829                 }
2830
2831                 /* Save it */
2832                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2833         }
2834
2835
2836         /* Take note when "armor state" changes */
2837         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2838         {
2839                 if (p_ptr->cumber_armor)
2840                 {
2841                         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."));
2842                 }
2843                 else
2844                 {
2845                         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."));
2846                 }
2847
2848                 /* Save it */
2849                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2850         }
2851 }
2852
2853
2854
2855 /*!
2856  * @brief プレイヤーの最大HPを計算する /
2857  * Calculate the players (maximal) hit points
2858  * Adjust current hitpoints if necessary
2859  * @return なし
2860  * @details
2861  */
2862 static void calc_hitpoints(void)
2863 {
2864         int bonus, mhp;
2865         byte tmp_hitdie;
2866
2867         /* Un-inflate "half-hitpoint bonus per level" value */
2868         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2869
2870         /* Calculate hitpoints */
2871         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2872
2873         if (p_ptr->mimic_form)
2874         {
2875                 if (p_ptr->pclass == CLASS_SORCERER)
2876                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2877                 else
2878                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2879                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2880         }
2881
2882         if (p_ptr->pclass == CLASS_SORCERER)
2883         {
2884                 if (p_ptr->lev < 30)
2885                         mhp = (mhp * (45+p_ptr->lev) / 100);
2886                 else
2887                         mhp = (mhp * 75 / 100);
2888                 bonus = (bonus * 65 / 100);
2889         }
2890
2891         mhp += bonus;
2892
2893         if (p_ptr->pclass == CLASS_BERSERKER)
2894         {
2895                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2896         }
2897
2898         /* Always have at least one hitpoint per level */
2899         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2900
2901         /* Factor in the hero / superhero settings */
2902         if (IS_HERO()) mhp += 10;
2903         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2904         if (p_ptr->tsuyoshi) mhp += 50;
2905
2906         /* Factor in the hex spell settings */
2907         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2908         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2909
2910         /* New maximum hitpoints */
2911         if (p_ptr->mhp != mhp)
2912         {
2913                 /* Enforce maximum */
2914                 if (p_ptr->chp >= mhp)
2915                 {
2916                         p_ptr->chp = mhp;
2917                         p_ptr->chp_frac = 0;
2918                 }
2919
2920 #ifdef JP
2921                 /* レベルアップの時は上昇量を表示する */
2922                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2923                 {
2924                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2925                 }
2926 #endif
2927                 /* Save the new max-hitpoints */
2928                 p_ptr->mhp = mhp;
2929
2930                 /* Display hitpoints (later) */
2931                 p_ptr->redraw |= (PR_HP);
2932
2933                 p_ptr->window |= (PW_PLAYER);
2934         }
2935 }
2936
2937 /*!
2938  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2939  * @return なし
2940  * @details
2941  * SWD: Experimental modification: multiple light sources have additive effect.
2942  */
2943 static void calc_torch(void)
2944 {
2945         int i, rad;
2946         object_type *o_ptr;
2947         BIT_FLAGS flgs[TR_FLAG_SIZE];
2948
2949         /* Assume no light */
2950         p_ptr->cur_lite = 0;
2951
2952         /* Loop through all wielded items */
2953         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2954         {
2955                 o_ptr = &inventory[i];
2956                 /* Skip empty slots */
2957                 if (!o_ptr->k_idx) continue;
2958                 
2959                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2960                 
2961                 /* Need Fuels */
2962                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2963                 {
2964                         if (o_ptr->tval == TV_LITE)
2965                         {
2966                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2967                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2968                         }
2969                 }
2970
2971                 /* Extract the flags */
2972                 object_flags(o_ptr, flgs);
2973
2974                 /* calc the lite_radius */
2975                 
2976                 rad = 0;
2977                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2978                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2979                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2980                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2981                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2982                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2983                 p_ptr->cur_lite += (s16b)rad;
2984         }
2985
2986         /* max radius is 14 (was 5) without rewriting other code -- */
2987         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2988         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2989                 p_ptr->cur_lite = 1;
2990
2991         /*
2992          * check if the player doesn't have light radius, 
2993          * but does weakly glow as an intrinsic.
2994          */
2995         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2996
2997         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2998         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2999
3000         /* end experimental mods */
3001
3002         /* Notice changes in the "lite radius" */
3003         if (p_ptr->old_lite != p_ptr->cur_lite)
3004         {
3005                 /* Hack -- PU_MON_LITE for monsters' darkness */
3006                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3007
3008                 /* Remember the old lite */
3009                 p_ptr->old_lite = p_ptr->cur_lite;
3010
3011                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3012                         set_superstealth(FALSE);
3013         }
3014 }
3015
3016
3017 /*!
3018  * @brief プレイヤーの所持重量制限を計算する /
3019  * Computes current weight limit.
3020  * @return 制限重量(ポンド)
3021  */
3022 WEIGHT weight_limit(void)
3023 {
3024         WEIGHT i;
3025
3026         /* Weight limit based only on strength */
3027         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3028         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3029
3030         /* Return the result */
3031         return i;
3032 }
3033
3034 /*!
3035  * @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 /
3036  * @param i 判定する手のID(右手:0 左手:1)
3037  * @return 持っているならばTRUE
3038  */
3039 bool buki_motteruka(int i)
3040 {
3041         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3042 }
3043
3044 /*!
3045  * @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 /
3046  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3047  * @return 重すぎるならばTRUE
3048  */
3049 bool is_heavy_shoot(object_type *o_ptr)
3050 {
3051         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3052         /* It is hard to carholdry a heavy bow */
3053         return (hold < o_ptr->weight / 10);
3054 }
3055
3056 /*!
3057  * @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 /
3058  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3059  * @return 対応する矢/弾薬のベースアイテムID
3060  */
3061 int bow_tval_ammo(object_type *o_ptr)
3062 {
3063         /* Analyze the launcher */
3064         switch (o_ptr->sval)
3065         {
3066                 case SV_SLING:
3067                 {
3068                         return TV_SHOT;
3069                 }
3070
3071                 case SV_SHORT_BOW:
3072                 case SV_LONG_BOW:
3073                 case SV_NAMAKE_BOW:
3074                 {
3075                         return TV_ARROW;
3076                 }
3077
3078                 case SV_LIGHT_XBOW:
3079                 case SV_HEAVY_XBOW:
3080                 {
3081                         return TV_BOLT;
3082                 }
3083                 case SV_CRIMSON:
3084                 case SV_HARP:
3085                 {
3086                         return TV_NO_AMMO;
3087                 }
3088         }
3089         
3090         return 0;
3091 }
3092
3093 /*!
3094  * @brief 装備中の射撃武器の威力倍率を返す /
3095  * calcurate the fire rate of target object
3096  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3097  * @return 射撃倍率の値(100で1.00倍)
3098  */
3099 s16b calc_num_fire(object_type *o_ptr)
3100 {
3101         int extra_shots = 0;
3102         int i;
3103         int num = 0;
3104         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3105         object_type *q_ptr;
3106         BIT_FLAGS flgs[TR_FLAG_SIZE];
3107         
3108         /* Scan the usable inventory */
3109         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3110         {
3111                 q_ptr = &inventory[i];
3112
3113                 /* Skip non-objects */
3114                 if (!q_ptr->k_idx) continue;
3115                 
3116                 /* Do not apply current equip */
3117                 if (i == INVEN_BOW) continue;
3118
3119                 /* Extract the item flags */
3120                 object_flags(q_ptr, flgs);
3121
3122                 /* Boost shots */
3123                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3124         }
3125         
3126         object_flags(o_ptr, flgs);
3127         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3128         
3129         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3130         {
3131                 num = 100;
3132                 /* Extra shots */
3133                 num += (extra_shots * 100);
3134
3135                 /* Hack -- Rangers love Bows */
3136                 if ((p_ptr->pclass == CLASS_RANGER) && 
3137                                         (tval_ammo == TV_ARROW))
3138                 {
3139                         num += (p_ptr->lev * 4);
3140                 }
3141
3142                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3143                     (tval_ammo == TV_ARROW))
3144                 {
3145                         num += (p_ptr->lev * 3);
3146                 }
3147
3148                 if (p_ptr->pclass == CLASS_ARCHER)
3149                 {
3150                         if (tval_ammo == TV_ARROW)
3151                                 num += ((p_ptr->lev * 5)+50);
3152                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3153                                 num += (p_ptr->lev * 4);
3154                 }
3155
3156                 /*
3157                  * Addendum -- also "Reward" high level warriors,
3158                  * with _any_ missile weapon -- TY
3159                  */
3160                 if (p_ptr->pclass == CLASS_WARRIOR &&
3161                    (tval_ammo <= TV_BOLT) &&
3162                    (tval_ammo >= TV_SHOT))
3163                 {
3164                         num += (p_ptr->lev * 2);
3165                 }
3166                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3167                     (tval_ammo == TV_SHOT))
3168                 {
3169                         num += (p_ptr->lev * 4);
3170                 }
3171         }
3172         return (s16b)num;
3173 }
3174
3175 /*!
3176  * @brief プレイヤーの全ステータスを更新する / 
3177  * Calculate the players current "state", taking into account
3178  * not only race/class intrinsics, but also objects being worn
3179  * and temporary spell effects.
3180  * @return なし
3181  * @details
3182  * <pre>
3183  * See also calc_mana() and calc_hitpoints().
3184  *
3185  * Take note of the new "speed code", in particular, a very strong
3186  * player will start slowing down as soon as he reaches 150 pounds,
3187  * but not until he reaches 450 pounds will he be half as fast as
3188  * a normal kobold.  This both hurts and helps the player, hurts
3189  * because in the old days a player could just avoid 300 pounds,
3190  * and helps because now carrying 300 pounds is not very painful.
3191  *
3192  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3193  * damage, since that would affect non-combat things.  These values
3194  * are actually added in later, at the appropriate place.
3195  *
3196  * This function induces various "status" messages.
