/*!
 * @file xtra1.c
 * @brief 雑多なその他の処理1 / misc code
 * @date 2014/08/17
 * @author
 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
 * This software may be copied and distributed for educational, research, and\n
 * not for profit purposes provided that this copyright and statement are\n
 * included in all such copies.\n
 * 2014 Deskull rearranged comment for Doxygen.
 */

#include "angband.h"

/*!
 * @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
 * @param val 能力値
 * @param out_val 出力先文字列ポインタ
 * @return なし
 */
void cnv_stat(int val, char *out_val)
{
	/* Above 18 */
	if (val > 18)
	{
		int bonus = (val - 18);

		if (bonus >= 220)
		{
			sprintf(out_val, "18/%3s", "***");
		}
		else if (bonus >= 100)
		{
			sprintf(out_val, "18/%03d", bonus);
		}
		else
		{
			sprintf(out_val, " 18/%02d", bonus);
		}
	}

	/* From 3 to 18 */
	else
	{
		sprintf(out_val, "    %2d", val);
	}
}

/*!
 * @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。
 * Modify a stat value by a "modifier", return new value
 * @param value 現在値
 * @param amount 加減算値
 * @return 加減算後の値
 * @details
 * <pre>
 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
 * Or even: 18/13, 18/23, 18/33, ..., 18/220
 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
 * Or even: 18/13, 18/03, 18, 17, ..., 3
 * </pre>
 */
s16b modify_stat_value(int value, int amount)
{
	int    i;

	/* Reward */
	if (amount > 0)
	{
		/* Apply each point */
		for (i = 0; i < amount; i++)
		{
			/* One point at a time */
			if (value < 18) value++;

			/* Ten "points" at a time */
			else value += 10;
		}
	}

	/* Penalty */
	else if (amount < 0)
	{
		/* Apply each point */
		for (i = 0; i < (0 - amount); i++)
		{
			/* Ten points at a time */
			if (value >= 18+10) value -= 10;

			/* Hack -- prevent weirdness */
			else if (value > 18) value = 18;

			/* One point at a time */
			else if (value > 3) value--;
		}
	}

	/* Return new value */
	return (s16b)(value);
}



/*!
 * @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 /
 * Print character info at given row, column in a 13 char field
 * @param info 表示文字列
 * @param row 描画列
 * @param col 描画行
 * @return なし
 */
static void prt_field(cptr info, int row, int col)
{
	/* Dump 13 spaces to clear */
	c_put_str(TERM_WHITE, "             ", row, col);

	/* Dump the info itself */
	c_put_str(TERM_L_BLUE, info, row, col);
}


/*!
 * @brief ゲーム時間が日中かどうかを返す /
 * Whether daytime or not
 * @return 日中ならばTRUE、夜ならばFALSE
 */
bool is_daytime(void)
{
	s32b len = TURNS_PER_TICK * TOWN_DAWN;
	if ((turn % len) < (len / 2))
		return TRUE;
	else
		return FALSE;
}

/*!
 * @brief 現在の日数、時刻を返す /
 * Extract day, hour, min
 * @param day 日数を返すための参照ポインタ
 * @param hour 時数を返すための参照ポインタ
 * @param min 分数を返すための参照ポインタ
 */
void extract_day_hour_min(int *day, int *hour, int *min)
{
	const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
	s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;

	switch (p_ptr->start_race)
	{
	case RACE_VAMPIRE:
	case RACE_SKELETON:
	case RACE_ZOMBIE:
	case RACE_SPECTRE:
		*day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
		break;
	default:
		*day = (turn + A_DAY / 4) / A_DAY + 1;
		break;
	}
	*hour = (24 * turn_in_today / A_DAY) % 24;
	*min = (1440 * turn_in_today / A_DAY) % 60;
}

/*!
 * @brief ゲーム時刻を表示する /
 * Print time
 * @return なし
 */
void prt_time(void)
{
	int day, hour, min;

	/* Dump 13 spaces to clear */
	c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);

	extract_day_hour_min(&day, &hour, &min);

	/* Dump the info itself */
	if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
	else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);

	c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
}

/*!
 * @brief 現在のマップ名を返す /
 * @return マップ名の文字列参照ポインタ
 */
cptr map_name(void)
{
	if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
	    && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
		return _("クエスト", "Quest");
	else if (p_ptr->wild_mode)
		return _("地上", "Surface");
	else if (p_ptr->inside_arena)
		return _("アリーナ", "Arena");
	else if (p_ptr->inside_battle)
		return _("闘技場", "Monster Arena");
	else if (!dun_level && p_ptr->town_num)
		return town[p_ptr->town_num].name;
	else
		return d_name+d_info[dungeon_type].name;
}

/*!
 * @brief 現在のマップ名を描画する / Print dungeon
 * @return なし
 */
static void prt_dungeon(void)
{
	cptr dungeon_name;
	int col;

	/* Dump 13 spaces to clear */
	c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);

	dungeon_name = map_name();

	col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
	if (col < 0) col = 0;

	/* Dump the info itself */
	c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
		  ROW_DUNGEON, col);
}


/*!
 * @brief プレイヤー能力値を描画する / Print character stat in given row, column
 * @param stat 描画するステータスのID
 * @return なし
 */
static void prt_stat(int stat)
{
	char tmp[32];

	/* Display "injured" stat */
	if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
	{
		put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
		cnv_stat(p_ptr->stat_use[stat], tmp);
		c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
	}

	/* Display "healthy" stat */
	else
	{
		put_str(stat_names[stat], ROW_STAT + stat, 0);
		cnv_stat(p_ptr->stat_use[stat], tmp);
		c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
	}

	/* Indicate natural maximum */
	if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
	{
#ifdef JP
		/* 日本語にかぶらないように表示位置を変更 */
		put_str("!", ROW_STAT + stat, 5);
#else
		put_str("!", ROW_STAT + stat, 3);
#endif

	}
}


/*
 * 画面下部に表示する状態表示定義ID / Data structure for status bar
 */
#define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
#define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
#define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
#define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
#define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
#define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
#define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
#define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
#define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
#define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
#define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
#define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
#define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
#define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
#define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
#define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
#define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
#define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
#define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
#define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
#define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
#define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
#define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
#define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
#define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
#define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
#define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
#define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
#define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
#define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
#define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
#define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
#define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
#define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
#define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
#define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
#define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
#define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
#define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
#define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
#define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
#define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
#define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
#define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
#define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
#define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
#define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
#define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
#define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
#define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
#define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
#define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
#define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
#define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
#define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
#define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
#define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
#define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
#define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
#define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
#define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
#define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
#define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
#define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
#define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
#define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
#define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */

static struct {
	byte attr;
	cptr sstr;
	cptr lstr;
} bar[]
#ifdef JP
= {
	{TERM_YELLOW, "つ", "つよし"},
	{TERM_VIOLET, "幻", "幻覚"},
	{TERM_L_DARK, "盲", "盲目"},
	{TERM_RED, "痺", "麻痺"},
	{TERM_VIOLET, "乱", "混乱"},
	{TERM_GREEN, "毒", "毒"},
	{TERM_BLUE, "恐", "恐怖"},
	{TERM_L_BLUE, "浮", "浮遊"},
	{TERM_SLATE, "反", "反射"},
	{TERM_SLATE, "壁", "壁抜け"},
	{TERM_L_DARK, "幽", "幽体"},
	{TERM_SLATE, "邪", "防邪"},
	{TERM_VIOLET, "変", "変わり身"},
	{TERM_YELLOW, "魔", "魔法鎧"},
	{TERM_L_UMBER, "伸", "伸び"},
	{TERM_WHITE, "石", "石肌"},
	{TERM_L_BLUE, "分", "分身"},
	{TERM_SLATE, "防", "魔法防御"},
	{TERM_YELLOW, "究", "究極"},
	{TERM_YELLOW, "無", "無敵"},
	{TERM_L_GREEN, "酸", "酸免疫"},
	{TERM_GREEN, "酸", "耐酸"},
	{TERM_L_BLUE, "電", "電免疫"},
	{TERM_BLUE, "電", "耐電"},
	{TERM_L_RED, "火", "火免疫"},
	{TERM_RED, "火", "耐火"},
	{TERM_WHITE, "冷", "冷免疫"},
	{TERM_SLATE, "冷", "耐冷"},
	{TERM_GREEN, "毒", "耐毒"},
	{TERM_L_DARK, "獄", "耐地獄"},
	{TERM_L_BLUE, "時", "耐時間"},
	{TERM_L_DARK, "鏡", "鏡オーラ"},
	{TERM_L_RED, "オ", "火オーラ"},
	{TERM_WHITE, "闘", "闘気"},
	{TERM_WHITE, "聖", "聖オーラ"},
	{TERM_VIOLET, "目", "目には目"},
	{TERM_WHITE, "祝", "祝福"},
	{TERM_WHITE, "勇", "勇"},
	{TERM_RED, "狂", "狂乱"},
	{TERM_L_RED, "火", "魔剣火"},
	{TERM_WHITE, "冷", "魔剣冷"},
	{TERM_L_BLUE, "電", "魔剣電"},
	{TERM_SLATE, "酸", "魔剣酸"},
	{TERM_L_GREEN, "毒", "魔剣毒"},
	{TERM_RED, "乱", "混乱打撃"},
	{TERM_L_BLUE, "視", "透明視"},
	{TERM_ORANGE, "テ", "テレパシ"},
	{TERM_L_BLUE, "回", "回復"},
	{TERM_L_RED, "赤", "赤外"},
	{TERM_UMBER, "隠", "隠密"},
	{TERM_YELLOW, "隠", "超隠密"},
	{TERM_WHITE, "帰", "帰還"},
	{TERM_WHITE, "現", "現実変容"},
	/* Hex */
	{TERM_WHITE, "オ", "氷オーラ"},
	{TERM_BLUE, "オ", "電オーラ"},
	{TERM_L_DARK, "オ", "影オーラ"},
	{TERM_YELLOW, "腕", "腕力強化"},
	{TERM_RED, "肉", "肉体強化"},
	{TERM_L_DARK, "殖", "反増殖"},
	{TERM_ORANGE, "テ", "反テレポ"},
	{TERM_RED, "魔", "反魔法"},
	{TERM_SLATE, "我", "我慢"},
	{TERM_SLATE, "宣", "宣告"},
	{TERM_L_DARK, "剣", "魔剣化"},
	{TERM_RED, "吸", "吸血打撃"},
	{TERM_WHITE, "回", "回復"},
	{TERM_L_DARK, "感", "邪悪感知"},
	{0, NULL, NULL}
};
#else
= {
	{TERM_YELLOW, "Ts", "Tsuyoshi"},
	{TERM_VIOLET, "Ha", "Halluc"},
	{TERM_L_DARK, "Bl", "Blind"},
	{TERM_RED, "Pa", "Paralyzed"},
	{TERM_VIOLET, "Cf", "Confused"},
	{TERM_GREEN, "Po", "Poisoned"},
	{TERM_BLUE, "Af", "Afraid"},
	{TERM_L_BLUE, "Lv", "Levit"},
	{TERM_SLATE, "Rf", "Reflect"},
	{TERM_SLATE, "Pw", "PassWall"},
	{TERM_L_DARK, "Wr", "Wraith"},
	{TERM_SLATE, "Ev", "PrtEvl"},
	{TERM_VIOLET, "Kw", "Kawarimi"},
	{TERM_YELLOW, "Md", "MgcArm"},
	{TERM_L_UMBER, "Eh", "Expand"},
	{TERM_WHITE, "Ss", "StnSkn"},
	{TERM_L_BLUE, "Ms", "MltShdw"},
	{TERM_SLATE, "Rm", "ResMag"},
	{TERM_YELLOW, "Ul", "Ultima"},
	{TERM_YELLOW, "Iv", "Invuln"},
	{TERM_L_GREEN, "IAc", "ImmAcid"},
	{TERM_GREEN, "Ac", "Acid"},
	{TERM_L_BLUE, "IEl", "ImmElec"},
	{TERM_BLUE, "El", "Elec"},
	{TERM_L_RED, "IFi", "ImmFire"},
	{TERM_RED, "Fi", "Fire"},
	{TERM_WHITE, "ICo", "ImmCold"},
	{TERM_SLATE, "Co", "Cold"},
	{TERM_GREEN, "Po", "Pois"},
	{TERM_L_DARK, "Nt", "Nthr"},
	{TERM_L_BLUE, "Ti", "Time"},
	{TERM_L_DARK, "Mr", "Mirr"},
	{TERM_L_RED, "SFi", "SFire"},
	{TERM_WHITE, "Fo", "Force"},
	{TERM_WHITE, "Ho", "Holy"},
	{TERM_VIOLET, "Ee", "EyeEye"},
	{TERM_WHITE, "Bs", "Bless"},
	{TERM_WHITE, "He", "Hero"},
	{TERM_RED, "Br", "Berserk"},
	{TERM_L_RED, "BFi", "BFire"},
	{TERM_WHITE, "BCo", "BCold"},
	{TERM_L_BLUE, "BEl", "BElec"},
	{TERM_SLATE, "BAc", "BAcid"},
	{TERM_L_GREEN, "BPo", "BPois"},
	{TERM_RED, "TCf", "TchCnf"},
	{TERM_L_BLUE, "Se", "SInv"},
	{TERM_ORANGE, "Te", "Telepa"},
	{TERM_L_BLUE, "Rg", "Regen"},
	{TERM_L_RED, "If", "Infr"},
	{TERM_UMBER, "Sl", "Stealth"},
	{TERM_YELLOW, "Stlt", "Stealth"},
	{TERM_WHITE, "Rc", "Recall"},
	{TERM_WHITE, "Al", "Alter"},
	/* Hex */
	{TERM_WHITE, "SCo", "SCold"},
	{TERM_BLUE, "SEl", "SElec"},
	{TERM_L_DARK, "SSh", "SShadow"},
	{TERM_YELLOW, "EMi", "ExMight"},
	{TERM_RED, "Bu", "BuildUp"},
	{TERM_L_DARK, "AMl", "AntiMulti"},
	{TERM_ORANGE, "AT", "AntiTele"},
	{TERM_RED, "AM", "AntiMagic"},
	{TERM_SLATE, "Pa", "Patience"},
	{TERM_SLATE, "Rv", "Revenge"},
	{TERM_L_DARK, "Rs", "RuneSword"},
	{TERM_RED, "Vm", "Vampiric"},
	{TERM_WHITE, "Cu", "Cure"},
	{TERM_L_DARK, "ET", "EvilTele"},
	{0, NULL, NULL}
};
#endif