3197  * </pre>
3198  */
3199 void calc_bonuses(void)
3200 {
3201         int             i, j, hold, neutral[2];
3202         int             new_speed;
3203         int             default_hand = 0;
3204         int             empty_hands_status = empty_hands(TRUE);
3205         int             extra_blows[2];
3206         object_type     *o_ptr;
3207         BIT_FLAGS flgs[TR_FLAG_SIZE];
3208         bool            omoi = FALSE;
3209         bool            yoiyami = FALSE;
3210         bool            down_saving = FALSE;
3211 #if 0
3212         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3213 #endif
3214         bool            have_sw = FALSE, have_kabe = FALSE;
3215         bool            easy_2weapon = FALSE;
3216         bool            riding_levitation = FALSE;
3217         OBJECT_IDX this_o_idx, next_o_idx = 0;
3218         const player_race *tmp_rp_ptr;
3219
3220         /* Save the old vision stuff */
3221         bool old_telepathy = p_ptr->telepathy;
3222         bool old_esp_animal = p_ptr->esp_animal;
3223         bool old_esp_undead = p_ptr->esp_undead;
3224         bool old_esp_demon = p_ptr->esp_demon;
3225         bool old_esp_orc = p_ptr->esp_orc;
3226         bool old_esp_troll = p_ptr->esp_troll;
3227         bool old_esp_giant = p_ptr->esp_giant;
3228         bool old_esp_dragon = p_ptr->esp_dragon;
3229         bool old_esp_human = p_ptr->esp_human;
3230         bool old_esp_evil = p_ptr->esp_evil;
3231         bool old_esp_good = p_ptr->esp_good;
3232         bool old_esp_nonliving = p_ptr->esp_nonliving;
3233         bool old_esp_unique = p_ptr->esp_unique;
3234         bool old_see_inv = p_ptr->see_inv;
3235         bool old_mighty_throw = p_ptr->mighty_throw;
3236
3237         /* Save the old armor class */
3238         s16b old_dis_ac = p_ptr->dis_ac;
3239         s16b old_dis_to_a = p_ptr->dis_to_a;
3240
3241
3242         /* Clear extra blows/shots */
3243         extra_blows[0] = extra_blows[1] = 0;
3244
3245         /* Clear the stat modifiers */
3246         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3247
3248
3249         /* Clear the Displayed/Real armor class */
3250         p_ptr->dis_ac = p_ptr->ac = 0;
3251
3252         /* Clear the Displayed/Real Bonuses */
3253         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3254         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3255         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3256         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3257         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3258         p_ptr->dis_to_a = p_ptr->to_a = 0;
3259         p_ptr->to_h_m = 0;
3260         p_ptr->to_d_m = 0;
3261
3262         p_ptr->to_m_chance = 0;
3263
3264         /* Clear the Extra Dice Bonuses */
3265         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3266         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3267
3268         /* Start with "normal" speed */
3269         new_speed = 110;
3270
3271         /* Start with a single blow per turn */
3272         p_ptr->num_blow[0] = 1;
3273         p_ptr->num_blow[1] = 1;
3274
3275         /* Start with a single shot per turn */
3276         p_ptr->num_fire = 100;
3277
3278         /* Reset the "xtra" tval */
3279         p_ptr->tval_xtra = 0;
3280
3281         /* Reset the "ammo" tval */
3282         p_ptr->tval_ammo = 0;
3283
3284         /* Clear all the flags */
3285         p_ptr->cursed = 0L;
3286         p_ptr->bless_blade = FALSE;
3287         p_ptr->xtra_might = FALSE;
3288         p_ptr->impact[0] = FALSE;
3289         p_ptr->impact[1] = FALSE;
3290         p_ptr->pass_wall = FALSE;
3291         p_ptr->kill_wall = FALSE;
3292         p_ptr->dec_mana = FALSE;
3293         p_ptr->easy_spell = FALSE;
3294         p_ptr->heavy_spell = FALSE;
3295         p_ptr->see_inv = FALSE;
3296         p_ptr->free_act = FALSE;
3297         p_ptr->slow_digest = FALSE;
3298         p_ptr->regenerate = FALSE;
3299         p_ptr->can_swim = FALSE;
3300         p_ptr->levitation = FALSE;
3301         p_ptr->hold_exp = FALSE;
3302         p_ptr->telepathy = FALSE;
3303         p_ptr->esp_animal = FALSE;
3304         p_ptr->esp_undead = FALSE;
3305         p_ptr->esp_demon = FALSE;
3306         p_ptr->esp_orc = FALSE;
3307         p_ptr->esp_troll = FALSE;
3308         p_ptr->esp_giant = FALSE;
3309         p_ptr->esp_dragon = FALSE;
3310         p_ptr->esp_human = FALSE;
3311         p_ptr->esp_evil = FALSE;
3312         p_ptr->esp_good = FALSE;
3313         p_ptr->esp_nonliving = FALSE;
3314         p_ptr->esp_unique = FALSE;
3315         p_ptr->lite = FALSE;
3316         p_ptr->sustain_str = FALSE;
3317         p_ptr->sustain_int = FALSE;
3318         p_ptr->sustain_wis = FALSE;
3319         p_ptr->sustain_con = FALSE;
3320         p_ptr->sustain_dex = FALSE;
3321         p_ptr->sustain_chr = FALSE;
3322         p_ptr->resist_acid = FALSE;
3323         p_ptr->resist_elec = FALSE;
3324         p_ptr->resist_fire = FALSE;
3325         p_ptr->resist_cold = FALSE;
3326         p_ptr->resist_pois = FALSE;
3327         p_ptr->resist_conf = FALSE;
3328         p_ptr->resist_sound = FALSE;
3329         p_ptr->resist_lite = FALSE;
3330         p_ptr->resist_dark = FALSE;
3331         p_ptr->resist_chaos = FALSE;
3332         p_ptr->resist_disen = FALSE;
3333         p_ptr->resist_shard = FALSE;
3334         p_ptr->resist_nexus = FALSE;
3335         p_ptr->resist_blind = FALSE;
3336         p_ptr->resist_neth = FALSE;
3337         p_ptr->resist_time = FALSE;
3338         p_ptr->resist_fear = FALSE;
3339         p_ptr->reflect = FALSE;
3340         p_ptr->sh_fire = FALSE;
3341         p_ptr->sh_elec = FALSE;
3342         p_ptr->sh_cold = FALSE;
3343         p_ptr->anti_magic = FALSE;
3344         p_ptr->anti_tele = FALSE;
3345         p_ptr->warning = FALSE;
3346         p_ptr->mighty_throw = FALSE;
3347         p_ptr->see_nocto = FALSE;
3348
3349         p_ptr->immune_acid = FALSE;
3350         p_ptr->immune_elec = FALSE;
3351         p_ptr->immune_fire = FALSE;
3352         p_ptr->immune_cold = FALSE;
3353
3354         p_ptr->ryoute = FALSE;
3355         p_ptr->migite = FALSE;
3356         p_ptr->hidarite = FALSE;
3357         p_ptr->no_flowed = FALSE;
3358
3359         p_ptr->align = friend_align;
3360
3361         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3362         else tmp_rp_ptr = &race_info[p_ptr->prace];
3363
3364         /* Base infravision (purely racial) */
3365         p_ptr->see_infra = tmp_rp_ptr->infra;
3366
3367         /* Base skill -- disarming */
3368         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3369
3370         /* Base skill -- magic devices */
3371         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3372
3373         /* Base skill -- saving throw */
3374         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3375
3376         /* Base skill -- stealth */
3377         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3378
3379         /* Base skill -- searching ability */
3380         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3381
3382         /* Base skill -- searching frequency */
3383         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3384
3385         /* Base skill -- combat (normal) */
3386         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3387
3388         /* Base skill -- combat (shooting) */
3389         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3390
3391         /* Base skill -- combat (throwing) */
3392         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3393
3394         /* Base skill -- digging */
3395         p_ptr->skill_dig = 0;
3396
3397         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3398         if (buki_motteruka(INVEN_LARM))
3399         {
3400                 p_ptr->hidarite = TRUE;
3401                 if (!p_ptr->migite) default_hand = 1;
3402         }
3403
3404         if (CAN_TWO_HANDS_WIELDING())
3405         {
3406                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3407                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3408                 {
3409                         p_ptr->ryoute = TRUE;
3410                 }
3411                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3412                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3413                 {
3414                         p_ptr->ryoute = TRUE;
3415                 }
3416                 else
3417                 {
3418                         switch (p_ptr->pclass)
3419                         {
3420                         case CLASS_MONK:
3421                         case CLASS_FORCETRAINER:
3422                         case CLASS_BERSERKER:
3423                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3424                                 {
3425                                         p_ptr->migite = TRUE;
3426                                         p_ptr->ryoute = TRUE;
3427                                 }
3428                                 break;
3429                         }
3430                 }
3431         }
3432
3433         if (!p_ptr->migite && !p_ptr->hidarite)
3434         {
3435                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3436                 else if (empty_hands_status == EMPTY_HAND_LARM)
3437                 {
3438                         p_ptr->hidarite = TRUE;
3439                         default_hand = 1;
3440                 }
3441         }
3442
3443         if (p_ptr->special_defense & KAMAE_MASK)
3444         {
3445                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3446                 {
3447                         set_action(ACTION_NONE);
3448                 }
3449         }
3450
3451         switch (p_ptr->pclass)
3452         {
3453                 case CLASS_WARRIOR:
3454                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3455                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3456                         break;
3457                 case CLASS_PALADIN:
3458                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3459                         break;
3460                 case CLASS_CHAOS_WARRIOR:
3461                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3462                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3463                         break;
3464                 case CLASS_MINDCRAFTER:
3465                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3466                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3467                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3468                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3469                         break;
3470                 case CLASS_MONK:
3471                 case CLASS_FORCETRAINER:
3472                         /* Unencumbered Monks become faster every 10 levels */
3473                         if (!(heavy_armor()))
3474                         {
3475                                 if (!(prace_is_(RACE_KLACKON) ||
3476                                       prace_is_(RACE_SPRITE) ||
3477                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3478                                         new_speed += (p_ptr->lev) / 10;
3479
3480                                 /* Free action if unencumbered at level 25 */
3481                                 if  (p_ptr->lev > 24)
3482                                         p_ptr->free_act = TRUE;
3483                         }
3484                         break;
3485                 case CLASS_SORCERER:
3486                         p_ptr->to_a -= 50;
3487                         p_ptr->dis_to_a -= 50;
3488                         break;
3489                 case CLASS_BARD:
3490                         p_ptr->resist_sound = TRUE;
3491                         break;
3492                 case CLASS_SAMURAI:
3493                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3494                         break;
3495                 case CLASS_BERSERKER:
3496                         p_ptr->shero = 1;
3497                         p_ptr->sustain_str = TRUE;
3498                         p_ptr->sustain_dex = TRUE;
3499                         p_ptr->sustain_con = TRUE;
3500                         p_ptr->regenerate = TRUE;
3501                         p_ptr->free_act = TRUE;
3502                         new_speed += 2;
3503                         if (p_ptr->lev > 29) new_speed++;
3504                         if (p_ptr->lev > 39) new_speed++;
3505                         if (p_ptr->lev > 44) new_speed++;
3506                         if (p_ptr->lev > 49) new_speed++;
3507                         p_ptr->to_a += 10+p_ptr->lev/2;
3508                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3509                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3510                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3511                         p_ptr->redraw |= PR_STATUS;
3512                         break;
3513                 case CLASS_MIRROR_MASTER:
3514                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3515                         break;
3516                 case CLASS_NINJA:
3517                         /* Unencumbered Ninjas become faster every 10 levels */
3518                         if (heavy_armor())
3519                         {
3520                                 new_speed -= (p_ptr->lev) / 10;
3521                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3522                         }
3523                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3524                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3525                         {
3526                                 new_speed += 3;
3527                                 if (!(prace_is_(RACE_KLACKON) ||
3528                                       prace_is_(RACE_SPRITE) ||
3529                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3530                                         new_speed += (p_ptr->lev) / 10;
3531                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3532
3533                                 /* Free action if unencumbered at level 25 */
3534                                 if  (p_ptr->lev > 24)
3535                                         p_ptr->free_act = TRUE;
3536                         }
3537                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3538                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3539                         {
3540                                 p_ptr->to_a += p_ptr->lev/2+5;
3541                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3542                         }
3543                         p_ptr->slow_digest = TRUE;
3544                         p_ptr->resist_fear = TRUE;
3545                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3546                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3547                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3548                         if (p_ptr->lev > 44)
3549                         {
3550                                 p_ptr->oppose_pois = 1;
3551                                 p_ptr->redraw |= PR_STATUS;
3552                         }
3553                         p_ptr->see_nocto = TRUE;
3554                         break;
3555         }
3556
3557         /***** Races ****/
3558         if (p_ptr->mimic_form)
3559         {
3560                 switch (p_ptr->mimic_form)
3561                 {
3562                 case MIMIC_DEMON:
3563                         p_ptr->hold_exp = TRUE;
3564                         p_ptr->resist_chaos = TRUE;
3565                         p_ptr->resist_neth = TRUE;
3566                         p_ptr->resist_fire = TRUE;
3567                         p_ptr->oppose_fire = 1;
3568                         p_ptr->see_inv=TRUE;
3569                         new_speed += 3;
3570                         p_ptr->redraw |= PR_STATUS;
3571                         p_ptr->to_a += 10;
3572                         p_ptr->dis_to_a += 10;
3573                         p_ptr->align -= 200;
3574                         break;
3575                 case MIMIC_DEMON_LORD:
3576                         p_ptr->hold_exp = TRUE;
3577                         p_ptr->resist_chaos = TRUE;
3578                         p_ptr->resist_neth = TRUE;
3579                         p_ptr->immune_fire = TRUE;
3580                         p_ptr->resist_acid = TRUE;
3581                         p_ptr->resist_fire = TRUE;
3582                         p_ptr->resist_cold = TRUE;
3583                         p_ptr->resist_elec = TRUE;
3584                         p_ptr->resist_pois = TRUE;
3585                         p_ptr->resist_conf = TRUE;
3586                         p_ptr->resist_disen = TRUE;
3587                         p_ptr->resist_nexus = TRUE;
3588                         p_ptr->resist_fear = TRUE;
3589                         p_ptr->sh_fire = TRUE;
3590                         p_ptr->see_inv = TRUE;
3591                         p_ptr->telepathy = TRUE;
3592                         p_ptr->levitation = TRUE;
3593                         p_ptr->kill_wall = TRUE;
3594                         new_speed += 5;
3595                         p_ptr->to_a += 20;
3596                         p_ptr->dis_to_a += 20;
3597                         p_ptr->align -= 200;
3598                         break;
3599                 case MIMIC_VAMPIRE:
3600                         p_ptr->resist_dark = TRUE;
3601                         p_ptr->hold_exp = TRUE;
3602                         p_ptr->resist_neth = TRUE;
3603                         p_ptr->resist_cold = TRUE;
3604                         p_ptr->resist_pois = TRUE;
3605                         p_ptr->see_inv = TRUE;
3606                         new_speed += 3;
3607                         p_ptr->to_a += 10;
3608                         p_ptr->dis_to_a += 10;
3609                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3610                         break;
3611                 }
3612         }
3613         else
3614         {
3615                 switch (p_ptr->prace)
3616                 {
3617                 case RACE_ELF:
3618                         p_ptr->resist_lite = TRUE;
3619                         break;
3620                 case RACE_HOBBIT:
3621                         p_ptr->hold_exp = TRUE;
3622                         break;
3623                 case RACE_GNOME:
3624                         p_ptr->free_act = TRUE;
3625                         break;
3626                 case RACE_DWARF:
3627                         p_ptr->resist_blind = TRUE;
3628                         break;
3629                 case RACE_HALF_ORC:
3630                         p_ptr->resist_dark = TRUE;
3631                         break;
3632                 case RACE_HALF_TROLL:
3633                         p_ptr->sustain_str = TRUE;
3634
3635                         if (p_ptr->lev > 14)
3636                         {
3637                                 /* High level trolls heal fast... */
3638                                 p_ptr->regenerate = TRUE;
3639
3640                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3641                                 {
3642                                         p_ptr->slow_digest = TRUE;
3643                                         /* Let's not make Regeneration
3644                                          * a disadvantage for the poor warriors who can
3645                                          * never learn a spell that satisfies hunger (actually
3646                                          * neither can rogues, but half-trolls are not
3647                                          * supposed to play rogues) */
3648                                 }
3649                         }
3650                         break;
3651                 case RACE_AMBERITE:
3652                         p_ptr->sustain_con = TRUE;
3653                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3654                         break;
3655                 case RACE_HIGH_ELF:
3656                         p_ptr->resist_lite = TRUE;
3657                         p_ptr->see_inv = TRUE;
3658                         break;
3659                 case RACE_BARBARIAN:
3660                         p_ptr->resist_fear = TRUE;
3661                         break;
3662                 case RACE_HALF_OGRE:
3663                         p_ptr->resist_dark = TRUE;
3664                         p_ptr->sustain_str = TRUE;
3665                         break;
3666                 case RACE_HALF_GIANT:
3667                         p_ptr->sustain_str = TRUE;
3668                         p_ptr->resist_shard = TRUE;
3669                         break;
3670                 case RACE_HALF_TITAN:
3671                         p_ptr->resist_chaos = TRUE;
3672                         break;
3673                 case RACE_CYCLOPS:
3674                         p_ptr->resist_sound = TRUE;
3675                         break;
3676                 case RACE_YEEK:
3677                         p_ptr->resist_acid = TRUE;
3678                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3679                         break;
3680                 case RACE_KLACKON:
3681                         p_ptr->resist_conf = TRUE;
3682                         p_ptr->resist_acid = TRUE;
3683
3684                         /* Klackons become faster */
3685                         new_speed += (p_ptr->lev) / 10;
3686                         break;
3687                 case RACE_KOBOLD:
3688                         p_ptr->resist_pois = TRUE;
3689                         break;
3690                 case RACE_NIBELUNG:
3691                         p_ptr->resist_disen = TRUE;
3692                         p_ptr->resist_dark = TRUE;
3693                         break;
3694                 case RACE_DARK_ELF:
3695                         p_ptr->resist_dark = TRUE;
3696                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3697                         break;
3698                 case RACE_DRACONIAN:
3699                         p_ptr->levitation = TRUE;
3700                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3701                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3702                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3703                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3704                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3705                         break;
3706                 case RACE_MIND_FLAYER:
3707                         p_ptr->sustain_int = TRUE;
3708                         p_ptr->sustain_wis = TRUE;
3709                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3710                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3711                         break;
3712                 case RACE_IMP:
3713                         p_ptr->resist_fire = TRUE;
3714                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3715                         break;
3716                 case RACE_GOLEM:
3717                         p_ptr->slow_digest = TRUE;
3718                         p_ptr->free_act = TRUE;
3719                         p_ptr->see_inv = TRUE;
3720                         p_ptr->resist_pois = TRUE;
3721                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3722                         break;
3723                 case RACE_SKELETON:
3724                         p_ptr->resist_shard = TRUE;
3725                         p_ptr->hold_exp = TRUE;
3726                         p_ptr->see_inv = TRUE;
3727                         p_ptr->resist_pois = TRUE;
3728                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3729                         break;
3730                 case RACE_ZOMBIE:
3731                         p_ptr->resist_neth = TRUE;
3732                         p_ptr->hold_exp = TRUE;
3733                         p_ptr->see_inv = TRUE;
3734                         p_ptr->resist_pois = TRUE;
3735                         p_ptr->slow_digest = TRUE;
3736                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3737                         break;
3738                 case RACE_VAMPIRE:
3739                         p_ptr->resist_dark = TRUE;
3740                         p_ptr->hold_exp = TRUE;
3741                         p_ptr->resist_neth = TRUE;
3742                         p_ptr->resist_cold = TRUE;
3743                         p_ptr->resist_pois = TRUE;
3744                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3745                         break;
3746                 case RACE_SPECTRE:
3747                         p_ptr->levitation = TRUE;
3748                         p_ptr->free_act = TRUE;
3749                         p_ptr->resist_neth = TRUE;
3750                         p_ptr->hold_exp = TRUE;
3751                         p_ptr->see_inv = TRUE;
3752                         p_ptr->resist_pois = TRUE;
3753                         p_ptr->slow_digest = TRUE;
3754                         p_ptr->resist_cold = TRUE;
3755                         p_ptr->pass_wall = TRUE;
3756                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3757                         break;
3758                 case RACE_SPRITE:
3759                         p_ptr->levitation = TRUE;
3760                         p_ptr->resist_lite = TRUE;
3761
3762                         /* Sprites become faster */
3763                         new_speed += (p_ptr->lev) / 10;
3764                         break;
3765                 case RACE_BEASTMAN:
3766                         p_ptr->resist_conf  = TRUE;
3767                         p_ptr->resist_sound = TRUE;
3768                         break;
3769                 case RACE_ENT:
3770                         /* Ents dig like maniacs, but only with their hands. */
3771                         if (!inventory[INVEN_RARM].k_idx) 
3772                                 p_ptr->skill_dig += p_ptr->lev * 10;
3773                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3774                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3775                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3776                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3777
3778                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3779                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3780                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3781
3782                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3783                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3784                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3785                         break;
3786                 case RACE_ANGEL:
3787                         p_ptr->levitation = TRUE;
3788                         p_ptr->see_inv = TRUE;
3789                         p_ptr->align += 200;
3790                         break;
3791                 case RACE_DEMON:
3792                         p_ptr->resist_fire  = TRUE;
3793                         p_ptr->resist_neth  = TRUE;
3794                         p_ptr->hold_exp = TRUE;
3795                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3796                         if (p_ptr->lev > 44)
3797                         {
3798                                 p_ptr->oppose_fire = 1;
3799                                 p_ptr->redraw |= PR_STATUS;
3800                         }
3801                         p_ptr->align -= 200;
3802                         break;
3803                 case RACE_DUNADAN:
3804                         p_ptr->sustain_con = TRUE;
3805                         break;
3806                 case RACE_S_FAIRY:
3807                         p_ptr->levitation = TRUE;
3808                         break;
3809                 case RACE_KUTAR:
3810                         p_ptr->resist_conf = TRUE;
3811                         break;
3812                 case RACE_ANDROID:
3813                         p_ptr->slow_digest = TRUE;
3814                         p_ptr->free_act = TRUE;
3815                         p_ptr->resist_pois = TRUE;
3816                         p_ptr->hold_exp = TRUE;
3817                         break;
3818                 default:
3819                         /* Do nothing */
3820                         ;
3821                 }
3822         }
3823
3824         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3825         {
3826                 p_ptr->see_inv = TRUE;
3827                 p_ptr->free_act = TRUE;
3828                 p_ptr->slow_digest = TRUE;
3829                 p_ptr->regenerate = TRUE;
3830                 p_ptr->levitation = TRUE;
3831                 p_ptr->hold_exp = TRUE;
3832                 p_ptr->telepathy = TRUE;
3833                 p_ptr->lite = TRUE;
3834                 p_ptr->sustain_str = TRUE;
3835                 p_ptr->sustain_int = TRUE;
3836                 p_ptr->sustain_wis = TRUE;
3837                 p_ptr->sustain_con = TRUE;
3838                 p_ptr->sustain_dex = TRUE;
3839                 p_ptr->sustain_chr = TRUE;
3840                 p_ptr->resist_acid = TRUE;
3841                 p_ptr->resist_elec = TRUE;
3842                 p_ptr->resist_fire = TRUE;
3843                 p_ptr->resist_cold = TRUE;
3844                 p_ptr->resist_pois = TRUE;
3845                 p_ptr->resist_conf = TRUE;
3846                 p_ptr->resist_sound = TRUE;
3847                 p_ptr->resist_lite = TRUE;
3848                 p_ptr->resist_dark = TRUE;
3849                 p_ptr->resist_chaos = TRUE;
3850                 p_ptr->resist_disen = TRUE;
3851                 p_ptr->resist_shard = TRUE;
3852                 p_ptr->resist_nexus = TRUE;
3853                 p_ptr->resist_blind = TRUE;
3854                 p_ptr->resist_neth = TRUE;
3855                 p_ptr->resist_fear = TRUE;
3856                 p_ptr->reflect = TRUE;
3857                 p_ptr->sh_fire = TRUE;
3858                 p_ptr->sh_elec = TRUE;
3859                 p_ptr->sh_cold = TRUE;
3860                 p_ptr->to_a += 100;
3861                 p_ptr->dis_to_a += 100;
3862         }
3863         /* Temporary shield */
3864         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3865         {
3866                 p_ptr->to_a += 50;
3867                 p_ptr->dis_to_a += 50;
3868         }
3869
3870         if (p_ptr->tim_res_nether)
3871         {
3872                 p_ptr->resist_neth = TRUE;
3873         }
3874         if (p_ptr->tim_sh_fire)
3875         {
3876                 p_ptr->sh_fire = TRUE;
3877         }
3878         if (p_ptr->tim_res_time)
3879         {
3880                 p_ptr->resist_time = TRUE;
3881         }
3882
3883         /* Sexy Gal */
3884         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3885         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3886         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3887         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3888
3889         /* Lucky man */
3890         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3891
3892         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3893         {
3894                 p_ptr->resist_blind = TRUE;
3895                 p_ptr->resist_conf  = TRUE;
3896                 p_ptr->hold_exp = TRUE;
3897                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3898
3899                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3900                         /* Munchkin become faster */
3901                         new_speed += (p_ptr->lev) / 10 + 5;
3902         }
3903
3904         if (music_singing(MUSIC_WALL))
3905         {
3906                 p_ptr->kill_wall = TRUE;
3907         }
3908
3909         /* Hack -- apply racial/class stat maxes */
3910         /* Apply the racial modifiers */
3911         for (i = 0; i < 6; i++)
3912         {
3913                 /* Modify the stats for "race" */
3914                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3915         }
3916
3917
3918         /* I'm adding the mutations here for the lack of a better place... */
3919         if (p_ptr->muta3)
3920         {
3921                 /* Hyper Strength */
3922                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3923                 {
3924                         p_ptr->stat_add[A_STR] += 4;
3925                 }
3926
3927                 /* Puny */
3928                 if (p_ptr->muta3 & MUT3_PUNY)
3929                 {
3930                         p_ptr->stat_add[A_STR] -= 4;
3931                 }
3932
3933                 /* Living computer */
3934                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3935                 {
3936                         p_ptr->stat_add[A_INT] += 4;
3937                         p_ptr->stat_add[A_WIS] += 4;
3938                 }
3939
3940                 /* Moronic */
3941                 if (p_ptr->muta3 & MUT3_MORONIC)
3942                 {
3943                         p_ptr->stat_add[A_INT] -= 4;
3944                         p_ptr->stat_add[A_WIS] -= 4;
3945                 }
3946
3947                 if (p_ptr->muta3 & MUT3_RESILIENT)
3948                 {
3949                         p_ptr->stat_add[A_CON] += 4;
3950                 }
3951
3952                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3953                 {
3954                         p_ptr->stat_add[A_CON] += 2;
3955                         new_speed -= 2;
3956                 }
3957
3958                 if (p_ptr->muta3 & MUT3_ALBINO)
3959                 {
3960                         p_ptr->stat_add[A_CON] -= 4;
3961                 }
3962
3963                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3964                 {
3965                         p_ptr->stat_add[A_CON] -= 2;
3966                         p_ptr->stat_add[A_CHR] -= 1;
3967                         p_ptr->regenerate = FALSE;
3968                         /* Cancel innate regeneration */
3969                 }
3970
3971                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3972                 {
3973                         p_ptr->stat_add[A_CHR] -= 4;
3974                 }
3975
3976                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3977                 {
3978                         p_ptr->stat_add[A_CHR] -= 1;
3979                 }
3980
3981                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3982                 {
3983                         p_ptr->skill_fos += 15;
3984                         p_ptr->skill_srh += 15;
3985                 }
3986
3987                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3988                 {
3989                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3990                 }
3991
3992                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3993                 {
3994                         p_ptr->skill_stl -= 3;
3995                 }
3996
3997                 if (p_ptr->muta3 & MUT3_INFRAVIS)
3998                 {
3999                         p_ptr->see_infra += 3;
4000                 }
4001
4002                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4003                 {
4004                         new_speed += 3;
4005                 }
4006
4007                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4008                 {
4009                         new_speed -= 3;
4010                 }
4011
4012                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4013                 {
4014                         p_ptr->sh_elec = TRUE;
4015                 }
4016
4017                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4018                 {
4019                         p_ptr->sh_fire = TRUE;
4020                         p_ptr->lite = TRUE;
4021                 }
4022
4023                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4024                 {
4025                         p_ptr->stat_add[A_CHR] -= 2;
4026                         p_ptr->to_a += 5;
4027                         p_ptr->dis_to_a += 5;
4028                 }
4029
4030                 if (p_ptr->muta3 & MUT3_SCALES)
4031                 {
4032                         p_ptr->stat_add[A_CHR] -= 1;
4033                         p_ptr->to_a += 10;
4034                         p_ptr->dis_to_a += 10;
4035                 }
4036
4037                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4038                 {
4039                         p_ptr->stat_add[A_DEX] -= 1;
4040                         p_ptr->to_a += 25;
4041                         p_ptr->dis_to_a += 25;
4042                 }
4043
4044                 if (p_ptr->muta3 & MUT3_WINGS)
4045                 {
4046                         p_ptr->levitation = TRUE;
4047                 }
4048
4049                 if (p_ptr->muta3 & MUT3_FEARLESS)
4050                 {
4051                         p_ptr->resist_fear = TRUE;
4052                 }
4053
4054                 if (p_ptr->muta3 & MUT3_REGEN)
4055                 {
4056                         p_ptr->regenerate = TRUE;
4057                 }
4058
4059                 if (p_ptr->muta3 & MUT3_ESP)
4060                 {
4061                         p_ptr->telepathy = TRUE;
4062                 }
4063
4064                 if (p_ptr->muta3 & MUT3_LIMBER)
4065                 {
4066                         p_ptr->stat_add[A_DEX] += 3;
4067                 }
4068
4069                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4070                 {
4071                         p_ptr->stat_add[A_DEX] -= 3;
4072                 }
4073
4074                 if (p_ptr->muta3 & MUT3_MOTION)
4075                 {
4076                         p_ptr->free_act = TRUE;
4077                         p_ptr->skill_stl += 1;
4078                 }
4079
4080                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4081                 {