/*!
 * @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。
 * @param FLG フラグ位置(ビット)
 * @return なし
 */
#define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))

/*!
 * @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。
 * @param FLG フラグ位置(ビット)
 * @return 1ならば0以外を返す
 */
#define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))


/*!
 * @brief 下部に状態表示を行う / Show status bar
 * @return なし
 */
static void prt_status(void)
{
	u32b bar_flags[3];
	int wid, hgt, row_statbar, max_col_statbar;
	int i, col = 0, num = 0;
	int space = 2;

	Term_get_size(&wid, &hgt);
	row_statbar = hgt + ROW_STATBAR;
	max_col_statbar = wid + MAX_COL_STATBAR;

	Term_erase(0, row_statbar, max_col_statbar);

	bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;

	/* Tsuyoshi  */
	if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);

	/* Hallucinating */
	if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);

	/* Blindness */
	if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);

	/* Paralysis */
	if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);

	/* Confusion */
	if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);

	/* Posioned */
	if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);

	/* Times see-invisible */
	if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);

	/* Timed esp */
	if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);

	/* Timed regenerate */
	if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);

	/* Timed infra-vision */
	if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);

	/* Protection from evil */
	if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);

	/* Invulnerability */
	if (IS_INVULN()) ADD_FLG(BAR_INVULN);

	/* Wraith form */
	if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);

	/* Kabenuke */
	if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);

	if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);

	/* Heroism */
	if (IS_HERO()) ADD_FLG(BAR_HEROISM);

	/* Super Heroism / berserk */
	if (p_ptr->shero) ADD_FLG(BAR_BERSERK);

	/* Blessed */
	if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);

	/* Shield */
	if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);

	if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);

	if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
	
	if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);

	/* Oppose Acid */
	if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
	if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);

	/* Oppose Lightning */
	if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
	if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);

	/* Oppose Fire */
	if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
	if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);

	/* Oppose Cold */
	if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
	if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);

	/* Oppose Poison */
	if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);

	/* Word of Recall */
	if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);

	/* Alter realiry */
	if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);

	/* Afraid */
	if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);

	/* Resist time */
	if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);

	if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);

	/* Confusing Hands */
	if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);

	if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);

	/* Ultimate-resistance */
	if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);

	/* tim levitation */
	if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);

	if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);

	if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);

	/* Mahouken */
	if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
	if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
	if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
	if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
	if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
	if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);

	if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);

	/* tim stealth */
	if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);

	if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);

	/* Holy aura */
	if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);

	/* An Eye for an Eye */
	if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);

	/* Hex spells */
	if (p_ptr->realm1 == REALM_HEX)
	{
		if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
		if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
		if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
		if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
		if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
		if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
		if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
		if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
		if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
		if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
		if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
		if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
		if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
		if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
		if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
		if (hex_spelling(HEX_CURE_LIGHT) ||
			hex_spelling(HEX_CURE_SERIOUS) ||
			hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);

		if (HEX_REVENGE_TURN(p_ptr))
		{
			if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
			if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
		}
	}

	/* Calcurate length */
	for (i = 0; bar[i].sstr; i++)
	{
		if (IS_FLG(i))
		{
			col += strlen(bar[i].lstr) + 1;
			num++;
		}
	}

	/* If there are not excess spaces for long strings, use short one */
	if (col - 1 > max_col_statbar)
	{
		space = 0;
		col = 0;

		for (i = 0; bar[i].sstr; i++)
		{
			if (IS_FLG(i))
			{
				col += strlen(bar[i].sstr);
			}
		}

		/* If there are excess spaces for short string, use more */
		if (col - 1 <= max_col_statbar - (num-1))
		{
			space = 1;
			col += num - 1;
		}
	}


	/* Centering display column */
	col = (max_col_statbar - col) / 2;

	/* Display status bar */
	for (i = 0; bar[i].sstr; i++)
	{
		if (IS_FLG(i))
		{
			cptr str;
			if (space == 2) str = bar[i].lstr;
			else str = bar[i].sstr;

			c_put_str(bar[i].attr, str, row_statbar, col);
			col += strlen(str);
			if (space > 0) col++;
			if (col > max_col_statbar) break;
		}
	}
}


/*!
 * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
 * @return なし
 */
static void prt_title(void)
{
	cptr p = "";
	char str[14];

	/* Wizard */
	if (p_ptr->wizard)
	{
#ifdef JP
		/* 英日切り替え機能 称号 */
		p = "[ウィザード]";
#else
		p = "[=-WIZARD-=]";
#endif

	}

	/* Winner */
	else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
	{
		if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
		{
#ifdef JP
			/* 英日切り替え機能 称号 */
			p = "*真・勝利者*";
#else
			p = "*TRUEWINNER*";
#endif
		}
		else
		{
#ifdef JP
			/* 英日切り替え機能 称号 */
			p = "***勝利者***";
#else
			p = "***WINNER***";
#endif
		}
	}

	/* Normal */
	else
	{
		my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
		p = str;
	}

	prt_field(p, ROW_TITLE, COL_TITLE);
}


/*!
 * @brief プレイヤーのレベルを表示する / Prints level
 * @return なし
 */
static void prt_level(void)
{
	char tmp[32];

	sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);

	if (p_ptr->lev >= p_ptr->max_plv)
	{
#ifdef JP
		put_str("レベル ", ROW_LEVEL, 0);
		c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
#else
		put_str("LEVEL ", ROW_LEVEL, 0);
		c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
#endif

	}
	else
	{
#ifdef JP
		put_str("xレベル", ROW_LEVEL, 0);
		c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
#else
		put_str("Level ", ROW_LEVEL, 0);
		c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
#endif

	}
}


/*!
 * @brief プレイヤーの経験値を表示する / Display the experience
 * @return なし
 */
static void prt_exp(void)
{
	char out_val[32];

	if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
	{
		(void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
	}
	else
	{
		if (p_ptr->lev >= PY_MAX_LEVEL)
		{
			(void)sprintf(out_val, "********");
		}
		else
		{
#ifdef JP
			(void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
#else      
			(void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
#endif
		}
	}

	if (p_ptr->exp >= p_ptr->max_exp)
	{
#ifdef JP
		if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
		else put_str("経験 ", ROW_EXP, 0);
		c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
#else
		if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
		else put_str("EXP ", ROW_EXP, 0);
		c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
#endif

	}
	else
	{
#ifdef JP
		put_str("x経験", ROW_EXP, 0);
		c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
#else
		put_str("Exp ", ROW_EXP, 0);
		c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
#endif

	}
}

/*!
 * @brief プレイヤーの所持金を表示する / Prints current gold
 * @return なし
 */
static void prt_gold(void)
{
	char tmp[32];
	put_str(_("＄ ", "AU "), ROW_GOLD, COL_GOLD);
	sprintf(tmp, "%9ld", (long)p_ptr->au);
	c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
}


/*!
 * @brief プレイヤーのACを表示する / Prints current AC
 * @return なし
 */
static void prt_ac(void)
{
	char tmp[32];

#ifdef JP
/* AC の表示方式を変更している */
	put_str(" ＡＣ(     )", ROW_AC, COL_AC);
	sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
	c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
#else
	put_str("Cur AC ", ROW_AC, COL_AC);
	sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
	c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
#endif

}


/*!
 * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
 * @return なし
 */
static void prt_hp(void)
{
/* ヒットポイントの表示方法を変更 */
	char tmp[32];
  
	byte color;
  
	/* タイトル */
/*	put_str(" ＨＰ・ＭＰ", ROW_HPMP, COL_HPMP); */

	put_str("HP", ROW_CURHP, COL_CURHP);

	/* 現在のヒットポイント */
	sprintf(tmp, "%4ld", (long int)p_ptr->chp);

	if (p_ptr->chp >= p_ptr->mhp)
	{
		color = TERM_L_GREEN;
	}
	else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
	{
		color = TERM_YELLOW;
	}
	else
	{
		color = TERM_RED;
	}

	c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);

	/* 区切り */
	put_str( "/", ROW_CURHP, COL_CURHP + 7 );

	/* 最大ヒットポイント */
	sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
	color = TERM_L_GREEN;

	c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
}


/*!
 * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
 * @return なし
 */
static void prt_sp(void)
{
/* マジックポイントの表示方法を変更している */
	char tmp[32];
	byte color;


	/* Do not show mana unless it matters */
	if (!mp_ptr->spell_book) return;

	/* タイトル */
/*	put_str(" ＭＰ / 最大", ROW_MAXSP, COL_MAXSP); */
	put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);

	/* 現在のマジックポイント */
	sprintf(tmp, "%4ld", (long int)p_ptr->csp);

	if (p_ptr->csp >= p_ptr->msp)
	{
		color = TERM_L_GREEN;
	}
	else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
	{
		color = TERM_YELLOW;
	}
	else
	{
		color = TERM_RED;
	}

	c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);

	/* 区切り */
	put_str( "/", ROW_CURSP, COL_CURSP + 7 );

	/* 最大マジックポイント */
	sprintf(tmp, "%4ld", (long int)p_ptr->msp);
	color = TERM_L_GREEN;

	c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
}


/*!
 * @brief 現在のフロアの深さを表示する / Prints depth in stat area
 * @return なし
 */
static void prt_depth(void)
{
	char depths[32];
	int wid, hgt, row_depth, col_depth;
	byte attr = TERM_WHITE;

	Term_get_size(&wid, &hgt);
	col_depth = wid + COL_DEPTH;
	row_depth = hgt + ROW_DEPTH;

	if (!dun_level)
	{
		strcpy(depths, _("地上", "Surf."));
	}
	else if (p_ptr->inside_quest && !dungeon_type)
	{
		strcpy(depths, _("地上", "Quest"));
	}
	else
	{
		if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
		else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);

		/* Get color of level based on feeling  -JSV- */
		switch (p_ptr->feeling)
		{
		case  0: attr = TERM_SLATE;   break; /* Unknown */
		case  1: attr = TERM_L_BLUE;  break; /* Special */
		case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
		case  3: attr = TERM_RED;     break; /* Very dangerous */
		case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
		case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
		case  6: attr = TERM_YELLOW;  break; /* Nervous */
		case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
		case  8: attr = TERM_L_WHITE; break; /* Don't like */
		case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
		case 10: attr = TERM_WHITE;   break; /* Boring place */
		}
	}

	/* Right-Adjust the "depth", and clear old values */
	c_prt(attr, format("%7s", depths), row_depth, col_depth);
}


/*!
 * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
 * @return なし
 */
static void prt_hunger(void)
{
	if(p_ptr->wizard && p_ptr->inside_arena) return;

	/* Fainting / Starving */
	if (p_ptr->food < PY_FOOD_FAINT)
	{
		c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
	}

	/* Weak */
	else if (p_ptr->food < PY_FOOD_WEAK)
	{
		c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
	}

	/* Hungry */
	else if (p_ptr->food < PY_FOOD_ALERT)
	{
		c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
	}

	/* Normal */
	else if (p_ptr->food < PY_FOOD_FULL)
	{
		c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
	}

	/* Full */
	else if (p_ptr->food < PY_FOOD_MAX)
	{
		c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
	}

	/* Gorged */
	else
	{
		c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
	}
}


/*!
 * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
 * @return なし
 * @details
 * Display is always exactly 10 characters wide (see below)
 * This function was a major bottleneck when resting, so a lot of
 * the text formatting code was optimized in place below.
 */
static void prt_state(void)
{
	byte attr = TERM_WHITE;

	char text[16];

	/* Repeating */
	if (command_rep)
	{
		if (command_rep > 999)
		{
			(void)sprintf(text, "%2d00", command_rep / 100);
		}
		else
		{
			(void)sprintf(text, "  %2d", command_rep);
		}
	}

	/* Action */
	else
	{
		switch(p_ptr->action)
		{
			case ACTION_SEARCH:
			{
				strcpy(text, _("探索", "Sear"));
				break;
			}
			case ACTION_REST:
			{
				int i;

				/* Start with "Rest" */
				strcpy(text, _("    ", "    "));

				/* Extensive (timed) rest */
				if (resting >= 1000)
				{
					i = resting / 100;
					text[3] = '0';
					text[2] = '0';
					text[1] = '0' + (i % 10);
					text[0] = '0' + (i / 10);
				}

				/* Long (timed) rest */
				else if (resting >= 100)
				{
					i = resting;
					text[3] = '0' + (i % 10);
					i = i / 10;
					text[2] = '0' + (i % 10);
					text[1] = '0' + (i / 10);
				}

				/* Medium (timed) rest */
				else if (resting >= 10)
				{
					i = resting;
					text[3] = '0' + (i % 10);
					text[2] = '0' + (i / 10);
				}

				/* Short (timed) rest */
				else if (resting > 0)
				{
					i = resting;
					text[3] = '0' + (i);
				}

				/* Rest until healed */
				else if (resting == COMMAND_ARG_REST_FULL_HEALING)
				{
					text[0] = text[1] = text[2] = text[3] = '*';
				}

				/* Rest until done */
				else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
				{
					text[0] = text[1] = text[2] = text[3] = '&';
				}
				break;
			}
			case ACTION_LEARN:
			{
				strcpy(text, _("学習", "lear"));
				if (new_mane) attr = TERM_L_RED;
				break;
			}
			case ACTION_FISH:
			{
				strcpy(text, _("釣り", "fish"));
				break;
			}
			case ACTION_KAMAE:
			{
				int i;
				for (i = 0; i < MAX_KAMAE; i++)
					if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
				switch (i)
				{
					case 0: attr = TERM_GREEN;break;
					case 1: attr = TERM_WHITE;break;
					case 2: attr = TERM_L_BLUE;break;
					case 3: attr = TERM_L_RED;break;
				}
				strcpy(text, kamae_shurui[i].desc);
				break;
			}
			case ACTION_KATA:
			{
				int i;
				for (i = 0; i < MAX_KATA; i++)
					if (p_ptr->special_defense & (KATA_IAI << i)) break;
				strcpy(text, kata_shurui[i].desc);
				break;
			}
			case ACTION_SING:
			{
				strcpy(text, _("歌  ", "Sing"));
				break;
			}
			case ACTION_HAYAGAKE:
			{
				strcpy(text, _("速駆", "Fast"));
				break;
			}
			case ACTION_SPELL:
			{
				strcpy(text, _("詠唱", "Spel"));
				break;
			}
			default:
			{
				strcpy(text, "    ");
				break;
			}
		}
	}

	/* Display the info (or blanks) */
	c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
}


/*!
 * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.			-CJS-
 * @return なし
 */
static void prt_speed(void)
{
	int i = p_ptr->pspeed;
	bool is_fast = IS_FAST();

	byte attr = TERM_WHITE;
	char buf[32] = "";
	int wid, hgt, row_speed, col_speed;

	Term_get_size(&wid, &hgt);
	col_speed = wid + COL_SPEED;
	row_speed = hgt + ROW_SPEED;

	/* Hack -- Visually "undo" the Search Mode Slowdown */
	if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;

	/* Fast */
	if (i > 110)
	{
		if (p_ptr->riding)
		{
			monster_type *m_ptr = &m_list[p_ptr->riding];
			if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
			else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
			else attr = TERM_GREEN;
		}
		else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
		else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
		else attr = TERM_L_GREEN;
#ifdef JP
		sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
#else
		sprintf(buf, "Fast(+%d)", (i - 110));
#endif

	}

	/* Slow */
	else if (i < 110)
	{
		if (p_ptr->riding)
		{
			monster_type *m_ptr = &m_list[p_ptr->riding];
			if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
			else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
			else attr = TERM_RED;
		}
		else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
		else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
		else attr = TERM_L_UMBER;
#ifdef JP
		sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
#else
		sprintf(buf, "Slow(-%d)", (110 - i));
#endif
	}
	else if (p_ptr->riding)
	{
		attr = TERM_GREEN;
		strcpy(buf, _("乗馬中", "Riding"));
	}

	/* Display the speed */
	c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
}


/*!
 * @brief プレイヤーの呪文学習可能状態を表示する
 * @return なし
 */
static void prt_study(void)
{
	int wid, hgt, row_study, col_study;

	Term_get_size(&wid, &hgt);
	col_study = wid + COL_STUDY;
	row_study = hgt + ROW_STUDY;

	if (p_ptr->new_spells)
	{
		put_str(_("学習", "Stud"), row_study, col_study);
	}
	else
	{
		put_str("    ", row_study, col_study);
	}
}


/*!
 * @brief プレイヤーのものまね可能状態を表示する
 * @return なし
 */
static void prt_imitation(void)
{
	int wid, hgt, row_study, col_study;

	Term_get_size(&wid, &hgt);
	col_study = wid + COL_STUDY;
	row_study = hgt + ROW_STUDY;

	if (p_ptr->pclass == CLASS_IMITATOR)
	{
		if (p_ptr->mane_num)
		{
			byte attr;
			if (new_mane) attr = TERM_L_RED;
			else attr = TERM_WHITE;
			c_put_str(attr, _("まね", "Imit"), row_study, col_study);
		}
		else
		{
			put_str("    ", row_study, col_study);
		}
	}
}

/*!
 * @brief プレイヤーの負傷状態を表示する
 * @return なし
 */
static void prt_cut(void)
{
	int c = p_ptr->cut;

	if (c > 1000)
	{
		c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
	}
	else if (c > 200)
	{
		c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
	}
	else if (c > 100)
	{
		c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
	}
	else if (c > 50)
	{
		c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
	}
	else if (c > 25)
	{
		c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
	}
	else if (c > 10)
	{
		c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
	}
	else if (c)
	{
		c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
	}
	else
	{
		put_str("            ", ROW_CUT, COL_CUT);
	}
}


/*!
 * @brief プレイヤーの朦朧状態を表示する
 * @return なし
 */
static void prt_stun(void)
{
	int s = p_ptr->stun;

	if (s > 100)
	{
		c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
	}
	else if (s > 50)
	{
		c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
	}
	else if (s)
	{
		c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
	}
	else
	{
		put_str("            ", ROW_STUN, COL_STUN);
	}
}



/*!
 * @brief モンスターの体力ゲージを表示する
 * @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。
 * @return なし
 * @details
 * <pre>
 * Redraw the "monster health bar"	-DRS-
 * Rather extensive modifications by	-BEN-
 *
 * The "monster health bar" provides visual feedback on the "health"
 * of the monster currently being "tracked".  There are several ways
 * to "track" a monster, including targetting it, attacking it, and
 * affecting it (and nobody else) with a ranged attack.
 *
 * Display the monster health bar (affectionately known as the
 * "health-o-meter").  Clear health bar if nothing is being tracked.
 * Auto-track current target monster when bored.  Note that the
 * health-bar stops tracking any monster that "disappears".
 * </pre>
 */
static void health_redraw(bool riding)
{
	s16b health_who;
	int row, col;
	monster_type *m_ptr;

	if (riding)
	{
		health_who = p_ptr->riding;
		row = ROW_RIDING_INFO;
		col = COL_RIDING_INFO;
	}
	else
	{
		health_who = p_ptr->health_who;
		row = ROW_INFO;
		col = COL_INFO;
	}

	m_ptr = &m_list[health_who];

	if (p_ptr->wizard && p_ptr->inside_battle)
	{
		row = ROW_INFO - 2;
		col = COL_INFO + 2;

		Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
		Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
		Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
		Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");

		if(m_list[1].r_idx)
		{
			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));
			Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
			Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
		}

		if(m_list[2].r_idx)
		{
			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));
			Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
			Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
		}

		if(m_list[3].r_idx)
		{
			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));
			Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
			Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
		}

		if(m_list[4].r_idx)
		{
			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));
			Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
			Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
		}
	}
	else
	{

		/* Not tracking */
		if (!health_who)
		{
			/* Erase the health bar */
			Term_erase(col, row, 12);
		}

		/* Tracking an unseen monster */
		else if (!m_ptr->ml)
		{
			/* Indicate that the monster health is "unknown" */
			Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
		}

		/* Tracking a hallucinatory monster */
		else if (p_ptr->image)
		{
			/* Indicate that the monster health is "unknown" */
			Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
		}

		/* Tracking a dead monster (???) */
		else if (m_ptr->hp < 0)
		{
			/* Indicate that the monster health is "unknown" */
			Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
		}

		/* Tracking a visible monster */
		else
		{
			/* Extract the "percent" of health */
			int pct = 100L * m_ptr->hp / m_ptr->maxhp;
			int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;

			/* Convert percent into "health" */
			int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;

			/* Default to almost dead */
			byte attr = TERM_RED;

			/* Invulnerable */
			if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;

			/* Asleep */
			else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;

			/* Afraid */
			else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;

			/* Healthy */
			else if (pct >= 100) attr = TERM_L_GREEN;

			/* Somewhat Wounded */
			else if (pct >= 60) attr = TERM_YELLOW;

			/* Wounded */
			else if (pct >= 25) attr = TERM_ORANGE;

			/* Badly wounded */
			else if (pct >= 10) attr = TERM_L_RED;

			/* Default to "unknown" */
			Term_putstr(col, row, 12, TERM_WHITE, "[----------]");

			/* Dump the current "health" (use '*' symbols) */
			Term_putstr(col + 1, row, len, attr, "**********");
		}
	}
}



/*!
 * @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)
 * @return なし
 */
static void prt_frame_basic(void)
{
	int i;

	/* Race and Class */
	if (p_ptr->mimic_form)
		prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
	else
	{
		char str[14];
		my_strcpy(str, rp_ptr->title, sizeof(str));
		prt_field(str, ROW_RACE, COL_RACE);
	}
/*	prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
/*	prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */


	/* Title */
	prt_title();

	/* Level/Experience */
	prt_level();
	prt_exp();

	/* All Stats */
	for (i = 0; i < 6; i++) prt_stat(i);

	/* Armor */
	prt_ac();

	/* Hitpoints */
	prt_hp();

	/* Spellpoints */
	prt_sp();

	/* Gold */
	prt_gold();

	/* Current depth */
	prt_depth();

	/* Special */
	health_redraw(FALSE);
	health_redraw(TRUE);
}


/*!
 * @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)
 * @return なし
 */
static void prt_frame_extra(void)
{
	/* Cut/Stun */
	prt_cut();
	prt_stun();

	/* Food */
	prt_hunger();

	/* State */
	prt_state();

	/* Speed */
	prt_speed();

	/* Study spells */
	prt_study();

	prt_imitation();

	prt_status();
}


/*!
 * @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
 * @return なし
 */
static void fix_inven(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_INVEN))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Display inventory */
		display_inven();

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @brief モンスターの現在数を一行で表現する / Print monster info in line
 * @param x 表示列
 * @param y 表示行
 * @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
 * @param n_same モンスターの数の現在数
 * @details
 * <pre>
 * nnn X LV name
 *  nnn : number or unique(U) or wanted unique(W)
 *  X   : symbol of monster
 *  LV  : monster lv if known
 *  name: name of monster
 * @return なし
 * </pre>
 */
static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
	char buf[256];
	int i;
	MONRACE_IDX r_idx = m_ptr->ap_r_idx;
	monster_race* r_ptr = &r_info[r_idx];
 
	Term_gotoxy(x, y);
	if(!r_ptr)return;
	//Number of 'U'nique
	if(r_ptr->flags1&RF1_UNIQUE){//unique
		bool is_kubi = FALSE;
		for(i=0;i<MAX_KUBI;i++){
			if(kubi_r_idx[i] == r_idx){
				is_kubi = TRUE;
				break;
			}
		}
		Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
	}else{
		sprintf(buf, "%3d", n_same);
		Term_addstr(-1, TERM_WHITE, buf);
	}
	//symbol
	Term_addstr(-1, TERM_WHITE, " ");
	//Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
	//Term_addstr(-1, TERM_WHITE, "/");
	Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
	//LV
	if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
		sprintf(buf, " %2d", (int)r_ptr->level);
	}else{
		strcpy(buf, " ??");
	}
	Term_addstr(-1, TERM_WHITE, buf);
	//name
	sprintf(buf, " %s ", r_name+r_ptr->name);
	Term_addstr(-1, TERM_WHITE, buf);
 
	//Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
}

/*!
 * @brief モンスターの出現リストを表示する / Print monster info in line
 * @param x 表示列
 * @param y 表示行
 * @param max_lines 最大何行描画するか
 */
void print_monster_list(int x, int y, int max_lines){
	int line = y;
	monster_type* last_mons = NULL;
	monster_type* m_ptr = NULL;
	int n_same = 0;
	int i;

	for(i=0;i<temp_n;i++){
		cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
		if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
		m_ptr = &m_list[c_ptr->m_idx];
		if(is_pet(m_ptr))continue;//pet
		if(!m_ptr->r_idx)continue;//dead?
		{
			/*
			MONRACE_IDX r_idx = m_ptr->ap_r_idx;
			monster_race* r_ptr = &r_info[r_idx];
			cptr name = (r_name + r_ptr->name);
			cptr ename = (r_name + r_ptr->name);
			//ミミック類や「それ」等は、一覧に出てはいけない
			if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
			if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
			//『ヌル』は、一覧に出てはいけない
			if((strcmp(name, "生ける虚無『ヌル』")==0)||
			   (strcmp(ename, "Null the Living Void")==0))continue;
			//"金無垢の指輪"は、一覧に出てはいけない
			if((strcmp(name, "金無垢の指輪")==0)||
				(strcmp(ename, "Plain Gold Ring")==0))continue;
			*/
		}