4082                         p_ptr->stat_add[A_CHR] = 0;
4083                 }
4084         }
4085
4086         if (p_ptr->tsuyoshi)
4087         {
4088                 p_ptr->stat_add[A_STR] += 4;
4089                 p_ptr->stat_add[A_CON] += 4;
4090         }
4091
4092         /* Scan the usable inventory */
4093         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4094         {
4095                 int bonus_to_h, bonus_to_d;
4096                 o_ptr = &inventory[i];
4097
4098                 /* Skip non-objects */
4099                 if (!o_ptr->k_idx) continue;
4100
4101                 /* Extract the item flags */
4102                 object_flags(o_ptr, flgs);
4103
4104                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4105                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4106
4107                 /* Affect stats */
4108                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4109                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4110                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4111                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4112                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4113                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4114
4115                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4116
4117                 /* Affect stealth */
4118                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4119
4120                 /* Affect searching ability (factor of five) */
4121                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4122
4123                 /* Affect searching frequency (factor of five) */
4124                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4125
4126                 /* Affect infravision */
4127                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4128
4129                 /* Affect digging (factor of 20) */
4130                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4131
4132                 /* Affect speed */
4133                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4134
4135                 /* Affect blows */
4136                 if (have_flag(flgs, TR_BLOWS))
4137                 {
4138                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4139                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4140                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4141                 }
4142
4143                 /* Hack -- cause earthquakes */
4144                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4145
4146                 /* Various flags */
4147                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4148                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4149                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4150                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4151                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4152                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4153                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4154                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4155                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4156                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4157                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4158                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4159                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4160                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4161                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4162                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4163                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4164                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4165                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4166                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4167                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4168                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4169                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4170                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4171                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4172                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4173                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4174                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4175                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4176                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4177                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4178                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4179                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4180                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4181                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4182
4183                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4184                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4185                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4186                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4187                 if (have_flag(flgs, TR_WARNING)){
4188                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4189                           p_ptr->warning = TRUE;
4190                 }
4191
4192                 if (have_flag(flgs, TR_TELEPORT))
4193                 {
4194                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4195                         else
4196                         {
4197                                 cptr insc = quark_str(o_ptr->inscription);
4198
4199                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4200                                 {
4201                                         /*
4202                                          * {.} will stop random teleportation.
4203                                          */
4204                                 }
4205                                 else
4206                                 {
4207                                         /* Controlled random teleportation */
4208                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4209                                 }
4210                         }
4211                 }
4212
4213                 /* Immunity flags */
4214                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4215                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4216                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4217                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4218
4219                 /* Resistance flags */
4220                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4221                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4222                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4223                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4224                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4225                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4226                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4227                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4228                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4229                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4230                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4231                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4232                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4233                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4234                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4235                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4236
4237                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4238                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4239                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4240                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4241                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4242                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4243
4244                 /* Sustain flags */
4245                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4246                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4247                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4248                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4249                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4250                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4251
4252                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4253                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4254                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4255                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4256                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4257                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4258                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4259
4260                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4261                 {
4262                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4263                         {
4264                                 p_ptr->to_m_chance += 10;
4265                         }
4266                         else
4267                         {
4268                                 p_ptr->to_m_chance += 3;
4269                         }
4270                 }
4271
4272                 if (o_ptr->tval == TV_CAPTURE) continue;
4273
4274                 /* Modify the base armor class */
4275                 p_ptr->ac += o_ptr->ac;
4276
4277                 /* The base armor class is always known */
4278                 p_ptr->dis_ac += o_ptr->ac;
4279
4280                 /* Apply the bonuses to armor class */
4281                 p_ptr->to_a += o_ptr->to_a;
4282
4283                 /* Apply the mental bonuses to armor class, if known */
4284                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4285
4286                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4287                 {
4288                         int slot = i - INVEN_RARM;
4289                         if (slot < 2)
4290                         {
4291                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4292                                 {
4293                                         p_ptr->to_h[slot] -= 15;
4294                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4295                                 }
4296                                 else
4297                                 {
4298                                         p_ptr->to_h[slot] -= 5;
4299                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4300                                 }
4301                         }
4302                         else
4303                         {
4304                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4305                                 {
4306                                         p_ptr->to_h_b -= 15;
4307                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4308                                 }
4309                                 else
4310                                 {
4311                                         p_ptr->to_h_b -= 5;
4312                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4313                                 }
4314                         }
4315                 }
4316
4317                 if (o_ptr->curse_flags & TRC_LOW_AC)
4318                 {
4319                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4320                         {
4321                                 p_ptr->to_a -= 30;
4322                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4323                         }
4324                         else
4325                         {
4326                                 p_ptr->to_a -= 10;
4327                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4328                         }
4329                 }
4330
4331                 /* Hack -- do not apply "weapon" bonuses */
4332                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4333                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4334
4335                 /* Hack -- do not apply "bow" bonuses */
4336                 if (i == INVEN_BOW) continue;
4337
4338                 bonus_to_h = o_ptr->to_h;
4339                 bonus_to_d = o_ptr->to_d;
4340
4341                 if (p_ptr->pclass == CLASS_NINJA)
4342                 {
4343                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4344                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4345                 }
4346
4347                 /* To Bow and Natural attack */
4348
4349                 /* Apply the bonuses to hit/damage */
4350                 p_ptr->to_h_b += (s16b)bonus_to_h;
4351                 p_ptr->to_h_m += (s16b)bonus_to_h;
4352                 p_ptr->to_d_m += (s16b)bonus_to_d;
4353
4354                 /* Apply the mental bonuses tp hit/damage, if known */
4355                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4356
4357                 /* To Melee */
4358                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4359                 {
4360                         /* Apply the bonuses to hit/damage */
4361                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4362                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4363
4364                         /* Apply the mental bonuses tp hit/damage, if known */
4365                         if (object_is_known(o_ptr))
4366                         {
4367                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4368                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4369                         }
4370                 }
4371                 else if (p_ptr->migite && p_ptr->hidarite)
4372                 {
4373                         /* Apply the bonuses to hit/damage */
4374                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4375                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4376                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4377                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : 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[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4383                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4384                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4385                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4386                         }
4387                 }
4388                 else
4389                 {
4390                         /* Apply the bonuses to hit/damage */
4391                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4392                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4393
4394                         /* Apply the mental bonuses to hit/damage, if known */
4395                         if (object_is_known(o_ptr))
4396                         {
4397                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4398                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4399                         }
4400                 }
4401         }
4402
4403         if (old_mighty_throw != p_ptr->mighty_throw)
4404         {
4405                 /* Redraw average damege display of Shuriken */
4406                 p_ptr->window |= PW_INVEN;
4407         }
4408
4409         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4410
4411         /* Monks get extra ac for armour _not worn_ */
4412         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4413         {
4414                 if (!(inventory[INVEN_BODY].k_idx))
4415                 {
4416                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4417                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4418                 }
4419                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4420                 {
4421                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4422                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4423                 }
4424                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4425                 {
4426                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4427                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4428                 }
4429                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4430                 {
4431                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4432                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4433                 }
4434                 if (!(inventory[INVEN_HANDS].k_idx))
4435                 {
4436                         p_ptr->to_a += (p_ptr->lev / 2);
4437                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4438                 }
4439                 if (!(inventory[INVEN_FEET].k_idx))
4440                 {
4441                         p_ptr->to_a += (p_ptr->lev / 3);
4442                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4443                 }
4444                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4445                 {
4446                         p_ptr->stat_add[A_STR] += 2;
4447                         p_ptr->stat_add[A_DEX] += 2;
4448                         p_ptr->stat_add[A_CON] -= 3;
4449                 }
4450                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4451                 {
4452                 }
4453                 else if (p_ptr->special_defense & KAMAE_GENBU)
4454                 {
4455                         p_ptr->stat_add[A_INT] -= 1;
4456                         p_ptr->stat_add[A_WIS] -= 1;
4457                         p_ptr->stat_add[A_DEX] -= 2;
4458                         p_ptr->stat_add[A_CON] += 3;
4459                 }
4460                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4461                 {
4462                         p_ptr->stat_add[A_STR] -= 2;
4463                         p_ptr->stat_add[A_INT] += 1;
4464                         p_ptr->stat_add[A_WIS] += 1;