		//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．
		if(!last_mons){//先頭モンスター
			last_mons = m_ptr;
			n_same = 1;
			continue;
		}
		//same race?
		if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
			n_same++;
			continue;//表示処理を次に回す
		}
		//print last mons info
		print_monster_line(x, line++, last_mons, n_same);
		n_same = 1;
		last_mons = m_ptr;
		if(line-y-1==max_lines){//残り1行
			break;
		}
	}
	if(line-y-1==max_lines && i!=temp_n){
		Term_gotoxy(x, line);
		Term_addstr(-1, TERM_WHITE, "-- and more --");
	}else{
		if(last_mons)print_monster_line(x, line++, last_mons, n_same);
	}
}

/*!
 * @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
 * @return なし
 */
static void fix_monster_list(void)
{
	int j;
	int w, h;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;

		/* Activate */
		Term_activate(angband_term[j]);
		Term_get_size(&w, &h);

		Term_clear();

		target_set_prepare_look();//モンスター一覧を生成，ソート
		print_monster_list(0, 0, h);

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}



/*!
 * @brief 現在の装備品をサブウィンドウに表示する / 
 * Hack -- display equipment in sub-windows
 * @return なし
 */
static void fix_equip(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_EQUIP))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Display equipment */
		display_equip();

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @brief 現在の習得済魔法をサブウィンドウに表示する / 
 * Hack -- display spells in sub-windows
 * @return なし
 */
static void fix_spell(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_SPELL))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Display spell list */
		display_spell_list();

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @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 / 
 * Hack -- display character in sub-windows
 * @return なし
 */
static void fix_player(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_PLAYER))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		update_playtime();

		/* Display player */
		display_player(0);

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}

/*!
 * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
 * Hack -- display recent messages in sub-windows
 * XXX XXX XXX Adjust for width and split messages
 * @return なし
 */
static void fix_message(void)
{
	int j, i;
	int w, h;
	int x, y;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_MESSAGE))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Get size */
		Term_get_size(&w, &h);

		/* Dump messages */
		for (i = 0; i < h; i++)
		{
			/* Dump the message on the appropriate line */
			Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));

			/* Cursor */
			Term_locate(&x, &y);

			/* Clear to end of line */
			Term_erase(x, y, 255);
		}

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @brief 簡易マップをサブウィンドウに表示する / 
 * Hack -- display overhead view in sub-windows
 * XXX XXX XXX Adjust for width and split messages
 * @return なし
 * @details
 * Note that the "player" symbol does NOT appear on the map.
 */
static void fix_overhead(void)
{
	int j;

	int cy, cx;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;
		int wid, hgt;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_OVERHEAD))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Full map in too small window is useless  */
		Term_get_size(&wid, &hgt);
		if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
		{
			/* Redraw map */
			display_map(&cy, &cx);

			/* Fresh */
			Term_fresh();
		}

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @brief ダンジョンの地形をサブウィンドウに表示する / 
 * Hack -- display dungeon view in sub-windows
 * @return なし
 */
static void fix_dungeon(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_DUNGEON))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Redraw dungeon view */
		display_dungeon();

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @brief モンスターの思い出をサブウィンドウに表示する / 
 * Hack -- display dungeon view in sub-windows
 * @return なし
 */
static void fix_monster(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_MONSTER))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Display monster race info */
		if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}


/*!
 * @brief ベースアイテム情報をサブウィンドウに表示する / 
 * Hack -- display object recall in sub-windows
 * @return なし
 */
static void fix_object(void)
{
	int j;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		term *old = Term;

		/* No window */
		if (!angband_term[j]) continue;

		/* No relevant flags */
		if (!(window_flag[j] & (PW_OBJECT))) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Display monster race info */
		if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);

		/* Fresh */
		Term_fresh();

		/* Restore */
		Term_activate(old);
	}
}



/*!
 * @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。 /
 * Calculate number of spells player should have, and forget,
 * or remember, spells until that number is properly reflected.
 * @return なし
 * @details
 * Note that this function induces various "status" messages,
 * which must be bypasses until the character is created.
 */
static void calc_spells(void)
{
	int			i, j, k, levels;
	int			num_allowed;
	int         num_boukyaku = 0;

	const magic_type	*s_ptr;
	REALM_IDX which;
	int bonus = 0;


	cptr p;

	/* Hack -- must be literate */
	if (!mp_ptr->spell_book) return;

	/* Hack -- wait for creation */
	if (!character_generated) return;

	/* Hack -- handle "xtra" mode */
	if (character_xtra) return;

	if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
	{
		p_ptr->new_spells = 0;
		return;
	}

	p = spell_category_name(mp_ptr->spell_book);

	/* Determine the number of spells allowed */
	levels = p_ptr->lev - mp_ptr->spell_first + 1;

	/* Hack -- no negative spells */
	if (levels < 0) levels = 0;

	/* Extract total allowed spells */
	num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);

	if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
	{
		bonus = 4;
	}
	if (p_ptr->pclass == CLASS_SAMURAI)
	{
		num_allowed = 32;
	}
	else if (p_ptr->realm2 == REALM_NONE)
	{
		num_allowed = (num_allowed+1)/2;
		if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
	}
	else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
	{
		if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
	}
	else
	{
		if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
	}

	/* Count the number of spells we know */
	for (j = 0; j < 64; j++)
	{
		/* Count known spells */
		if ((j < 32) ?
		    (p_ptr->spell_forgotten1 & (1L << j)) :
		    (p_ptr->spell_forgotten2 & (1L << (j - 32))))
		{
			num_boukyaku++;
		}
	}

	/* See how many spells we must forget or may learn */
	p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;

	/* Forget spells which are too hard */
	for (i = 63; i >= 0; i--)
	{
		/* Efficiency -- all done */
		if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;

		/* Access the spell */
		j = p_ptr->spell_order[i];

		/* Skip non-spells */
		if (j >= 99) continue;


		/* Get the spell */
		if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
		{
			if (j < 32)
				s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
			else
				s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
		}
		else if (j < 32)
			s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
		else
			s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];

		/* Skip spells we are allowed to know */
		if (s_ptr->slevel <= p_ptr->lev) continue;

		/* Is it known? */
		if ((j < 32) ?
		    (p_ptr->spell_learned1 & (1L << j)) :
		    (p_ptr->spell_learned2 & (1L << (j - 32))))
		{
			/* Mark as forgotten */
			if (j < 32)
			{
				p_ptr->spell_forgotten1 |= (1L << j);
				which = p_ptr->realm1;
			}
			else
			{
				p_ptr->spell_forgotten2 |= (1L << (j - 32));
				which = p_ptr->realm2;
			}

			/* No longer known */
			if (j < 32)
			{
				p_ptr->spell_learned1 &= ~(1L << j);
				which = p_ptr->realm1;
			}
			else
			{
				p_ptr->spell_learned2 &= ~(1L << (j - 32));
				which = p_ptr->realm2;
			}

			/* Message */
#ifdef JP
			msg_format("%sの%sを忘れてしまった。",
				   do_spell(which, j%32, SPELL_NAME), p );
#else
			msg_format("You have forgotten the %s of %s.", p,
			do_spell(which, j%32, SPELL_NAME));
#endif


			/* One more can be learned */
			p_ptr->new_spells++;
		}
	}


	/* Forget spells if we know too many spells */
	for (i = 63; i >= 0; i--)
	{
		/* Stop when possible */
		if (p_ptr->new_spells >= 0) break;

		/* Efficiency -- all done */
		if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;

		/* Get the (i+1)th spell learned */
		j = p_ptr->spell_order[i];

		/* Skip unknown spells */
		if (j >= 99) continue;

		/* Forget it (if learned) */
		if ((j < 32) ?
		    (p_ptr->spell_learned1 & (1L << j)) :
		    (p_ptr->spell_learned2 & (1L << (j - 32))))
		{
			/* Mark as forgotten */
			if (j < 32)
			{
				p_ptr->spell_forgotten1 |= (1L << j);
				which = p_ptr->realm1;
			}
			else
			{
				p_ptr->spell_forgotten2 |= (1L << (j - 32));
				which = p_ptr->realm2;
			}

			/* No longer known */
			if (j < 32)
			{
				p_ptr->spell_learned1 &= ~(1L << j);
				which = p_ptr->realm1;
			}
			else
			{
				p_ptr->spell_learned2 &= ~(1L << (j - 32));
				which = p_ptr->realm2;
			}

			/* Message */
#ifdef JP
			msg_format("%sの%sを忘れてしまった。",
				   do_spell(which, j%32, SPELL_NAME), p );
#else
			msg_format("You have forgotten the %s of %s.", p,
				   do_spell(which, j%32, SPELL_NAME));
#endif


			/* One more can be learned */
			p_ptr->new_spells++;
		}
	}


	/* Check for spells to remember */
	for (i = 0; i < 64; i++)
	{
		/* None left to remember */
		if (p_ptr->new_spells <= 0) break;

		/* Efficiency -- all done */
		if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;

		/* Get the next spell we learned */
		j = p_ptr->spell_order[i];

		/* Skip unknown spells */
		if (j >= 99) break;

		/* Access the spell */
		if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
		{
			if (j < 32)
				s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
			else
				s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
		}
		else if (j<32)
			s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
		else
			s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];

		/* Skip spells we cannot remember */
		if (s_ptr->slevel > p_ptr->lev) continue;

		/* First set of spells */
		if ((j < 32) ?
		    (p_ptr->spell_forgotten1 & (1L << j)) :
		    (p_ptr->spell_forgotten2 & (1L << (j - 32))))
		{
			/* No longer forgotten */
			if (j < 32)
			{
				p_ptr->spell_forgotten1 &= ~(1L << j);
				which = p_ptr->realm1;
			}
			else
			{
				p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
				which = p_ptr->realm2;
			}

			/* Known once more */
			if (j < 32)
			{
				p_ptr->spell_learned1 |= (1L << j);
				which = p_ptr->realm1;
			}
			else
			{
				p_ptr->spell_learned2 |= (1L << (j - 32));
				which = p_ptr->realm2;
			}

			/* Message */
#ifdef JP
			msg_format("%sの%sを思い出した。",
				   do_spell(which, j%32, SPELL_NAME), p );
#else
			msg_format("You have remembered the %s of %s.",
				   p, do_spell(which, j%32, SPELL_NAME));
#endif


			/* One less can be learned */
			p_ptr->new_spells--;
		}
	}

	k = 0;

	if (p_ptr->realm2 == REALM_NONE)
	{
		/* Count spells that can be learned */
		for (j = 0; j < 32; j++)
		{
			if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
			else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];

			/* Skip spells we cannot remember */
			if (s_ptr->slevel > p_ptr->lev) continue;

			/* Skip spells we already know */
			if (p_ptr->spell_learned1 & (1L << j))
			{
				continue;
			}

			/* Count it */
			k++;
		}
		if (k > 32) k = 32;
		if ((p_ptr->new_spells > k) &&
			((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
		{
			p_ptr->new_spells = (s16b)k;
		}
	}

	if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;

	/* Spell count changed */
	if (p_ptr->old_spells != p_ptr->new_spells)
	{
		/* Message if needed */
		if (p_ptr->new_spells)
		{
			/* Message */
#ifdef JP
			if( p_ptr->new_spells < 10 ){
				msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
			}else{
				msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
			}
#else
			msg_format("You can learn %d more %s%s.",
				   p_ptr->new_spells, p,
				   (p_ptr->new_spells != 1) ? "s" : "");
#endif

		}

		/* Save the new_spells value */
		p_ptr->old_spells = p_ptr->new_spells;

		/* Redraw Study Status */
		p_ptr->redraw |= (PR_STUDY);

		/* Redraw object recall */
		p_ptr->window |= (PW_OBJECT);
	}
}

/*!
 * @brief プレイヤーの最大MPを計算する /
 * Calculate maximum mana.  You do not need to know any spells.
 * Note that mana is lowered by heavy (or inappropriate) armor.
 * @return なし
 * @details
 * This function induces status messages.
 */
static void calc_mana(void)
{
	int		msp, levels, cur_wgt, max_wgt;

	object_type	*o_ptr;


	/* Hack -- Must be literate */
	if (!mp_ptr->spell_book) return;

	if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
	    (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
	    (p_ptr->pclass == CLASS_BLUE_MAGE))
	{
		levels = p_ptr->lev;
	}
	else
	{
		if(mp_ptr->spell_first > p_ptr->lev)
		{
			/* Save new mana */
			p_ptr->msp = 0;

			/* Display mana later */
			p_ptr->redraw |= (PR_MANA);
			return;
		}

		/* Extract "effective" player level */
		levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
	}

	if (p_ptr->pclass == CLASS_SAMURAI)
	{
		msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
		if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
	}
	else
	{
		/* Extract total mana */
		msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;

		/* Hack -- usually add one mana */
		if (msp) msp++;

		if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);

		if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;

		/* Hack: High mages have a 25% mana bonus */
		if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;

		if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
	}

	/* Only mages are affected */
	if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
	{
		u32b flgs[TR_FLAG_SIZE];

		/* Assume player is not encumbered by gloves */
		p_ptr->cumber_glove = FALSE;

		/* Get the gloves */
		o_ptr = &inventory[INVEN_HANDS];

		/* Examine the gloves */
		object_flags(o_ptr, flgs);

		/* Normal gloves hurt mage-type spells */
		if (o_ptr->k_idx &&
		    !(have_flag(flgs, TR_FREE_ACT)) &&
			!(have_flag(flgs, TR_DEC_MANA)) &&
			!(have_flag(flgs, TR_EASY_SPELL)) &&
			!((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
		    !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
		{
			/* Encumbered */
			p_ptr->cumber_glove = TRUE;

			/* Reduce mana */
			msp = (3 * msp) / 4;
		}
	}


	/* Assume player not encumbered by armor */
	p_ptr->cumber_armor = FALSE;

	/* Weigh the armor */
	cur_wgt = 0;
	if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
	if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
	cur_wgt += inventory[INVEN_BODY].weight;
	cur_wgt += inventory[INVEN_HEAD].weight;
	cur_wgt += inventory[INVEN_OUTER].weight;
	cur_wgt += inventory[INVEN_HANDS].weight;
	cur_wgt += inventory[INVEN_FEET].weight;

	/* Subtract a percentage of maximum mana. */
	switch (p_ptr->pclass)
	{
		/* For these classes, mana is halved if armour 
		 * is 30 pounds over their weight limit. */
		case CLASS_MAGE:
		case CLASS_HIGH_MAGE:
		case CLASS_BLUE_MAGE:
		case CLASS_MONK:
		case CLASS_FORCETRAINER:
		case CLASS_SORCERER:
		{
			if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
			if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
			break;
		}

		/* Mana halved if armour is 40 pounds over weight limit. */
		case CLASS_PRIEST:
		case CLASS_BARD:
		case CLASS_TOURIST:
		{
			if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
			if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
			break;
		}

		case CLASS_MINDCRAFTER:
		case CLASS_BEASTMASTER:
		case CLASS_MIRROR_MASTER:
		{
			if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
			if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
			break;
		}

		/* Mana halved if armour is 50 pounds over weight limit. */
		case CLASS_ROGUE:
		case CLASS_RANGER:
		case CLASS_RED_MAGE:
		case CLASS_WARRIOR_MAGE:
		{
			if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
			if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
			break;
		}

		/* Mana halved if armour is 60 pounds over weight limit. */
		case CLASS_PALADIN:
		case CLASS_CHAOS_WARRIOR:
		{
			if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
			if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
			break;
		}

		/* For new classes created, but not yet added to this formula. */
		default:
		{
			break;
		}
	}

	/* Determine the weight allowance */
	max_wgt = mp_ptr->spell_weight;

	/* Heavy armor penalizes mana by a percentage.  -LM- */
	if ((cur_wgt - max_wgt) > 0)
	{
		/* Encumbered */
		p_ptr->cumber_armor = TRUE;

		/* Subtract a percentage of maximum mana. */
		switch (p_ptr->pclass)
		{
			/* For these classes, mana is halved if armour 
			 * is 30 pounds over their weight limit. */
			case CLASS_MAGE:
			case CLASS_HIGH_MAGE:
			case CLASS_BLUE_MAGE:
			{
				msp -= msp * (cur_wgt - max_wgt) / 600;
				break;
			}

			/* Mana halved if armour is 40 pounds over weight limit. */
			case CLASS_PRIEST:
			case CLASS_MINDCRAFTER:
			case CLASS_BEASTMASTER:
			case CLASS_BARD:
			case CLASS_FORCETRAINER:
			case CLASS_TOURIST:
			case CLASS_MIRROR_MASTER:
			{
				msp -= msp * (cur_wgt - max_wgt) / 800;
				break;
			}

			case CLASS_SORCERER:
			{
				msp -= msp * (cur_wgt - max_wgt) / 900;
				break;
			}

			/* Mana halved if armour is 50 pounds over weight limit. */
			case CLASS_ROGUE:
			case CLASS_RANGER:
			case CLASS_MONK:
			case CLASS_RED_MAGE:
			{
				msp -= msp * (cur_wgt - max_wgt) / 1000;
				break;
			}

			/* Mana halved if armour is 60 pounds over weight limit. */
			case CLASS_PALADIN:
			case CLASS_CHAOS_WARRIOR:
			case CLASS_WARRIOR_MAGE:
			{
				msp -= msp * (cur_wgt - max_wgt) / 1200;
				break;
			}

			case CLASS_SAMURAI:
			{
				p_ptr->cumber_armor = FALSE;
				break;
			}

			/* For new classes created, but not yet added to this formula. */
			default:
			{
				msp -= msp * (cur_wgt - max_wgt) / 800;
				break;
			}
		}
	}

	/* Mana can never be negative */
	if (msp < 0) msp = 0;


	/* Maximum mana has changed */
	if (p_ptr->msp != msp)
	{
		/* Enforce maximum */
		if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
		{
			p_ptr->csp = msp;
			p_ptr->csp_frac = 0;
		}

#ifdef JP
		/* レベルアップの時は上昇量を表示する */
		if ((level_up == 1) && (msp > p_ptr->msp))
		{
			msg_format("最大マジック・ポイントが %d 増加した！",
				   (msp - p_ptr->msp));
		}
#endif
		/* Save new mana */
		p_ptr->msp = msp;

		/* Display mana later */
		p_ptr->redraw |= (PR_MANA);

		/* Window stuff */
		p_ptr->window |= (PW_PLAYER);
		p_ptr->window |= (PW_SPELL);
	}


	/* Hack -- handle "xtra" mode */
	if (character_xtra) return;

	/* Take note when "glove state" changes */
	if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
	{
		/* Message */
		if (p_ptr->cumber_glove)
		{
			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."));
		}
		else
		{
			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."));
		}

		/* Save it */
		p_ptr->old_cumber_glove = p_ptr->cumber_glove;
	}


	/* Take note when "armor state" changes */
	if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
	{
		/* Message */
		if (p_ptr->cumber_armor)
		{
			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."));
		}
		else
		{
			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."));
		}

		/* Save it */
		p_ptr->old_cumber_armor = p_ptr->cumber_armor;
	}
}



/*!
 * @brief プレイヤーの最大HPを計算する /
 * Calculate the players (maximal) hit points
 * Adjust current hitpoints if necessary
 * @return なし
 * @details
 */
static void calc_hitpoints(void)
{
	int bonus, mhp;
	byte tmp_hitdie;

	/* Un-inflate "half-hitpoint bonus per level" value */
	bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;

	/* Calculate hitpoints */
	mhp = p_ptr->player_hp[p_ptr->lev - 1];

	if (p_ptr->mimic_form)
	{
		if (p_ptr->pclass == CLASS_SORCERER)
			tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
		else
			tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
		mhp = mhp * tmp_hitdie / p_ptr->hitdie;
	}

	if (p_ptr->pclass == CLASS_SORCERER)
	{
		if (p_ptr->lev < 30)
			mhp = (mhp * (45+p_ptr->lev) / 100);
		else
			mhp = (mhp * 75 / 100);
		bonus = (bonus * 65 / 100);
	}

	mhp += bonus;

	if (p_ptr->pclass == CLASS_BERSERKER)
	{
		mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
	}

	/* Always have at least one hitpoint per level */
	if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;

	/* Factor in the hero / superhero settings */
	if (IS_HERO()) mhp += 10;
	if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
	if (p_ptr->tsuyoshi) mhp += 50;

	/* Factor in the hex spell settings */
	if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
	if (hex_spelling(HEX_BUILDING)) mhp += 60;

	/* New maximum hitpoints */
	if (p_ptr->mhp != mhp)
	{
		/* Enforce maximum */
		if (p_ptr->chp >= mhp)
		{
			p_ptr->chp = mhp;
			p_ptr->chp_frac = 0;
		}

#ifdef JP
		/* レベルアップの時は上昇量を表示する */
		if ((level_up == 1) && (mhp > p_ptr->mhp))
		{
			msg_format("最大ヒット・ポイントが %d 増加した！",
				   (mhp - p_ptr->mhp) );
		}
#endif
		/* Save the new max-hitpoints */
		p_ptr->mhp = mhp;

		/* Display hitpoints (later) */
		p_ptr->redraw |= (PR_HP);

		/* Window stuff */
		p_ptr->window |= (PW_PLAYER);
	}
}

/*!
 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
 * @return なし
 * @details
 * SWD: Experimental modification: multiple light sources have additive effect.
 */
static void calc_torch(void)
{
	int i, rad;
	object_type *o_ptr;
	u32b flgs[TR_FLAG_SIZE];

	/* Assume no light */
	p_ptr->cur_lite = 0;

	/* Loop through all wielded items */
	for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
	{
		o_ptr = &inventory[i];
		/* Skip empty slots */
		if (!o_ptr->k_idx) continue;
		
		if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
		
		/* Need Fuels */
		if (o_ptr->name2 != EGO_LITE_DARKNESS)
		{
			if (o_ptr->tval == TV_LITE)
			{
				if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
				if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
			}
		}

		/* Extract the flags */
		object_flags(o_ptr, flgs);

		/* calc the lite_radius */
		
		rad = 0;
		if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
		if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
		if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
		if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
		if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
		if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
		p_ptr->cur_lite += (s16b)rad;
	}

	/* max radius is 14 (was 5) without rewriting other code -- */
	/* see cave.c:update_lite() and defines.h:LITE_MAX */
	if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
		p_ptr->cur_lite = 1;

	/*
	 * check if the player doesn't have light radius, 
	 * but does weakly glow as an intrinsic.
	 */
	if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;

	if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
	if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;

	/* end experimental mods */

	/* Notice changes in the "lite radius" */
	if (p_ptr->old_lite != p_ptr->cur_lite)
	{
		/* Update stuff */
		/* Hack -- PU_MON_LITE for monsters' darkness */
		p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);

		/* Remember the old lite */
		p_ptr->old_lite = p_ptr->cur_lite;

		if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
			set_superstealth(FALSE);
	}
}


/*!
 * @brief プレイヤーの所持重量制限を計算する /
 * Computes current weight limit.
 * @return 制限重量(ポンド)
 */
WEIGHT weight_limit(void)
{
	WEIGHT i;

	/* Weight limit based only on strength */
	i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
	if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;

	/* Return the result */
	return i;
}

/*!
 * @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 /
 * @param i 判定する手のID(右手:0 左手:1)
 * @return 持っているならばTRUE
 */
bool buki_motteruka(int i)
{
	return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
}

/*!
 * @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 /
 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
 * @return 重すぎるならばTRUE
 */
bool is_heavy_shoot(object_type *o_ptr)
{
	int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
	/* It is hard to carholdry a heavy bow */
	return (hold < o_ptr->weight / 10);
}

/*!
 * @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 /
 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
 * @return 対応する矢/弾薬のベースアイテムID
 */
int bow_tval_ammo(object_type *o_ptr)
{
	/* Analyze the launcher */
	switch (o_ptr->sval)
	{
		case SV_SLING:
		{
			return TV_SHOT;
		}

		case SV_SHORT_BOW:
		case SV_LONG_BOW:
		case SV_NAMAKE_BOW:
		{
			return TV_ARROW;
		}

		case SV_LIGHT_XBOW:
		case SV_HEAVY_XBOW:
		{
			return TV_BOLT;
		}
		case SV_CRIMSON:
		case SV_HARP:
		{
			return TV_NO_AMMO;
		}
	}
	
	return 0;
}

/*!
 * @brief 装備中の射撃武器の威力倍率を返す /
 * calcurate the fire rate of target object
 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
 * @return 射撃倍率の値(100で1.00倍)
 */
s16b calc_num_fire(object_type *o_ptr)
{
	int extra_shots = 0;
	int i;
	int num = 0;
	OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
	object_type *q_ptr;
	u32b flgs[TR_FLAG_SIZE];
	
	/* Scan the usable inventory */
	for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
	{
		q_ptr = &inventory[i];

		/* Skip non-objects */
		if (!q_ptr->k_idx) continue;
		
		/* Do not apply current equip */
		if (i == INVEN_BOW) continue;

		/* Extract the item flags */
		object_flags(q_ptr, flgs);

		/* Boost shots */
		if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
	}
	
	object_flags(o_ptr, flgs);
	if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
	
	if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
	{
		num = 100;
		/* Extra shots */
		num += (extra_shots * 100);

		/* Hack -- Rangers love Bows */
		if ((p_ptr->pclass == CLASS_RANGER) && 
					(tval_ammo == TV_ARROW))
		{
			num += (p_ptr->lev * 4);
		}

		if ((p_ptr->pclass == CLASS_CAVALRY) &&
		    (tval_ammo == TV_ARROW))
		{
			num += (p_ptr->lev * 3);
		}

		if (p_ptr->pclass == CLASS_ARCHER)
		{
			if (tval_ammo == TV_ARROW)
				num += ((p_ptr->lev * 5)+50);
			else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
				num += (p_ptr->lev * 4);
		}

		/*
		 * Addendum -- also "Reward" high level warriors,
		 * with _any_ missile weapon -- TY
		 */
		if (p_ptr->pclass == CLASS_WARRIOR &&
		   (tval_ammo <= TV_BOLT) &&
		   (tval_ammo >= TV_SHOT))
		{
			num += (p_ptr->lev * 2);
		}
		if ((p_ptr->pclass == CLASS_ROGUE) &&
		    (tval_ammo == TV_SHOT))
		{
			num += (p_ptr->lev * 4);
		}
	}
	return (s16b)num;
}