4465                         p_ptr->stat_add[A_DEX] += 2;
4466                         p_ptr->stat_add[A_CON] -= 2;
4467                 }
4468         }
4469
4470         if (p_ptr->special_defense & KATA_KOUKIJIN)
4471         {
4472                 for (i = 0; i < 6; i++)
4473                         p_ptr->stat_add[i] += 5;
4474                 p_ptr->to_a -= 50;
4475                 p_ptr->dis_to_a -= 50;
4476         }
4477
4478         /* Hack -- aura of fire also provides light */
4479         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4480
4481         /* Golems also get an intrinsic AC bonus */
4482         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4483         {
4484                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4485                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4486         }
4487
4488         /* Hex bonuses */
4489         if (p_ptr->realm1 == REALM_HEX)
4490         {
4491                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4492                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4493                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4494                 if (hex_spelling(HEX_BUILDING))
4495                 {
4496                         p_ptr->stat_add[A_STR] += 4;
4497                         p_ptr->stat_add[A_DEX] += 4;
4498                         p_ptr->stat_add[A_CON] += 4;
4499                 }
4500                 if (hex_spelling(HEX_DEMON_AURA))
4501                 {
4502                         p_ptr->sh_fire = TRUE;
4503                         p_ptr->regenerate = TRUE;
4504                 }
4505                 if (hex_spelling(HEX_ICE_ARMOR))
4506                 {
4507                         p_ptr->sh_cold = TRUE; 
4508                         p_ptr->to_a += 30;
4509                         p_ptr->dis_to_a += 30;
4510                 }
4511                 if (hex_spelling(HEX_SHOCK_CLOAK))
4512                 {
4513                         p_ptr->sh_elec = TRUE;
4514                         new_speed += 3;
4515                 }
4516                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4517                 {
4518                         ARMOUR_CLASS ac = 0;
4519                         o_ptr = &inventory[i];
4520                         if (!o_ptr->k_idx) continue;
4521                         if (!object_is_armour(o_ptr)) continue;
4522                         if (!object_is_cursed(o_ptr)) continue;
4523                         ac += 5;
4524                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4525                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4526                         p_ptr->to_a += (s16b)ac;
4527                         p_ptr->dis_to_a += (s16b)ac;
4528                 }
4529         }
4530
4531         /* Calculate stats */
4532         for (i = 0; i < 6; i++)
4533         {
4534                 int top, use, ind;
4535
4536                 /* Extract the new "stat_use" value for the stat */
4537                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4538
4539                 /* Notice changes */
4540                 if (p_ptr->stat_top[i] != top)
4541                 {
4542                         /* Save the new value */
4543                         p_ptr->stat_top[i] = (s16b)top;
4544
4545                         /* Redisplay the stats later */
4546                         p_ptr->redraw |= (PR_STATS);
4547
4548                         p_ptr->window |= (PW_PLAYER);
4549                 }
4550
4551
4552                 /* Extract the new "stat_use" value for the stat */
4553                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4554
4555                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4556                 {
4557                         /* 10 to 18/90 charisma, guaranteed, based on level */
4558                         if (use < 8 + 2 * p_ptr->lev)
4559                         {
4560                                 use = 8 + 2 * p_ptr->lev;
4561                         }
4562                 }
4563
4564                 /* Notice changes */
4565                 if (p_ptr->stat_use[i] != use)
4566                 {
4567                         /* Save the new value */
4568                         p_ptr->stat_use[i] = (s16b)use;
4569
4570                         /* Redisplay the stats later */
4571                         p_ptr->redraw |= (PR_STATS);
4572
4573                         p_ptr->window |= (PW_PLAYER);
4574                 }
4575
4576
4577                 /* Values: 3, 4, ..., 17 */
4578                 if (use <= 18) ind = (use - 3);
4579
4580                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4581                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4582
4583                 /* Range: 18/220+ */
4584                 else ind = (37);
4585
4586                 /* Notice changes */
4587                 if (p_ptr->stat_ind[i] != ind)
4588                 {
4589                         /* Save the new index */
4590                         p_ptr->stat_ind[i] = (s16b)ind;
4591
4592                         /* Change in CON affects Hitpoints */
4593                         if (i == A_CON)
4594                         {
4595                                 p_ptr->update |= (PU_HP);
4596                         }
4597
4598                         /* Change in INT may affect Mana/Spells */
4599                         else if (i == A_INT)
4600                         {
4601                                 if (mp_ptr->spell_stat == A_INT)
4602                                 {
4603                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4604                                 }
4605                         }
4606
4607                         /* Change in WIS may affect Mana/Spells */
4608                         else if (i == A_WIS)
4609                         {
4610                                 if (mp_ptr->spell_stat == A_WIS)
4611                                 {
4612                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4613                                 }
4614                         }
4615
4616                         /* Change in WIS may affect Mana/Spells */
4617                         else if (i == A_CHR)
4618                         {
4619                                 if (mp_ptr->spell_stat == A_CHR)
4620                                 {
4621                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4622                                 }
4623                         }
4624
4625                         p_ptr->window |= (PW_PLAYER);
4626                 }
4627         }
4628
4629
4630         /* Apply temporary "stun" */
4631         if (p_ptr->stun > 50)
4632         {
4633                 p_ptr->to_h[0] -= 20;
4634                 p_ptr->to_h[1] -= 20;
4635                 p_ptr->to_h_b  -= 20;
4636                 p_ptr->to_h_m  -= 20;
4637                 p_ptr->dis_to_h[0] -= 20;
4638                 p_ptr->dis_to_h[1] -= 20;
4639                 p_ptr->dis_to_h_b  -= 20;
4640                 p_ptr->to_d[0] -= 20;
4641                 p_ptr->to_d[1] -= 20;
4642                 p_ptr->to_d_m -= 20;
4643                 p_ptr->dis_to_d[0] -= 20;
4644                 p_ptr->dis_to_d[1] -= 20;
4645         }
4646         else if (p_ptr->stun)
4647         {
4648                 p_ptr->to_h[0] -= 5;
4649                 p_ptr->to_h[1] -= 5;
4650                 p_ptr->to_h_b -= 5;
4651                 p_ptr->to_h_m -= 5;
4652                 p_ptr->dis_to_h[0] -= 5;
4653                 p_ptr->dis_to_h[1] -= 5;
4654                 p_ptr->dis_to_h_b -= 5;
4655                 p_ptr->to_d[0] -= 5;
4656                 p_ptr->to_d[1] -= 5;
4657                 p_ptr->to_d_m -= 5;
4658                 p_ptr->dis_to_d[0] -= 5;
4659                 p_ptr->dis_to_d[1] -= 5;
4660         }
4661
4662         /* Wraith form */
4663         if (p_ptr->wraith_form)
4664         {
4665                 p_ptr->reflect = TRUE;
4666                 p_ptr->pass_wall = TRUE;
4667         }
4668
4669         if (p_ptr->kabenuke)
4670         {
4671                 p_ptr->pass_wall = TRUE;
4672         }
4673
4674         /* Temporary blessing */
4675         if (IS_BLESSED())
4676         {
4677                 p_ptr->to_a += 5;
4678                 p_ptr->dis_to_a += 5;
4679                 p_ptr->to_h[0] += 10;
4680                 p_ptr->to_h[1] += 10;
4681                 p_ptr->to_h_b  += 10;
4682                 p_ptr->to_h_m  += 10;
4683                 p_ptr->dis_to_h[0] += 10;
4684                 p_ptr->dis_to_h[1] += 10;
4685                 p_ptr->dis_to_h_b += 10;
4686         }
4687
4688         if (p_ptr->magicdef)
4689         {
4690                 p_ptr->resist_blind = TRUE;
4691                 p_ptr->resist_conf = TRUE;
4692                 p_ptr->reflect = TRUE;
4693                 p_ptr->free_act = TRUE;
4694                 p_ptr->levitation = TRUE;
4695         }
4696
4697         /* Temporary "Hero" */
4698         if (IS_HERO())
4699         {
4700                 p_ptr->to_h[0] += 12;
4701                 p_ptr->to_h[1] += 12;
4702                 p_ptr->to_h_b  += 12;
4703                 p_ptr->to_h_m  += 12;
4704                 p_ptr->dis_to_h[0] += 12;
4705                 p_ptr->dis_to_h[1] += 12;
4706                 p_ptr->dis_to_h_b  += 12;
4707         }
4708
4709         /* Temporary "Beserk" */
4710         if (p_ptr->shero)
4711         {
4712                 p_ptr->to_h[0] += 12;
4713                 p_ptr->to_h[1] += 12;
4714                 p_ptr->to_h_b  -= 12;
4715                 p_ptr->to_h_m  += 12;
4716                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4717                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4718                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4719                 p_ptr->dis_to_h[0] += 12;
4720                 p_ptr->dis_to_h[1] += 12;
4721                 p_ptr->dis_to_h_b  -= 12;
4722                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4723                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4724                 p_ptr->to_a -= 10;
4725                 p_ptr->dis_to_a -= 10;
4726                 p_ptr->skill_stl -= 7;
4727                 p_ptr->skill_dev -= 20;
4728                 p_ptr->skill_sav -= 30;
4729                 p_ptr->skill_srh -= 15;
4730                 p_ptr->skill_fos -= 15;
4731                 p_ptr->skill_tht -= 20;
4732                 p_ptr->skill_dig += 30;
4733         }
4734
4735         /* Temporary "fast" */
4736         if (IS_FAST())
4737         {
4738                 new_speed += 10;
4739         }
4740
4741         /* Temporary "slow" */
4742         if (p_ptr->slow)
4743         {
4744                 new_speed -= 10;
4745         }
4746
4747         /* Temporary "telepathy" */
4748         if (IS_TIM_ESP())
4749         {
4750                 p_ptr->telepathy = TRUE;
4751         }
4752
4753         if (p_ptr->ele_immune)
4754         {
4755                 if (p_ptr->special_defense & DEFENSE_ACID)
4756                         p_ptr->immune_acid = TRUE;
4757                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4758                         p_ptr->immune_elec = TRUE;
4759                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4760                         p_ptr->immune_fire = TRUE;
4761                 else if (p_ptr->special_defense & DEFENSE_COLD)
4762                         p_ptr->immune_cold = TRUE;
4763         }
4764
4765         /* Temporary see invisible */
4766         if (p_ptr->tim_invis)
4767         {
4768                 p_ptr->see_inv = TRUE;
4769         }
4770
4771         /* Temporary infravision boost */
4772         if (p_ptr->tim_infra)
4773         {
4774                 p_ptr->see_infra+=3;
4775         }
4776
4777         /* Temporary regeneration boost */
4778         if (p_ptr->tim_regen)
4779         {
4780                 p_ptr->regenerate = TRUE;
4781         }
4782
4783         /* Temporary levitation */
4784         if (p_ptr->tim_levitation)
4785         {
4786                 p_ptr->levitation = TRUE;
4787         }
4788
4789         /* Temporary reflection */
4790         if (p_ptr->tim_reflect)
4791         {
4792                 p_ptr->reflect = TRUE;
4793         }
4794
4795         /* Hack -- Hero/Shero -> Res fear */
4796         if (IS_HERO() || p_ptr->shero)
4797         {
4798                 p_ptr->resist_fear = TRUE;
4799         }
4800
4801
4802         /* Hack -- Telepathy Change */
4803         if (p_ptr->telepathy != old_telepathy)
4804         {
4805                 p_ptr->update |= (PU_MONSTERS);
4806         }
4807
4808         if ((p_ptr->esp_animal != old_esp_animal) ||
4809             (p_ptr->esp_undead != old_esp_undead) ||
4810             (p_ptr->esp_demon != old_esp_demon) ||
4811             (p_ptr->esp_orc != old_esp_orc) ||
4812             (p_ptr->esp_troll != old_esp_troll) ||
4813             (p_ptr->esp_giant != old_esp_giant) ||
4814             (p_ptr->esp_dragon != old_esp_dragon) ||
4815             (p_ptr->esp_human != old_esp_human) ||
4816             (p_ptr->esp_evil != old_esp_evil) ||
4817             (p_ptr->esp_good != old_esp_good) ||
4818             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4819             (p_ptr->esp_unique != old_esp_unique))
4820         {
4821                 p_ptr->update |= (PU_MONSTERS);
4822         }
4823
4824         /* Hack -- See Invis Change */
4825         if (p_ptr->see_inv != old_see_inv)
4826         {
4827                 p_ptr->update |= (PU_MONSTERS);
4828         }
4829
4830         /* Bloating slows the player down (a little) */
4831         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4832
4833         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4834
4835         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4836             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4837         {
4838                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4839                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4840         }
4841
4842         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4843         {
4844                 int penalty1, penalty2;
4845                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4846                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4847                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4848                 {
4849                         penalty1 = penalty1 / 2 - 5;
4850                         penalty2 = penalty2 / 2 - 5;
4851                         new_speed += 7;
4852                         p_ptr->to_a += 10;
4853                         p_ptr->dis_to_a += 10;
4854                 }
4855                 if (easy_2weapon)
4856                 {
4857                         if (penalty1 > 0) penalty1 /= 2;
4858                         if (penalty2 > 0) penalty2 /= 2;
4859                 }
4860                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4861                 {
4862                         penalty1 = MAX(0, penalty1 - 10);
4863                         penalty2 = MAX(0, penalty2 - 10);
4864                 }
4865                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4866                 {
4867                         penalty1 = MIN(0, penalty1);
4868                         penalty2 = MIN(0, penalty2);
4869                         p_ptr->to_a += 10;
4870                         p_ptr->dis_to_a += 10;
4871                 }
4872                 else
4873                 {
4874                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4875                                 penalty1 /= 2;
4876                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4877                                 penalty2 /= 2;
4878                 }
4879                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4880                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4881                 p_ptr->to_h[0] -= (s16b)penalty1;
4882                 p_ptr->to_h[1] -= (s16b)penalty2;
4883                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4884                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4885         }
4886
4887         /* Extract the current weight (in tenth pounds) */
4888         j = p_ptr->total_weight;
4889
4890         if (!p_ptr->riding)
4891         {
4892                 /* Extract the "weight limit" (in tenth pounds) */
4893                 i = (int)weight_limit();
4894         }
4895         else
4896         {
4897                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4898                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4899                 int speed = riding_m_ptr->mspeed;
4900
4901                 if (riding_m_ptr->mspeed > 110)
4902                 {
4903                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4904                         if (new_speed < 110) new_speed = 110;
4905                 }
4906                 else
4907                 {
4908                         new_speed = speed;
4909                 }
4910                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4911                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4912                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4913                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4914                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4915
4916                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4917                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4918
4919                 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;
4920
4921                 /* Extract the "weight limit" */
4922                 i = 1500 + riding_r_ptr->level * 25;
4923         }
4924
4925         /* Apply "encumbrance" from weight */
4926         if (j > i) new_speed -= ((j - i) / (i / 5));
4927
4928         /* Searching slows the player down */
4929         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4930
4931         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4932         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4933         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4934         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4935         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4936         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4937         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4938         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4939         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4940         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4941         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4942         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4943         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4944