/*!
 * @brief プレイヤーの全ステータスを更新する / 
 * Calculate the players current "state", taking into account
 * not only race/class intrinsics, but also objects being worn
 * and temporary spell effects.
 * @return なし
 * @details
 * <pre>
 * See also calc_mana() and calc_hitpoints().
 *
 * Take note of the new "speed code", in particular, a very strong
 * player will start slowing down as soon as he reaches 150 pounds,
 * but not until he reaches 450 pounds will he be half as fast as
 * a normal kobold.  This both hurts and helps the player, hurts
 * because in the old days a player could just avoid 300 pounds,
 * and helps because now carrying 300 pounds is not very painful.
 *
 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
 * damage, since that would affect non-combat things.  These values
 * are actually added in later, at the appropriate place.
 *
 * This function induces various "status" messages.
 * </pre>
 */
void calc_bonuses(void)
{
	int             i, j, hold, neutral[2];
	int             new_speed;
	int             default_hand = 0;
	int             empty_hands_status = empty_hands(TRUE);
	int             extra_blows[2];
	object_type     *o_ptr;
	u32b flgs[TR_FLAG_SIZE];
	bool            omoi = FALSE;
	bool            yoiyami = FALSE;
	bool            down_saving = FALSE;
#if 0
	bool            have_dd_s = FALSE, have_dd_t = FALSE;
#endif
	bool            have_sw = FALSE, have_kabe = FALSE;
	bool            easy_2weapon = FALSE;
	bool            riding_levitation = FALSE;
	s16b this_o_idx, next_o_idx = 0;
	const player_race *tmp_rp_ptr;

	/* Save the old vision stuff */
	bool old_telepathy = p_ptr->telepathy;
	bool old_esp_animal = p_ptr->esp_animal;
	bool old_esp_undead = p_ptr->esp_undead;
	bool old_esp_demon = p_ptr->esp_demon;
	bool old_esp_orc = p_ptr->esp_orc;
	bool old_esp_troll = p_ptr->esp_troll;
	bool old_esp_giant = p_ptr->esp_giant;
	bool old_esp_dragon = p_ptr->esp_dragon;
	bool old_esp_human = p_ptr->esp_human;
	bool old_esp_evil = p_ptr->esp_evil;
	bool old_esp_good = p_ptr->esp_good;
	bool old_esp_nonliving = p_ptr->esp_nonliving;
	bool old_esp_unique = p_ptr->esp_unique;
	bool old_see_inv = p_ptr->see_inv;
	bool old_mighty_throw = p_ptr->mighty_throw;

	/* Save the old armor class */
	s16b old_dis_ac = p_ptr->dis_ac;
	s16b old_dis_to_a = p_ptr->dis_to_a;


	/* Clear extra blows/shots */
	extra_blows[0] = extra_blows[1] = 0;

	/* Clear the stat modifiers */
	for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;


	/* Clear the Displayed/Real armor class */
	p_ptr->dis_ac = p_ptr->ac = 0;

	/* Clear the Displayed/Real Bonuses */
	p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
	p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
	p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
	p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
	p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
	p_ptr->dis_to_a = p_ptr->to_a = 0;
	p_ptr->to_h_m = 0;
	p_ptr->to_d_m = 0;

	p_ptr->to_m_chance = 0;

	/* Clear the Extra Dice Bonuses */
	p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
	p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;

	/* Start with "normal" speed */
	new_speed = 110;

	/* Start with a single blow per turn */
	p_ptr->num_blow[0] = 1;
	p_ptr->num_blow[1] = 1;

	/* Start with a single shot per turn */
	p_ptr->num_fire = 100;

	/* Reset the "xtra" tval */
	p_ptr->tval_xtra = 0;

	/* Reset the "ammo" tval */
	p_ptr->tval_ammo = 0;

	/* Clear all the flags */
	p_ptr->cursed = 0L;
	p_ptr->bless_blade = FALSE;
	p_ptr->xtra_might = FALSE;
	p_ptr->impact[0] = FALSE;
	p_ptr->impact[1] = FALSE;
	p_ptr->pass_wall = FALSE;
	p_ptr->kill_wall = FALSE;
	p_ptr->dec_mana = FALSE;
	p_ptr->easy_spell = FALSE;
	p_ptr->heavy_spell = FALSE;
	p_ptr->see_inv = FALSE;
	p_ptr->free_act = FALSE;
	p_ptr->slow_digest = FALSE;
	p_ptr->regenerate = FALSE;
	p_ptr->can_swim = FALSE;
	p_ptr->levitation = FALSE;
	p_ptr->hold_exp = FALSE;
	p_ptr->telepathy = FALSE;
	p_ptr->esp_animal = FALSE;
	p_ptr->esp_undead = FALSE;
	p_ptr->esp_demon = FALSE;
	p_ptr->esp_orc = FALSE;
	p_ptr->esp_troll = FALSE;
	p_ptr->esp_giant = FALSE;
	p_ptr->esp_dragon = FALSE;
	p_ptr->esp_human = FALSE;
	p_ptr->esp_evil = FALSE;
	p_ptr->esp_good = FALSE;
	p_ptr->esp_nonliving = FALSE;
	p_ptr->esp_unique = FALSE;
	p_ptr->lite = FALSE;
	p_ptr->sustain_str = FALSE;
	p_ptr->sustain_int = FALSE;
	p_ptr->sustain_wis = FALSE;
	p_ptr->sustain_con = FALSE;
	p_ptr->sustain_dex = FALSE;
	p_ptr->sustain_chr = FALSE;
	p_ptr->resist_acid = FALSE;
	p_ptr->resist_elec = FALSE;
	p_ptr->resist_fire = FALSE;
	p_ptr->resist_cold = FALSE;
	p_ptr->resist_pois = FALSE;
	p_ptr->resist_conf = FALSE;
	p_ptr->resist_sound = FALSE;
	p_ptr->resist_lite = FALSE;
	p_ptr->resist_dark = FALSE;
	p_ptr->resist_chaos = FALSE;
	p_ptr->resist_disen = FALSE;
	p_ptr->resist_shard = FALSE;
	p_ptr->resist_nexus = FALSE;
	p_ptr->resist_blind = FALSE;
	p_ptr->resist_neth = FALSE;
	p_ptr->resist_time = FALSE;
	p_ptr->resist_fear = FALSE;
	p_ptr->reflect = FALSE;
	p_ptr->sh_fire = FALSE;
	p_ptr->sh_elec = FALSE;
	p_ptr->sh_cold = FALSE;
	p_ptr->anti_magic = FALSE;
	p_ptr->anti_tele = FALSE;
	p_ptr->warning = FALSE;
	p_ptr->mighty_throw = FALSE;
	p_ptr->see_nocto = FALSE;

	p_ptr->immune_acid = FALSE;
	p_ptr->immune_elec = FALSE;
	p_ptr->immune_fire = FALSE;
	p_ptr->immune_cold = FALSE;

	p_ptr->ryoute = FALSE;
	p_ptr->migite = FALSE;
	p_ptr->hidarite = FALSE;
	p_ptr->no_flowed = FALSE;

	p_ptr->align = friend_align;

	if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
	else tmp_rp_ptr = &race_info[p_ptr->prace];

	/* Base infravision (purely racial) */
	p_ptr->see_infra = tmp_rp_ptr->infra;

	/* Base skill -- disarming */
	p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;

	/* Base skill -- magic devices */
	p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;

	/* Base skill -- saving throw */
	p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;

	/* Base skill -- stealth */
	p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;

	/* Base skill -- searching ability */
	p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;

	/* Base skill -- searching frequency */
	p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;

	/* Base skill -- combat (normal) */
	p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;

	/* Base skill -- combat (shooting) */
	p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;

	/* Base skill -- combat (throwing) */
	p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;

	/* Base skill -- digging */
	p_ptr->skill_dig = 0;

	if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
	if (buki_motteruka(INVEN_LARM))
	{
		p_ptr->hidarite = TRUE;
		if (!p_ptr->migite) default_hand = 1;
	}

	if (CAN_TWO_HANDS_WIELDING())
	{
		if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
			object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
		{
			p_ptr->ryoute = TRUE;
		}
		else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
			object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
		{
			p_ptr->ryoute = TRUE;
		}
		else
		{
			switch (p_ptr->pclass)
			{
			case CLASS_MONK:
			case CLASS_FORCETRAINER:
			case CLASS_BERSERKER:
				if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
				{
					p_ptr->migite = TRUE;
					p_ptr->ryoute = TRUE;
				}
				break;
			}
		}
	}

	if (!p_ptr->migite && !p_ptr->hidarite)
	{
		if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
		else if (empty_hands_status == EMPTY_HAND_LARM)
		{
			p_ptr->hidarite = TRUE;
			default_hand = 1;
		}
	}

	if (p_ptr->special_defense & KAMAE_MASK)
	{
		if (!(empty_hands_status & EMPTY_HAND_RARM))
		{
			set_action(ACTION_NONE);
		}
	}

	switch (p_ptr->pclass)
	{
		case CLASS_WARRIOR:
			if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
			if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
			break;
		case CLASS_PALADIN:
			if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
			break;
		case CLASS_CHAOS_WARRIOR:
			if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
			if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
			break;
		case CLASS_MINDCRAFTER:
			if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
			if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
			if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
			if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
			break;
		case CLASS_MONK:
		case CLASS_FORCETRAINER:
			/* Unencumbered Monks become faster every 10 levels */
			if (!(heavy_armor()))
			{
				if (!(prace_is_(RACE_KLACKON) ||
				      prace_is_(RACE_SPRITE) ||
				      (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
					new_speed += (p_ptr->lev) / 10;

				/* Free action if unencumbered at level 25 */
				if  (p_ptr->lev > 24)
					p_ptr->free_act = TRUE;
			}
			break;
		case CLASS_SORCERER:
			p_ptr->to_a -= 50;
			p_ptr->dis_to_a -= 50;
			break;
		case CLASS_BARD:
			p_ptr->resist_sound = TRUE;
			break;
		case CLASS_SAMURAI:
			if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
			break;
		case CLASS_BERSERKER:
			p_ptr->shero = 1;
			p_ptr->sustain_str = TRUE;
			p_ptr->sustain_dex = TRUE;
			p_ptr->sustain_con = TRUE;
			p_ptr->regenerate = TRUE;
			p_ptr->free_act = TRUE;
			new_speed += 2;
			if (p_ptr->lev > 29) new_speed++;
			if (p_ptr->lev > 39) new_speed++;
			if (p_ptr->lev > 44) new_speed++;
			if (p_ptr->lev > 49) new_speed++;
			p_ptr->to_a += 10+p_ptr->lev/2;
			p_ptr->dis_to_a += 10+p_ptr->lev/2;
			p_ptr->skill_dig += (100+p_ptr->lev*8);
			if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
			p_ptr->redraw |= PR_STATUS;
			break;
		case CLASS_MIRROR_MASTER:
			if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
			break;
		case CLASS_NINJA:
			/* Unencumbered Ninjas become faster every 10 levels */
			if (heavy_armor())
			{
				new_speed -= (p_ptr->lev) / 10;
				p_ptr->skill_stl -= (p_ptr->lev)/10;
			}
			else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
			         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
			{
				new_speed += 3;
				if (!(prace_is_(RACE_KLACKON) ||
				      prace_is_(RACE_SPRITE) ||
				      (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
					new_speed += (p_ptr->lev) / 10;
				p_ptr->skill_stl += (p_ptr->lev)/10;

				/* Free action if unencumbered at level 25 */
				if  (p_ptr->lev > 24)
					p_ptr->free_act = TRUE;
			}
			if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
			    (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
			{
				p_ptr->to_a += p_ptr->lev/2+5;
				p_ptr->dis_to_a += p_ptr->lev/2+5;
			}
			p_ptr->slow_digest = TRUE;
			p_ptr->resist_fear = TRUE;
			if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
			if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
			if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
			if (p_ptr->lev > 44)
			{
				p_ptr->oppose_pois = 1;
				p_ptr->redraw |= PR_STATUS;
			}
			p_ptr->see_nocto = TRUE;
			break;
	}

	/***** Races ****/
	if (p_ptr->mimic_form)
	{
		switch (p_ptr->mimic_form)
		{
		case MIMIC_DEMON:
			p_ptr->hold_exp = TRUE;
			p_ptr->resist_chaos = TRUE;
			p_ptr->resist_neth = TRUE;
			p_ptr->resist_fire = TRUE;
			p_ptr->oppose_fire = 1;
			p_ptr->see_inv=TRUE;
			new_speed += 3;
			p_ptr->redraw |= PR_STATUS;
			p_ptr->to_a += 10;
			p_ptr->dis_to_a += 10;
			p_ptr->align -= 200;
			break;
		case MIMIC_DEMON_LORD:
			p_ptr->hold_exp = TRUE;
			p_ptr->resist_chaos = TRUE;
			p_ptr->resist_neth = TRUE;
			p_ptr->immune_fire = TRUE;
			p_ptr->resist_acid = TRUE;
			p_ptr->resist_fire = TRUE;
			p_ptr->resist_cold = TRUE;
			p_ptr->resist_elec = TRUE;
			p_ptr->resist_pois = TRUE;
			p_ptr->resist_conf = TRUE;
			p_ptr->resist_disen = TRUE;
			p_ptr->resist_nexus = TRUE;
			p_ptr->resist_fear = TRUE;
			p_ptr->sh_fire = TRUE;
			p_ptr->see_inv = TRUE;
			p_ptr->telepathy = TRUE;
			p_ptr->levitation = TRUE;
			p_ptr->kill_wall = TRUE;
			new_speed += 5;
			p_ptr->to_a += 20;
			p_ptr->dis_to_a += 20;
			p_ptr->align -= 200;
			break;
		case MIMIC_VAMPIRE:
			p_ptr->resist_dark = TRUE;
			p_ptr->hold_exp = TRUE;
			p_ptr->resist_neth = TRUE;
			p_ptr->resist_cold = TRUE;
			p_ptr->resist_pois = TRUE;
			p_ptr->see_inv = TRUE;
			new_speed += 3;
			p_ptr->to_a += 10;
			p_ptr->dis_to_a += 10;
			if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
			break;
		}
	}
	else
	{
		switch (p_ptr->prace)
		{
		case RACE_ELF:
			p_ptr->resist_lite = TRUE;
			break;
		case RACE_HOBBIT:
			p_ptr->hold_exp = TRUE;
			break;
		case RACE_GNOME:
			p_ptr->free_act = TRUE;
			break;
		case RACE_DWARF:
			p_ptr->resist_blind = TRUE;
			break;
		case RACE_HALF_ORC:
			p_ptr->resist_dark = TRUE;
			break;
		case RACE_HALF_TROLL:
			p_ptr->sustain_str = TRUE;

			if (p_ptr->lev > 14)
			{
				/* High level trolls heal fast... */
				p_ptr->regenerate = TRUE;

				if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
				{
					p_ptr->slow_digest = TRUE;
					/* Let's not make Regeneration
					 * a disadvantage for the poor warriors who can
					 * never learn a spell that satisfies hunger (actually
					 * neither can rogues, but half-trolls are not
					 * supposed to play rogues) */
				}
			}
			break;
		case RACE_AMBERITE:
			p_ptr->sustain_con = TRUE;
			p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
			break;
		case RACE_HIGH_ELF:
			p_ptr->resist_lite = TRUE;
			p_ptr->see_inv = TRUE;
			break;
		case RACE_BARBARIAN:
			p_ptr->resist_fear = TRUE;
			break;
		case RACE_HALF_OGRE:
			p_ptr->resist_dark = TRUE;
			p_ptr->sustain_str = TRUE;
			break;
		case RACE_HALF_GIANT:
			p_ptr->sustain_str = TRUE;
			p_ptr->resist_shard = TRUE;
			break;
		case RACE_HALF_TITAN:
			p_ptr->resist_chaos = TRUE;
			break;
		case RACE_CYCLOPS:
			p_ptr->resist_sound = TRUE;
			break;
		case RACE_YEEK:
			p_ptr->resist_acid = TRUE;
			if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
			break;
		case RACE_KLACKON:
			p_ptr->resist_conf = TRUE;
			p_ptr->resist_acid = TRUE;

			/* Klackons become faster */
			new_speed += (p_ptr->lev) / 10;
			break;
		case RACE_KOBOLD:
			p_ptr->resist_pois = TRUE;
			break;
		case RACE_NIBELUNG:
			p_ptr->resist_disen = TRUE;
			p_ptr->resist_dark = TRUE;
			break;
		case RACE_DARK_ELF:
			p_ptr->resist_dark = TRUE;
			if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
			break;
		case RACE_DRACONIAN:
			p_ptr->levitation = TRUE;
			if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
			if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
			if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
			if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
			if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
			break;
		case RACE_MIND_FLAYER:
			p_ptr->sustain_int = TRUE;
			p_ptr->sustain_wis = TRUE;
			if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
			if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
			break;
		case RACE_IMP:
			p_ptr->resist_fire = TRUE;
			if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
			break;
		case RACE_GOLEM:
			p_ptr->slow_digest = TRUE;
			p_ptr->free_act = TRUE;
			p_ptr->see_inv = TRUE;
			p_ptr->resist_pois = TRUE;
			if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
			break;
		case RACE_SKELETON:
			p_ptr->resist_shard = TRUE;
			p_ptr->hold_exp = TRUE;
			p_ptr->see_inv = TRUE;
			p_ptr->resist_pois = TRUE;
			if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
			break;
		case RACE_ZOMBIE:
			p_ptr->resist_neth = TRUE;
			p_ptr->hold_exp = TRUE;
			p_ptr->see_inv = TRUE;
			p_ptr->resist_pois = TRUE;
			p_ptr->slow_digest = TRUE;
			if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
			break;
		case RACE_VAMPIRE:
			p_ptr->resist_dark = TRUE;
			p_ptr->hold_exp = TRUE;
			p_ptr->resist_neth = TRUE;
			p_ptr->resist_cold = TRUE;
			p_ptr->resist_pois = TRUE;
			if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
			break;
		case RACE_SPECTRE:
			p_ptr->levitation = TRUE;
			p_ptr->free_act = TRUE;
			p_ptr->resist_neth = TRUE;
			p_ptr->hold_exp = TRUE;
			p_ptr->see_inv = TRUE;
			p_ptr->resist_pois = TRUE;
			p_ptr->slow_digest = TRUE;
			p_ptr->resist_cold = TRUE;
			p_ptr->pass_wall = TRUE;
			if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
			break;
		case RACE_SPRITE:
			p_ptr->levitation = TRUE;
			p_ptr->resist_lite = TRUE;

			/* Sprites become faster */
			new_speed += (p_ptr->lev) / 10;
			break;
		case RACE_BEASTMAN:
			p_ptr->resist_conf  = TRUE;
			p_ptr->resist_sound = TRUE;
			break;
		case RACE_ENT:
			/* Ents dig like maniacs, but only with their hands. */
			if (!inventory[INVEN_RARM].k_idx) 
				p_ptr->skill_dig += p_ptr->lev * 10;
			/* Ents get tougher and stronger as they age, but lose dexterity. */
			if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
			if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
			if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;

			if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
			if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
			if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;

			if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
			if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
			if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
			break;
		case RACE_ANGEL:
			p_ptr->levitation = TRUE;
			p_ptr->see_inv = TRUE;
			p_ptr->align += 200;
			break;
		case RACE_DEMON:
			p_ptr->resist_fire  = TRUE;
			p_ptr->resist_neth  = TRUE;
			p_ptr->hold_exp = TRUE;
			if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
			if (p_ptr->lev > 44)
			{
				p_ptr->oppose_fire = 1;
				p_ptr->redraw |= PR_STATUS;
			}
			p_ptr->align -= 200;
			break;
		case RACE_DUNADAN:
			p_ptr->sustain_con = TRUE;
			break;
		case RACE_S_FAIRY:
			p_ptr->levitation = TRUE;
			break;
		case RACE_KUTAR:
			p_ptr->resist_conf = TRUE;
			break;
		case RACE_ANDROID:
			p_ptr->slow_digest = TRUE;
			p_ptr->free_act = TRUE;
			p_ptr->resist_pois = TRUE;
			p_ptr->hold_exp = TRUE;
			break;
		default:
			/* Do nothing */
			;
		}
	}

	if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
	{
		p_ptr->see_inv = TRUE;
		p_ptr->free_act = TRUE;
		p_ptr->slow_digest = TRUE;
		p_ptr->regenerate = TRUE;
		p_ptr->levitation = TRUE;
		p_ptr->hold_exp = TRUE;
		p_ptr->telepathy = TRUE;
		p_ptr->lite = TRUE;
		p_ptr->sustain_str = TRUE;
		p_ptr->sustain_int = TRUE;
		p_ptr->sustain_wis = TRUE;
		p_ptr->sustain_con = TRUE;
		p_ptr->sustain_dex = TRUE;
		p_ptr->sustain_chr = TRUE;
		p_ptr->resist_acid = TRUE;
		p_ptr->resist_elec = TRUE;
		p_ptr->resist_fire = TRUE;
		p_ptr->resist_cold = TRUE;
		p_ptr->resist_pois = TRUE;
		p_ptr->resist_conf = TRUE;
		p_ptr->resist_sound = TRUE;
		p_ptr->resist_lite = TRUE;
		p_ptr->resist_dark = TRUE;
		p_ptr->resist_chaos = TRUE;
		p_ptr->resist_disen = TRUE;
		p_ptr->resist_shard = TRUE;
		p_ptr->resist_nexus = TRUE;
		p_ptr->resist_blind = TRUE;
		p_ptr->resist_neth = TRUE;
		p_ptr->resist_fear = TRUE;
		p_ptr->reflect = TRUE;
		p_ptr->sh_fire = TRUE;
		p_ptr->sh_elec = TRUE;
		p_ptr->sh_cold = TRUE;
		p_ptr->to_a += 100;
		p_ptr->dis_to_a += 100;
	}
	/* Temporary shield */
	else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
	{
		p_ptr->to_a += 50;
		p_ptr->dis_to_a += 50;
	}

	if (p_ptr->tim_res_nether)
	{
		p_ptr->resist_neth = TRUE;
	}
	if (p_ptr->tim_sh_fire)
	{
		p_ptr->sh_fire = TRUE;
	}
	if (p_ptr->tim_res_time)
	{
		p_ptr->resist_time = TRUE;
	}

	/* Sexy Gal */
	if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
	if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
	if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
	if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;

	/* Lucky man */
	if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;

	if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
	{
		p_ptr->resist_blind = TRUE;
		p_ptr->resist_conf  = TRUE;
		p_ptr->hold_exp = TRUE;
		if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;

		if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
			/* Munchkin become faster */
			new_speed += (p_ptr->lev) / 10 + 5;
	}

	if (music_singing(MUSIC_WALL))
	{
		p_ptr->kill_wall = TRUE;
	}

	/* Hack -- apply racial/class stat maxes */
	/* Apply the racial modifiers */
	for (i = 0; i < 6; i++)
	{
		/* Modify the stats for "race" */
		p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
	}


	/* I'm adding the mutations here for the lack of a better place... */
	if (p_ptr->muta3)
	{
		/* Hyper Strength */
		if (p_ptr->muta3 & MUT3_HYPER_STR)
		{
			p_ptr->stat_add[A_STR] += 4;
		}

		/* Puny */
		if (p_ptr->muta3 & MUT3_PUNY)
		{
			p_ptr->stat_add[A_STR] -= 4;
		}

		/* Living computer */
		if (p_ptr->muta3 & MUT3_HYPER_INT)
		{
			p_ptr->stat_add[A_INT] += 4;
			p_ptr->stat_add[A_WIS] += 4;
		}

		/* Moronic */
		if (p_ptr->muta3 & MUT3_MORONIC)
		{
			p_ptr->stat_add[A_INT] -= 4;
			p_ptr->stat_add[A_WIS] -= 4;
		}

		if (p_ptr->muta3 & MUT3_RESILIENT)
		{
			p_ptr->stat_add[A_CON] += 4;
		}

		if (p_ptr->muta3 & MUT3_XTRA_FAT)
		{
			p_ptr->stat_add[A_CON] += 2;
			new_speed -= 2;
		}

		if (p_ptr->muta3 & MUT3_ALBINO)
		{
			p_ptr->stat_add[A_CON] -= 4;
		}

		if (p_ptr->muta3 & MUT3_FLESH_ROT)
		{
			p_ptr->stat_add[A_CON] -= 2;
			p_ptr->stat_add[A_CHR] -= 1;
			p_ptr->regenerate = FALSE;
			/* Cancel innate regeneration */
		}

		if (p_ptr->muta3 & MUT3_SILLY_VOI)
		{
			p_ptr->stat_add[A_CHR] -= 4;
		}

		if (p_ptr->muta3 & MUT3_BLANK_FAC)
		{
			p_ptr->stat_add[A_CHR] -= 1;
		}

		if (p_ptr->muta3 & MUT3_XTRA_EYES)
		{
			p_ptr->skill_fos += 15;
			p_ptr->skill_srh += 15;
		}

		if (p_ptr->muta3 & MUT3_MAGIC_RES)
		{
			p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
		}

		if (p_ptr->muta3 & MUT3_XTRA_NOIS)
		{
			p_ptr->skill_stl -= 3;
		}

		if (p_ptr->muta3 & MUT3_INFRAVIS)
		{
			p_ptr->see_infra += 3;
		}

		if (p_ptr->muta3 & MUT3_XTRA_LEGS)
		{
			new_speed += 3;
		}

		if (p_ptr->muta3 & MUT3_SHORT_LEG)
		{
			new_speed -= 3;
		}

		if (p_ptr->muta3 & MUT3_ELEC_TOUC)
		{
			p_ptr->sh_elec = TRUE;
		}

		if (p_ptr->muta3 & MUT3_FIRE_BODY)
		{
			p_ptr->sh_fire = TRUE;
			p_ptr->lite = TRUE;
		}

		if (p_ptr->muta3 & MUT3_WART_SKIN)
		{
			p_ptr->stat_add[A_CHR] -= 2;
			p_ptr->to_a += 5;
			p_ptr->dis_to_a += 5;
		}

		if (p_ptr->muta3 & MUT3_SCALES)
		{
			p_ptr->stat_add[A_CHR] -= 1;
			p_ptr->to_a += 10;
			p_ptr->dis_to_a += 10;
		}

		if (p_ptr->muta3 & MUT3_IRON_SKIN)
		{
			p_ptr->stat_add[A_DEX] -= 1;
			p_ptr->to_a += 25;
			p_ptr->dis_to_a += 25;
		}

		if (p_ptr->muta3 & MUT3_WINGS)
		{
			p_ptr->levitation = TRUE;
		}

		if (p_ptr->muta3 & MUT3_FEARLESS)
		{
			p_ptr->resist_fear = TRUE;
		}

		if (p_ptr->muta3 & MUT3_REGEN)
		{
			p_ptr->regenerate = TRUE;
		}

		if (p_ptr->muta3 & MUT3_ESP)
		{
			p_ptr->telepathy = TRUE;
		}

		if (p_ptr->muta3 & MUT3_LIMBER)
		{
			p_ptr->stat_add[A_DEX] += 3;
		}

		if (p_ptr->muta3 & MUT3_ARTHRITIS)
		{
			p_ptr->stat_add[A_DEX] -= 3;
		}

		if (p_ptr->muta3 & MUT3_MOTION)
		{
			p_ptr->free_act = TRUE;
			p_ptr->skill_stl += 1;
		}

		if (p_ptr->muta3 & MUT3_ILL_NORM)
		{
			p_ptr->stat_add[A_CHR] = 0;
		}
	}

	if (p_ptr->tsuyoshi)
	{
		p_ptr->stat_add[A_STR] += 4;
		p_ptr->stat_add[A_CON] += 4;
	}