4945         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4946         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4947         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4948         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4949         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4950         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4951         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4952         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4953         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4954         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4955
4956
4957         /* Obtain the "hold" value */
4958         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4959
4960
4961         /* Examine the "current bow" */
4962         o_ptr = &inventory[INVEN_BOW];
4963
4964         /* It is hard to carholdry a heavy bow */
4965         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4966         if (p_ptr->heavy_shoot)
4967         {
4968                 /* Hard to wield a heavy bow */
4969                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4970                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4971         }
4972
4973         /* Compute "extra shots" if needed */
4974         if (o_ptr->k_idx)
4975         {
4976                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4977
4978                 /* Apply special flags */
4979                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4980                 {
4981                         /* Extra shots */
4982                         p_ptr->num_fire = calc_num_fire(o_ptr);
4983
4984                         /* Snipers love Cross bows */
4985                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4986                                 (p_ptr->tval_ammo == TV_BOLT))
4987                         {
4988                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4989                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4990                         }
4991                 }
4992         }
4993
4994         if (p_ptr->ryoute) hold *= 2;
4995
4996         for(i = 0 ; i < 2 ; i++)
4997         {
4998                 /* Examine the "main weapon" */
4999                 o_ptr = &inventory[INVEN_RARM+i];
5000
5001                 object_flags(o_ptr, flgs);
5002
5003                 /* Assume not heavy */
5004                 p_ptr->heavy_wield[i] = FALSE;
5005                 p_ptr->icky_wield[i] = FALSE;
5006                 p_ptr->riding_wield[i] = FALSE;
5007
5008                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5009                 /* It is hard to hold a heavy weapon */
5010                 if (hold < o_ptr->weight / 10)
5011                 {
5012                         /* Hard to wield a heavy weapon */
5013                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5014                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5015
5016                         /* Heavy weapon */
5017                         p_ptr->heavy_wield[i] = TRUE;
5018                 }
5019                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5020
5021                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5022                 {
5023                         p_ptr->to_a += 5;
5024                         p_ptr->dis_to_a += 5;
5025                 }
5026
5027                 /* Normal weapons */
5028                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5029                 {
5030                         int str_index, dex_index;
5031
5032                         int num = 0, wgt = 0, mul = 0, div = 0;
5033
5034                         /* Analyze the class */
5035                         switch (p_ptr->pclass)
5036                         {
5037                                 /* Warrior */
5038                                 case CLASS_WARRIOR:
5039                                         num = 6; wgt = 70; mul = 5; break;
5040
5041                                 /* Berserker */
5042                                 case CLASS_BERSERKER:
5043                                         num = 6; wgt = 70; mul = 7; break;
5044
5045                                 /* Mage */
5046                                 case CLASS_MAGE:
5047                                 case CLASS_HIGH_MAGE:
5048                                 case CLASS_BLUE_MAGE:
5049                                         num = 3; wgt = 100; mul = 2; break;
5050
5051                                 /* Priest, Mindcrafter, Magic-Eater */
5052                                 case CLASS_PRIEST:
5053                                 case CLASS_MAGIC_EATER:
5054                                 case CLASS_MINDCRAFTER:
5055                                         num = 5; wgt = 100; mul = 3; break;
5056
5057                                 /* Rogue */
5058                                 case CLASS_ROGUE:
5059                                         num = 5; wgt = 40; mul = 3; break;
5060
5061                                 /* Ranger */
5062                                 case CLASS_RANGER:
5063                                         num = 5; wgt = 70; mul = 4; break;
5064
5065                                 /* Paladin */
5066                                 case CLASS_PALADIN:
5067                                 case CLASS_SAMURAI:
5068                                         num = 5; wgt = 70; mul = 4; break;
5069
5070                                 /* Weaponsmith */
5071                                 case CLASS_SMITH:
5072                                         num = 5; wgt = 150; mul = 5; break;
5073
5074                                 /* Warrior-Mage */
5075                                 case CLASS_WARRIOR_MAGE:
5076                                 case CLASS_RED_MAGE:
5077                                         num = 5; wgt = 70; mul = 3; break;
5078
5079                                 /* Chaos Warrior */
5080                                 case CLASS_CHAOS_WARRIOR:
5081                                         num = 5; wgt = 70; mul = 4; break;
5082
5083                                 /* Monk */
5084                                 case CLASS_MONK:
5085                                         num = 5; wgt = 60; mul = 3; break;
5086
5087                                 /* Tourist */
5088                                 case CLASS_TOURIST:
5089                                         num = 4; wgt = 100; mul = 3; break;
5090
5091                                 /* Imitator */
5092                                 case CLASS_IMITATOR:
5093                                         num = 5; wgt = 70; mul = 4; break;
5094
5095                                 /* Beastmaster */
5096                                 case CLASS_BEASTMASTER:
5097                                         num = 5; wgt = 70; mul = 3; break;
5098
5099                                 /* Cavalry */
5100                                 case CLASS_CAVALRY:
5101                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5102                                         else {num = 5; wgt = 100; mul = 3;}
5103                                         break;
5104
5105                                 /* Sorcerer */
5106                                 case CLASS_SORCERER:
5107                                         num = 1; wgt = 1; mul = 1; break;
5108
5109                                 /* Archer, Bard, Sniper */
5110                                 case CLASS_ARCHER:
5111                                 case CLASS_BARD:
5112                                 case CLASS_SNIPER:
5113                                         num = 4; wgt = 70; mul = 2; break;
5114
5115                                 /* ForceTrainer */
5116                                 case CLASS_FORCETRAINER:
5117                                         num = 4; wgt = 60; mul = 2; break;
5118
5119                                 /* Mirror Master */
5120                                 case CLASS_MIRROR_MASTER:
5121                                         num = 3; wgt = 100; mul = 3; break;
5122
5123                                 /* Ninja */
5124                                 case CLASS_NINJA:
5125                                         num = 4; wgt = 20; mul = 1; break;
5126                         }
5127
5128                         /* Hex - extra mights gives +1 bonus to max blows */
5129                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5130
5131                         /* Enforce a minimum "weight" (tenth pounds) */
5132                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5133
5134                         /* Access the strength vs weight */
5135                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5136
5137                         if (p_ptr->ryoute && !omoi) str_index++;
5138                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5139
5140                         /* Maximal value */
5141                         if (str_index > 11) str_index = 11;
5142
5143                         /* Index by dexterity */
5144                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5145
5146                         /* Maximal value */
5147                         if (dex_index > 11) dex_index = 11;
5148
5149                         /* Use the blows table */
5150                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5151
5152                         /* Maximal value */
5153                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5154
5155                         /* Add in the "bonus blows" */
5156                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5157
5158
5159                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5160                         else if (p_ptr->pclass == CLASS_BERSERKER)
5161                         {
5162                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5163                         }
5164                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5165
5166                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5167
5168                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5169
5170
5171                         /* Require at least one blow */
5172                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5173
5174                         /* Boost digging skill by weapon weight */
5175                         p_ptr->skill_dig += (o_ptr->weight / 10);
5176                 }
5177
5178                 /* Assume okay */
5179                 /* Priest weapon penalty for non-blessed edged weapons */
5180                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5181                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5182                 {
5183                         /* Reduce the real bonuses */
5184                         p_ptr->to_h[i] -= 2;
5185                         p_ptr->to_d[i] -= 2;
5186
5187                         /* Reduce the mental bonuses */
5188                         p_ptr->dis_to_h[i] -= 2;
5189                         p_ptr->dis_to_d[i] -= 2;
5190
5191                         /* Icky weapon */
5192                         p_ptr->icky_wield[i] = TRUE;
5193                 }
5194                 else if (p_ptr->pclass == CLASS_BERSERKER)
5195                 {
5196                         p_ptr->to_h[i] += p_ptr->lev/5;
5197                         p_ptr->to_d[i] += p_ptr->lev/6;
5198                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5199                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5200                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5201                         {
5202                                 p_ptr->to_h[i] += p_ptr->lev/5;
5203                                 p_ptr->to_d[i] += p_ptr->lev/6;
5204                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5205                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5206                         }
5207                 }
5208                 else if (p_ptr->pclass == CLASS_SORCERER)
5209                 {
5210                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5211                         {
5212                                 /* Reduce the real bonuses */
5213                                 p_ptr->to_h[i] -= 200;
5214                                 p_ptr->to_d[i] -= 200;
5215
5216                                 /* Reduce the mental bonuses */
5217                                 p_ptr->dis_to_h[i] -= 200;
5218                                 p_ptr->dis_to_d[i] -= 200;
5219
5220                                 /* Icky weapon */
5221                                 p_ptr->icky_wield[i] = TRUE;
5222                         }
5223                         else
5224                         {
5225                                 /* Reduce the real bonuses */
5226                                 p_ptr->to_h[i] -= 30;
5227                                 p_ptr->to_d[i] -= 10;
5228
5229                                 /* Reduce the mental bonuses */
5230                                 p_ptr->dis_to_h[i] -= 30;
5231                                 p_ptr->dis_to_d[i] -= 10;
5232                         }
5233                 }
5234                 /* Hex bonuses */
5235                 if (p_ptr->realm1 == REALM_HEX)
5236                 {
5237                         if (object_is_cursed(o_ptr))
5238                         {
5239                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5240                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5241                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5242                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5243                                 if (hex_spelling(HEX_RUNESWORD))
5244                                 {
5245                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5246                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5247                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5248                                 }
5249                         }
5250                 }
5251                 if (p_ptr->riding)
5252                 {
5253                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5254                         {
5255                                 p_ptr->to_h[i] +=15;
5256                                 p_ptr->dis_to_h[i] +=15;
5257                                 p_ptr->to_dd[i] += 2;
5258                         }
5259                         else if (!(have_flag(flgs, TR_RIDING)))
5260                         {
5261                                 int penalty;
5262                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5263                                 {
5264                                         penalty = 5;
5265                                 }
5266                                 else
5267                                 {
5268                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5269                                         penalty += 30;
5270                                         if (penalty < 30) penalty = 30;
5271                                 }
5272                                 p_ptr->to_h[i] -= (s16b)penalty;
5273                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5274
5275                                 /* Riding weapon */
5276                                 p_ptr->riding_wield[i] = TRUE;
5277                         }
5278                 }
5279         }
5280
5281         if (p_ptr->riding)
5282         {
5283                 int penalty = 0;
5284
5285                 p_ptr->riding_ryoute = FALSE;
5286
5287                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5288                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5289                 {
5290                         switch (p_ptr->pclass)
5291                         {
5292                         case CLASS_MONK:
5293                         case CLASS_FORCETRAINER:
5294                         case CLASS_BERSERKER:
5295                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5296                                         p_ptr->riding_ryoute = TRUE;
5297                                 break;
5298                         }
5299                 }
5300
5301                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5302                 {
5303                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5304                 }
5305                 else
5306                 {
5307                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5308                         penalty += 30;
5309                         if (penalty < 30) penalty = 30;
5310                 }
5311                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5312                 p_ptr->to_h_b -= (s16b)penalty;
5313                 p_ptr->dis_to_h_b -= (s16b)penalty;
5314         }
5315
5316         /* Different calculation for monks with empty hands */
5317         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5318                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5319         {
5320                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5321                 p_ptr->num_blow[0] = 0;
5322
5323                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5324                 {
5325                         if (blow_base > 18) p_ptr->num_blow[0]++;
5326                         if (blow_base > 31) p_ptr->num_blow[0]++;
5327                         if (blow_base > 44) p_ptr->num_blow[0]++;
5328                         if (blow_base > 58) p_ptr->num_blow[0]++;
5329                         if (P_PTR_KI)
5330                         {
5331                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5332                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5333                         }
5334                 }
5335                 else
5336                 {
5337                         if (blow_base > 12) p_ptr->num_blow[0]++;
5338                         if (blow_base > 22) p_ptr->num_blow[0]++;
5339                         if (blow_base > 31) p_ptr->num_blow[0]++;
5340                         if (blow_base > 39) p_ptr->num_blow[0]++;
5341                         if (blow_base > 46) p_ptr->num_blow[0]++;
5342                         if (blow_base > 53) p_ptr->num_blow[0]++;
5343                         if (blow_base > 59) p_ptr->num_blow[0]++;
5344                 }
5345
5346                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5347                         p_ptr->num_blow[0] /= 2;
5348                 else
5349                 {
5350                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5351                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5352
5353                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5354                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5355                 }
5356
5357                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5358                 {
5359                         p_ptr->to_a -= 40;
5360                         p_ptr->dis_to_a -= 40;
5361                         
5362                 }
5363                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5364                 {
5365                         p_ptr->to_a -= 50;
5366                         p_ptr->dis_to_a -= 50;
5367                         p_ptr->resist_acid = TRUE;
5368                         p_ptr->resist_fire = TRUE;
5369                         p_ptr->resist_elec = TRUE;
5370                         p_ptr->resist_cold = TRUE;
5371                         p_ptr->resist_pois = TRUE;
5372                         p_ptr->sh_fire = TRUE;
5373                         p_ptr->sh_elec = TRUE;
5374                         p_ptr->sh_cold = TRUE;
5375                         p_ptr->levitation = TRUE;
5376                 }
5377                 else if (p_ptr->special_defense & KAMAE_GENBU)
5378                 {
5379                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5380                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5381                         p_ptr->reflect = TRUE;
5382                         p_ptr->num_blow[0] -= 2;
5383                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5384                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5385                 }
5386                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5387                 {
5388                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5389                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5390
5391                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5392                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5393                         p_ptr->num_blow[0] /= 2;
5394                         p_ptr->levitation = TRUE;
5395                 }
5396
5397                 p_ptr->num_blow[0] += 1+extra_blows[0];
5398         }
5399
5400         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5401
5402         monk_armour_aux = FALSE;
5403
5404         if (heavy_armor())
5405         {
5406                 monk_armour_aux = TRUE;
5407         }
5408
5409         for (i = 0; i < 2; i++)
5410         {
5411                 if (buki_motteruka(INVEN_RARM+i))
5412                 {
5413                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5414                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5415
5416                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5417                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5418                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5419                         {
5420                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5421                                 {
5422                                         p_ptr->to_h[i] -= 40;
5423                                         p_ptr->dis_to_h[i] -= 40;
5424                                         p_ptr->icky_wield[i] = TRUE;
5425                                 }
5426                         }
5427                         else if (p_ptr->pclass == CLASS_NINJA)
5428                         {
5429                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5430                                 {
5431                                         p_ptr->to_h[i] -= 40;
5432                                         p_ptr->dis_to_h[i] -= 40;
5433                                         p_ptr->icky_wield[i] = TRUE;
5434                                         p_ptr->num_blow[i] /= 2;
5435                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5436                                 }
5437                         }
5438
5439                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5440                 }
5441         }
5442
5443         /* Maximum speed is (+99). (internally it's 110 + 99) */
5444         /* Temporary lightspeed forces to be maximum speed */
5445         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5446         {
5447                 new_speed = 209;
5448         }
5449
5450         /* Minimum speed is (-99). (internally it's 110 - 99) */
5451         if (new_speed < 11) new_speed = 11;
5452
5453         /* Display the speed (if needed) */
5454         if (p_ptr->pspeed != (byte)new_speed)
5455         {
5456                 p_ptr->pspeed = (byte)new_speed;
5457                 p_ptr->redraw |= (PR_SPEED);
5458         }
5459
5460         if (yoiyami)
5461         {
5462                 if (p_ptr->to_a > (0 - p_ptr->ac))
5463                         p_ptr->to_a = 0 - p_ptr->ac;
5464                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5465                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5466         }
5467
5468         /* Redraw armor (if needed) */
5469         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5470         {
5471                 /* Redraw */
5472                 p_ptr->redraw |= (PR_ARMOR);
5473
5474                 p_ptr->window |= (PW_PLAYER);
5475         }
5476
5477
5478         if (p_ptr->ryoute && !omoi)
5479         {
5480                 int bonus_to_h=0, bonus_to_d=0;
5481                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5482                 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);
5483
5484                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5485                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5486                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5487                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5488         }
5489
5490         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;
5491
5492         /* Affect Skill -- stealth (bonus one) */
5493         p_ptr->skill_stl += 1;
5494
5495         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5496
5497         /* Affect Skill -- disarming (DEX and INT) */
5498         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5499         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5500
5501         /* Affect Skill -- magic devices (INT) */
5502         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5503
5504         /* Affect Skill -- saving throw (WIS) */
5505         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5506
5507         /* Affect Skill -- digging (STR) */
5508         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5509
5510         /* Affect Skill -- disarming (Level, by Class) */
5511         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5512
5513         /* Affect Skill -- magic devices (Level, by Class) */
5514         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5515
5516         /* Affect Skill -- saving throw (Level, by Class) */
5517         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5518
5519         /* Affect Skill -- stealth (Level, by Class) */
5520         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5521
5522         /* Affect Skill -- search ability (Level, by Class) */
5523         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5524
5525         /* Affect Skill -- search frequency (Level, by Class) */
5526         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5527
5528         /* Affect Skill -- combat (normal) (Level, by Class) */
5529         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5530
5531         /* Affect Skill -- combat (shooting) (Level, by Class) */
5532         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5533
5534         /* Affect Skill -- combat (throwing) (Level, by Class) */
5535         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5536
5537
5538         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5539         {
5540                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5541                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5542         }
5543
5544         /* Limit Skill -- stealth from 0 to 30 */
5545         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5546         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5547
5548         /* Limit Skill -- digging from 1 up */
5549         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5550
5551         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5552
5553         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5554
5555         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;
5556
5557         if (down_saving) p_ptr->skill_sav /= 2;
5558
5559         /* Hack -- Each elemental immunity includes resistance */
5560         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5561         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5562         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5563         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5564
5565         /* Determine player alignment */
5566         for (i = 0, j = 0; i < 8; i++)
5567         {
5568                 switch (p_ptr->vir_types[i])
5569                 {
5570                 case V_JUSTICE:
5571                         p_ptr->align += p_ptr->virtues[i] * 2;
5572                         break;
5573                 case V_CHANCE:
5574                         /* Do nothing */
5575                         break;
5576                 case V_NATURE:
5577                 case V_HARMONY:
5578                         neutral[j++] = i;
5579                         break;
5580                 case V_UNLIFE:
5581                         p_ptr->align -= p_ptr->virtues[i];
5582                         break;
5583                 default:
5584                         p_ptr->align += p_ptr->virtues[i];
5585                         break;
5586                 }
5587         }
5588
5589         for (i = 0; i < j; i++)
5590         {
5591                 if (p_ptr->align > 0)
5592                 {
5593                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5594                         if (p_ptr->align < 0) p_ptr->align = 0;
5595                 }
5596                 else if (p_ptr->align < 0)
5597                 {
5598                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5599                         if (p_ptr->align > 0) p_ptr->align = 0;
5600                 }
5601         }
5602
5603         /* Hack -- handle "xtra" mode */
5604         if (character_xtra) return;
5605
5606         /* Take note when "heavy bow" changes */
5607         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5608         {
5609                 if (p_ptr->heavy_shoot)
5610                 {
5611                         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."));
5612                 }
5613                 else if (inventory[INVEN_BOW].k_idx)
5614                 {
5615                         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."));
5616                 }
5617                 else
5618                 {
5619                         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."));
5620                 }
5621
5622                 /* Save it */
5623                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5624         }
5625
5626         for (i = 0 ; i < 2 ; i++)
5627         {
5628                 /* Take note when "heavy weapon" changes */
5629                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5630                 {
5631                         if (p_ptr->heavy_wield[i])
5632                         {
5633                                 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."));
5634                         }
5635                         else if (buki_motteruka(INVEN_RARM+i))
5636                         {
5637                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5638                         }
5639                         else if (p_ptr->heavy_wield[1-i])
5640                         {
5641                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5642                         }
5643                         else
5644                         {
5645                                 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."));
5646                         }
5647
5648                         /* Save it */
5649                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5650                 }
5651
5652                 /* Take note when "heavy weapon" changes */
5653                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5654                 {
5655                         if (p_ptr->riding_wield[i])
5656                         {
5657                                 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."));
5658                         }
5659                         else if (!p_ptr->riding)
5660                         {
5661                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5662                         }
5663                         else if (buki_motteruka(INVEN_RARM+i))
5664                         {
5665                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5666                         }
5667                         /* Save it */
5668                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5669                 }
5670
5671                 /* Take note when "illegal weapon" changes */
5672                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5673                 {
5674                         if (p_ptr->icky_wield[i])
5675                         {
5676                                 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."));
5677                                 if (is_loading_now)
5678                                 {
5679                                         chg_virtue(V_FAITH, -1);
5680                                 }
5681                         }
5682                         else if (buki_motteruka(INVEN_RARM+i))
5683                         {
5684                                 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."));
5685                         }
5686                         else
5687                         {
5688                                 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."));
5689                         }
5690
5691                         /* Save it */
5692                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5693                 }
5694         }
5695
5696         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5697         {
5698                 if (p_ptr->riding_ryoute)
5699                 {
5700 #ifdef JP
5701                         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" : "");
5702 #else
5703                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5704 #endif
5705                 }
5706                 else
5707                 {
5708 #ifdef JP
5709                         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" : "");
5710 #else
5711                         msg_print("You began to control riding pet with one hand.");
5712 #endif
5713                 }
5714
5715                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5716         }
5717
5718         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5719         {
5720                 if (heavy_armor())
5721                 {
5722                         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."));
5723                         if (is_loading_now)
5724                         {
5725                                 chg_virtue(V_HARMONY, -1);
5726                         }
5727                 }
5728                 else
5729                 {
5730                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5731                 }
5732                 
5733                 monk_notify_aux = monk_armour_aux;
5734         }
5735
5736         for (i = 0; i < INVEN_PACK; i++)
5737         {
5738 #if 0
5739                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5740                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5741 #endif
5742                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5743                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5744         }
5745
5746         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5747         {
5748                 /* Acquire object */
5749                 o_ptr = &o_list[this_o_idx];
5750
5751                 /* Acquire next object */
5752                 next_o_idx = o_ptr->next_o_idx;
5753
5754 #if 0
5755                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5756                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5757 #endif
5758                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5759                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5760         }
5761
5762         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5763 #if 0
5764         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5765         {
5766                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5767                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5768         }
5769
5770         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)))
5771         {
5772                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5773                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5774         }
5775 #endif
5776         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5777         {
5778                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5779                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5780         }
5781
5782         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5783         {
5784                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5785                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5786         }
5787 }
5788
5789
5790
5791 /*! 
5792  * @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"
5793  * @return なし
5794  * @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。
5795  */
5796 void notice_stuff(void)
5797 {
5798         /* Notice stuff */
5799         if (!p_ptr->notice) return;
5800
5801
5802         /* Actually do auto-destroy */
5803         if (p_ptr->notice & (PN_AUTODESTROY))
5804         {
5805                 p_ptr->notice &= ~(PN_AUTODESTROY);
5806                 autopick_delayed_alter();
5807         }
5808
5809         /* Combine the pack */
5810         if (p_ptr->notice & (PN_COMBINE))
5811         {
5812                 p_ptr->notice &= ~(PN_COMBINE);
5813                 combine_pack();
5814         }
5815
5816         /* Reorder the pack */
5817         if (p_ptr->notice & (PN_REORDER))
5818         {
5819                 p_ptr->notice &= ~(PN_REORDER);
5820                 reorder_pack();
5821         }
5822 }
5823
5824
5825 /*! 
5826  * @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"
5827  * @return なし
5828  * @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。
5829  */
5830 void update_stuff(void)
5831 {
5832         if (!p_ptr->update) return;
5833
5834
5835         if (p_ptr->update & (PU_BONUS))
5836         {
5837                 p_ptr->update &= ~(PU_BONUS);
5838                 calc_bonuses();
5839         }
5840
5841         if (p_ptr->update & (PU_TORCH))
5842         {
5843                 p_ptr->update &= ~(PU_TORCH);
5844                 calc_torch();
5845         }
5846
5847         if (p_ptr->update & (PU_HP))
5848         {
5849                 p_ptr->update &= ~(PU_HP);
5850                 calc_hitpoints();
5851         }
5852
5853         if (p_ptr->update & (PU_MANA))
5854         {
5855                 p_ptr->update &= ~(PU_MANA);
5856                 calc_mana();
5857         }
5858
5859         if (p_ptr->update & (PU_SPELLS))
5860         {
5861                 p_ptr->update &= ~(PU_SPELLS);
5862                 calc_spells();
5863         }
5864
5865
5866         /* Character is not ready yet, no screen updates */
5867         if (!character_generated) return;
5868
5869
5870         /* Character is in "icky" mode, no screen updates */
5871         if (character_icky) return;
5872
5873
5874         if (p_ptr->update & (PU_UN_LITE))
5875         {
5876                 p_ptr->update &= ~(PU_UN_LITE);
5877                 forget_lite();
5878         }
5879
5880         if (p_ptr->update & (PU_UN_VIEW))
5881         {
5882                 p_ptr->update &= ~(PU_UN_VIEW);
5883                 forget_view();
5884         }
5885
5886         if (p_ptr->update & (PU_VIEW))
5887         {
5888                 p_ptr->update &= ~(PU_VIEW);
5889                 update_view();
5890         }
5891
5892         if (p_ptr->update & (PU_LITE))
5893         {
5894                 p_ptr->update &= ~(PU_LITE);
5895                 update_lite();
5896         }
5897
5898
5899         if (p_ptr->update & (PU_FLOW))
5900         {
5901                 p_ptr->update &= ~(PU_FLOW);
5902                 update_flow();
5903         }
5904
5905         if (p_ptr->update & (PU_DISTANCE))
5906         {
5907                 p_ptr->update &= ~(PU_DISTANCE);
5908
5909                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5910                 /* p_ptr->update &= ~(PU_MONSTERS); */
5911
5912                 update_monsters(TRUE);
5913         }
5914
5915         if (p_ptr->update & (PU_MON_LITE))
5916         {
5917                 p_ptr->update &= ~(PU_MON_LITE);
5918                 update_mon_lite();
5919         }
5920
5921         /*
5922          * Mega-Hack -- Delayed visual update
5923          * Only used if update_view(), update_lite() or update_mon_lite() was called
5924          */
5925         if (p_ptr->update & (PU_DELAY_VIS))
5926         {
5927                 p_ptr->update &= ~(PU_DELAY_VIS);
5928                 delayed_visual_update();
5929         }
5930
5931         if (p_ptr->update & (PU_MONSTERS))
5932         {
5933                 p_ptr->update &= ~(PU_MONSTERS);
5934                 update_monsters(FALSE);
5935         }
5936 }
5937
5938
5939 /*! 
5940  * @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"
5941  * @return なし
5942  * @details 更新処理の対象はゲーム中の全描画処理
5943  */
5944 void redraw_stuff(void)
5945 {
5946         /* Redraw stuff */
5947         if (!p_ptr->redraw) return;
5948
5949
5950         /* Character is not ready yet, no screen updates */
5951         if (!character_generated) return;
5952
5953
5954         /* Character is in "icky" mode, no screen updates */
5955         if (character_icky) return;
5956
5957
5958
5959         /* Hack -- clear the screen */
5960         if (p_ptr->redraw & (PR_WIPE))
5961         {
5962                 p_ptr->redraw &= ~(PR_WIPE);
5963                 msg_print(NULL);
5964                 Term_clear();
5965         }
5966
5967
5968         if (p_ptr->redraw & (PR_MAP))
5969         {
5970                 p_ptr->redraw &= ~(PR_MAP);
5971                 prt_map();
5972         }
5973
5974
5975         if (p_ptr->redraw & (PR_BASIC))
5976         {
5977                 p_ptr->redraw &= ~(PR_BASIC);
5978                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5979                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5980                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5981                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5982                 prt_frame_basic();
5983                 prt_time();
5984                 prt_dungeon();
5985         }
5986
5987         if (p_ptr->redraw & (PR_EQUIPPY))
5988         {
5989                 p_ptr->redraw &= ~(PR_EQUIPPY);
5990                 print_equippy(); /* To draw / delete equippy chars */
5991         }
5992
5993         if (p_ptr->redraw & (PR_MISC))
5994         {
5995                 p_ptr->redraw &= ~(PR_MISC);
5996                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
5997 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
5998
5999         }
6000
6001         if (p_ptr->redraw & (PR_TITLE))
6002         {
6003                 p_ptr->redraw &= ~(PR_TITLE);
6004                 prt_title();
6005         }
6006
6007         if (p_ptr->redraw & (PR_LEV))
6008         {
6009                 p_ptr->redraw &= ~(PR_LEV);
6010                 prt_level();
6011         }
6012
6013         if (p_ptr->redraw & (PR_EXP))
6014         {
6015                 p_ptr->redraw &= ~(PR_EXP);
6016                 prt_exp();
6017         }
6018
6019         if (p_ptr->redraw & (PR_STATS))
6020         {
6021                 p_ptr->redraw &= ~(PR_STATS);
6022                 prt_stat(A_STR);
6023                 prt_stat(A_INT);
6024                 prt_stat(A_WIS);
6025                 prt_stat(A_DEX);
6026                 prt_stat(A_CON);
6027                 prt_stat(A_CHR);
6028         }
6029
6030         if (p_ptr->redraw & (PR_STATUS))
6031         {
6032                 p_ptr->redraw &= ~(PR_STATUS);
6033                 prt_status();
6034         }
6035
6036         if (p_ptr->redraw & (PR_ARMOR))
6037         {
6038                 p_ptr->redraw &= ~(PR_ARMOR);
6039                 prt_ac();
6040         }
6041
6042         if (p_ptr->redraw & (PR_HP))
6043         {
6044                 p_ptr->redraw &= ~(PR_HP);
6045                 prt_hp();
6046         }
6047
6048         if (p_ptr->redraw & (PR_MANA))
6049         {
6050                 p_ptr->redraw &= ~(PR_MANA);
6051                 prt_sp();
6052         }
6053
6054         if (p_ptr->redraw & (PR_GOLD))
6055         {
6056                 p_ptr->redraw &= ~(PR_GOLD);
6057                 prt_gold();
6058         }
6059
6060         if (p_ptr->redraw & (PR_DEPTH))
6061         {
6062                 p_ptr->redraw &= ~(PR_DEPTH);
6063                 prt_depth();
6064         }
6065
6066         if (p_ptr->redraw & (PR_HEALTH))
6067         {
6068                 p_ptr->redraw &= ~(PR_HEALTH);
6069                 health_redraw(FALSE);
6070         }
6071
6072         if (p_ptr->redraw & (PR_UHEALTH))
6073         {
6074                 p_ptr->redraw &= ~(PR_UHEALTH);
6075                 health_redraw(TRUE);
6076         }
6077
6078
6079         if (p_ptr->redraw & (PR_EXTRA))
6080         {
6081                 p_ptr->redraw &= ~(PR_EXTRA);
6082                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6083                 p_ptr->redraw &= ~(PR_HUNGER);
6084                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6085                 prt_frame_extra();
6086         }
6087
6088         if (p_ptr->redraw & (PR_CUT))
6089         {
6090                 p_ptr->redraw &= ~(PR_CUT);
6091                 prt_cut();
6092         }
6093
6094         if (p_ptr->redraw & (PR_STUN))
6095         {
6096                 p_ptr->redraw &= ~(PR_STUN);
6097                 prt_stun();
6098         }
6099
6100         if (p_ptr->redraw & (PR_HUNGER))
6101         {
6102                 p_ptr->redraw &= ~(PR_HUNGER);
6103                 prt_hunger();
6104         }
6105
6106         if (p_ptr->redraw & (PR_STATE))
6107         {
6108                 p_ptr->redraw &= ~(PR_STATE);
6109                 prt_state();
6110         }
6111
6112         if (p_ptr->redraw & (PR_SPEED))
6113         {
6114                 p_ptr->redraw &= ~(PR_SPEED);
6115                 prt_speed();
6116         }
6117
6118         if (p_ptr->pclass == CLASS_IMITATOR)
6119         {
6120                 if (p_ptr->redraw & (PR_IMITATION))
6121                 {
6122                         p_ptr->redraw &= ~(PR_IMITATION);
6123                         prt_imitation();
6124                 }
6125         }
6126         else if (p_ptr->redraw & (PR_STUDY))
6127         {
6128                 p_ptr->redraw &= ~(PR_STUDY);
6129                 prt_study();
6130         }
6131 }
6132
6133
6134 /*! 
6135  * @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"
6136  * @return なし
6137  * @details 更新処理の対象はサブウィンドウ全般
6138  */
6139 void window_stuff(void)
6140 {
6141         int j;
6142
6143         u32b mask = 0L;
6144
6145
6146         /* Nothing to do */
6147         if (!p_ptr->window) return;
6148
6149         /* Scan windows */
6150         for (j = 0; j < 8; j++)
6151         {
6152                 /* Save usable flags */
6153                 if (angband_term[j]) mask |= window_flag[j];
6154         }
6155
6156         /* Apply usable flags */
6157         p_ptr->window &= mask;
6158
6159         /* Nothing to do */
6160         if (!p_ptr->window) return;
6161
6162
6163         /* Display inventory */
6164         if (p_ptr->window & (PW_INVEN))
6165         {
6166                 p_ptr->window &= ~(PW_INVEN);
6167                 fix_inven();
6168         }
6169
6170         /* Display equipment */
6171         if (p_ptr->window & (PW_EQUIP))
6172         {
6173                 p_ptr->window &= ~(PW_EQUIP);
6174                 fix_equip();
6175         }
6176
6177         /* Display spell list */
6178         if (p_ptr->window & (PW_SPELL))
6179         {
6180                 p_ptr->window &= ~(PW_SPELL);
6181                 fix_spell();
6182         }
6183
6184         /* Display player */
6185         if (p_ptr->window & (PW_PLAYER))
6186         {
6187                 p_ptr->window &= ~(PW_PLAYER);
6188                 fix_player();
6189         }
6190         
6191         /* Display monster list */
6192         if (p_ptr->window & (PW_MONSTER_LIST))
6193         {
6194                 p_ptr->window &= ~(PW_MONSTER_LIST);
6195                 fix_monster_list();
6196         }
6197         
6198         /* Display overhead view */
6199         if (p_ptr->window & (PW_MESSAGE))
6200         {
6201                 p_ptr->window &= ~(PW_MESSAGE);
6202                 fix_message();
6203         }
6204
6205         /* Display overhead view */
6206         if (p_ptr->window & (PW_OVERHEAD))
6207         {
6208                 p_ptr->window &= ~(PW_OVERHEAD);
6209                 fix_overhead();
6210         }
6211
6212         /* Display overhead view */
6213         if (p_ptr->window & (PW_DUNGEON))
6214         {
6215                 p_ptr->window &= ~(PW_DUNGEON);
6216                 fix_dungeon();
6217         }
6218
6219         /* Display monster recall */
6220         if (p_ptr->window & (PW_MONSTER))
6221         {
6222                 p_ptr->window &= ~(PW_MONSTER);
6223                 fix_monster();
6224         }
6225
6226         /* Display object recall */
6227         if (p_ptr->window & (PW_OBJECT))
6228         {
6229                 p_ptr->window &= ~(PW_OBJECT);
6230                 fix_object();
6231         }
6232 }
6233
6234
6235 /*!
6236  * @brief 全更新処理をチェックして処理していく
6237  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6238  * @return なし
6239  */
6240 void handle_stuff(void)
6241 {
6242         if (p_ptr->update) update_stuff();
6243
6244         /* Redraw stuff */
6245         if (p_ptr->redraw) redraw_stuff();
6246
6247         if (p_ptr->window) window_stuff();
6248 }
6249
6250 /*!
6251  * @brief プレイヤーの現在開いている手の状態を返す
6252  * @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。
6253  * @return 開いている手のビットフラグ
6254  */
6255 s16b empty_hands(bool riding_control)
6256 {
6257         s16b status = EMPTY_HAND_NONE;
6258
6259         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6260         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6261
6262         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6263         {
6264                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6265                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6266         }
6267
6268         return status;
6269 }
6270
6271
6272 /*!
6273  * @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。
6274  * @return ペナルティが適用されるならばTRUE。
6275  */
6276 bool heavy_armor(void)
6277 {
6278         WEIGHT monk_arm_wgt = 0;
6279
6280         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6281
6282         /* Weight the armor */
6283         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6284         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6285         monk_arm_wgt += inventory[INVEN_BODY].weight;
6286         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6287         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6288         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6289         monk_arm_wgt += inventory[INVEN_FEET].weight;
6290
6291         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6292 }
6293
6294 /*!
6295  * @brief 実ゲームプレイ時間を更新する
6296  */
6297 void update_playtime(void)
6298 {
6299         /* Check if the game has started */
6300         if (start_time != 0)
6301         {
6302                 u32b tmp = (u32b)time(NULL);
6303                 playtime += (tmp - start_time);
6304                 start_time = tmp;
6305         }
6306 }