	/* Scan the usable inventory */
	for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
	{
		int bonus_to_h, bonus_to_d;
		o_ptr = &inventory[i];

		/* Skip non-objects */
		if (!o_ptr->k_idx) continue;

		/* Extract the item flags */
		object_flags(o_ptr, flgs);

		p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
		if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;

		/* Affect stats */
		if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
		if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
		if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
		if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
		if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
		if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;

		if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;

		/* Affect stealth */
		if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;

		/* Affect searching ability (factor of five) */
		if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);

		/* Affect searching frequency (factor of five) */
		if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);

		/* Affect infravision */
		if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;

		/* Affect digging (factor of 20) */
		if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);

		/* Affect speed */
		if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;

		/* Affect blows */
		if (have_flag(flgs, TR_BLOWS))
		{
			if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
			else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
			else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
		}

		/* Hack -- cause earthquakes */
		if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;

		/* Various flags */
		if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
		if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
		if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
		if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
		if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
		if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
		if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
		if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
		if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
		if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
		if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
		if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
		if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
		if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
		if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
		if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
		if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
		if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
		if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
		if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
		if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
		if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
		if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
		if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
		if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
		if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
		if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
		if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
		if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
		if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
		if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
		if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
		if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
		if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
		if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;

		if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
		if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
		if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
		if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
		if (have_flag(flgs, TR_WARNING)){
			if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
			  p_ptr->warning = TRUE;
		}

		if (have_flag(flgs, TR_TELEPORT))
		{
			if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
			else
			{
				cptr insc = quark_str(o_ptr->inscription);

				if (o_ptr->inscription && my_strchr(insc, '.'))
				{
					/*
					 * {.} will stop random teleportation.
					 */
				}
				else
				{
					/* Controlled random teleportation */
					p_ptr->cursed |= TRC_TELEPORT_SELF;
				}
			}
		}

		/* Immunity flags */
		if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
		if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
		if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
		if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;

		/* Resistance flags */
		if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
		if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
		if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
		if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
		if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
		if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
		if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
		if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
		if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
		if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
		if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
		if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
		if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
		if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
		if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
		if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;

		if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
		if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
		if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
		if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
		if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
		if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;

		/* Sustain flags */
		if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
		if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
		if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
		if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
		if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
		if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;

		if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
		if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
		if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
		if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
		if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
		if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
		if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;

		if (o_ptr->curse_flags & TRC_LOW_MAGIC)
		{
			if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
			{
				p_ptr->to_m_chance += 10;
			}
			else
			{
				p_ptr->to_m_chance += 3;
			}
		}

		if (o_ptr->tval == TV_CAPTURE) continue;

		/* Modify the base armor class */
		p_ptr->ac += o_ptr->ac;

		/* The base armor class is always known */
		p_ptr->dis_ac += o_ptr->ac;

		/* Apply the bonuses to armor class */
		p_ptr->to_a += o_ptr->to_a;

		/* Apply the mental bonuses to armor class, if known */
		if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;

		if (o_ptr->curse_flags & TRC_LOW_MELEE)
		{
			int slot = i - INVEN_RARM;
			if (slot < 2)
			{
				if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
				{
					p_ptr->to_h[slot] -= 15;
					if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
				}
				else
				{
					p_ptr->to_h[slot] -= 5;
					if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
				}
			}
			else
			{
				if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
				{
					p_ptr->to_h_b -= 15;
					if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
				}
				else
				{
					p_ptr->to_h_b -= 5;
					if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
				}
			}
		}

		if (o_ptr->curse_flags & TRC_LOW_AC)
		{
			if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
			{
				p_ptr->to_a -= 30;
				if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
			}
			else
			{
				p_ptr->to_a -= 10;
				if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
			}
		}

		/* Hack -- do not apply "weapon" bonuses */
		if (i == INVEN_RARM && buki_motteruka(i)) continue;
		if (i == INVEN_LARM && buki_motteruka(i)) continue;

		/* Hack -- do not apply "bow" bonuses */
		if (i == INVEN_BOW) continue;

		bonus_to_h = o_ptr->to_h;
		bonus_to_d = o_ptr->to_d;

		if (p_ptr->pclass == CLASS_NINJA)
		{
			if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
			if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
		}

		/* To Bow and Natural attack */

		/* Apply the bonuses to hit/damage */
		p_ptr->to_h_b += (s16b)bonus_to_h;
		p_ptr->to_h_m += (s16b)bonus_to_h;
		p_ptr->to_d_m += (s16b)bonus_to_d;

		/* Apply the mental bonuses tp hit/damage, if known */
		if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;

		/* To Melee */
		if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
		{
			/* Apply the bonuses to hit/damage */
			p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
			p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;

			/* Apply the mental bonuses tp hit/damage, if known */
			if (object_is_known(o_ptr))
			{
				p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
				p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
			}
		}
		else if (p_ptr->migite && p_ptr->hidarite)
		{
			/* Apply the bonuses to hit/damage */
			p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
			p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
			p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
			p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;

			/* Apply the mental bonuses tp hit/damage, if known */
			if (object_is_known(o_ptr))
			{
				p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
				p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
				p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
				p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
			}
		}
		else
		{
			/* Apply the bonuses to hit/damage */
			p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
			p_ptr->to_d[default_hand] += (s16b)bonus_to_d;

			/* Apply the mental bonuses to hit/damage, if known */
			if (object_is_known(o_ptr))
			{
				p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
				p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
			}
		}
	}

	if (old_mighty_throw != p_ptr->mighty_throw)
	{
		/* Redraw average damege display of Shuriken */
		p_ptr->window |= PW_INVEN;
	}

	if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);

	/* Monks get extra ac for armour _not worn_ */
	if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
	{
		if (!(inventory[INVEN_BODY].k_idx))
		{
			p_ptr->to_a += (p_ptr->lev * 3) / 2;
			p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
		}
		if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
		{
			p_ptr->to_a += ((p_ptr->lev - 13) / 3);
			p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
		}
		if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
		{
			p_ptr->to_a += ((p_ptr->lev - 8) / 3);
			p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
		}
		if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
		{
			p_ptr->to_a += (p_ptr->lev - 2) / 3;
			p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
		}
		if (!(inventory[INVEN_HANDS].k_idx))
		{
			p_ptr->to_a += (p_ptr->lev / 2);
			p_ptr->dis_to_a += (p_ptr->lev / 2);
		}
		if (!(inventory[INVEN_FEET].k_idx))
		{
			p_ptr->to_a += (p_ptr->lev / 3);
			p_ptr->dis_to_a += (p_ptr->lev / 3);
		}
		if (p_ptr->special_defense & KAMAE_BYAKKO)
		{
			p_ptr->stat_add[A_STR] += 2;
			p_ptr->stat_add[A_DEX] += 2;
			p_ptr->stat_add[A_CON] -= 3;
		}
		else if (p_ptr->special_defense & KAMAE_SEIRYU)
		{
		}
		else if (p_ptr->special_defense & KAMAE_GENBU)
		{
			p_ptr->stat_add[A_INT] -= 1;
			p_ptr->stat_add[A_WIS] -= 1;
			p_ptr->stat_add[A_DEX] -= 2;
			p_ptr->stat_add[A_CON] += 3;
		}
		else if (p_ptr->special_defense & KAMAE_SUZAKU)
		{
			p_ptr->stat_add[A_STR] -= 2;
			p_ptr->stat_add[A_INT] += 1;
			p_ptr->stat_add[A_WIS] += 1;
			p_ptr->stat_add[A_DEX] += 2;
			p_ptr->stat_add[A_CON] -= 2;
		}
	}

	if (p_ptr->special_defense & KATA_KOUKIJIN)
	{
		for (i = 0; i < 6; i++)
			p_ptr->stat_add[i] += 5;
		p_ptr->to_a -= 50;
		p_ptr->dis_to_a -= 50;
	}

	/* Hack -- aura of fire also provides light */
	if (p_ptr->sh_fire) p_ptr->lite = TRUE;

	/* Golems also get an intrinsic AC bonus */
	if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
	{
		p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
		p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
	}

	/* Hex bonuses */
	if (p_ptr->realm1 == REALM_HEX)
	{
		if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
		if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
		if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
		if (hex_spelling(HEX_BUILDING))
		{
			p_ptr->stat_add[A_STR] += 4;
			p_ptr->stat_add[A_DEX] += 4;
			p_ptr->stat_add[A_CON] += 4;
		}
		if (hex_spelling(HEX_DEMON_AURA))
		{
			p_ptr->sh_fire = TRUE;
			p_ptr->regenerate = TRUE;
		}
		if (hex_spelling(HEX_ICE_ARMOR))
		{
			p_ptr->sh_cold = TRUE; 
			p_ptr->to_a += 30;
			p_ptr->dis_to_a += 30;
		}
		if (hex_spelling(HEX_SHOCK_CLOAK))
		{
			p_ptr->sh_elec = TRUE;
			new_speed += 3;
		}
		for (i = INVEN_RARM; i <= INVEN_FEET; i++)
		{
			int ac = 0;
			o_ptr = &inventory[i];
			if (!o_ptr->k_idx) continue;
			if (!object_is_armour(o_ptr)) continue;
			if (!object_is_cursed(o_ptr)) continue;
			ac += 5;
			if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
			if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
			p_ptr->to_a += (s16b)ac;
			p_ptr->dis_to_a += (s16b)ac;
		}
	}

	/* Calculate stats */
	for (i = 0; i < 6; i++)
	{
		int top, use, ind;

		/* Extract the new "stat_use" value for the stat */
		top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);

		/* Notice changes */
		if (p_ptr->stat_top[i] != top)
		{
			/* Save the new value */
			p_ptr->stat_top[i] = (s16b)top;

			/* Redisplay the stats later */
			p_ptr->redraw |= (PR_STATS);

			/* Window stuff */
			p_ptr->window |= (PW_PLAYER);
		}


		/* Extract the new "stat_use" value for the stat */
		use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);

		if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
		{
			/* 10 to 18/90 charisma, guaranteed, based on level */
			if (use < 8 + 2 * p_ptr->lev)
			{
				use = 8 + 2 * p_ptr->lev;
			}
		}

		/* Notice changes */
		if (p_ptr->stat_use[i] != use)
		{
			/* Save the new value */
			p_ptr->stat_use[i] = (s16b)use;

			/* Redisplay the stats later */
			p_ptr->redraw |= (PR_STATS);

			/* Window stuff */
			p_ptr->window |= (PW_PLAYER);
		}


		/* Values: 3, 4, ..., 17 */
		if (use <= 18) ind = (use - 3);

		/* Ranges: 18/00-18/09, ..., 18/210-18/219 */
		else if (use <= 18+219) ind = (15 + (use - 18) / 10);

		/* Range: 18/220+ */
		else ind = (37);

		/* Notice changes */
		if (p_ptr->stat_ind[i] != ind)
		{
			/* Save the new index */
			p_ptr->stat_ind[i] = (s16b)ind;

			/* Change in CON affects Hitpoints */
			if (i == A_CON)
			{
				p_ptr->update |= (PU_HP);
			}

			/* Change in INT may affect Mana/Spells */
			else if (i == A_INT)
			{
				if (mp_ptr->spell_stat == A_INT)
				{
					p_ptr->update |= (PU_MANA | PU_SPELLS);
				}
			}

			/* Change in WIS may affect Mana/Spells */
			else if (i == A_WIS)
			{
				if (mp_ptr->spell_stat == A_WIS)
				{
					p_ptr->update |= (PU_MANA | PU_SPELLS);
				}
			}

			/* Change in WIS may affect Mana/Spells */
			else if (i == A_CHR)
			{
				if (mp_ptr->spell_stat == A_CHR)
				{
					p_ptr->update |= (PU_MANA | PU_SPELLS);
				}
			}

			/* Window stuff */
			p_ptr->window |= (PW_PLAYER);
		}
	}


	/* Apply temporary "stun" */
	if (p_ptr->stun > 50)
	{
		p_ptr->to_h[0] -= 20;
		p_ptr->to_h[1] -= 20;
		p_ptr->to_h_b  -= 20;
		p_ptr->to_h_m  -= 20;
		p_ptr->dis_to_h[0] -= 20;
		p_ptr->dis_to_h[1] -= 20;
		p_ptr->dis_to_h_b  -= 20;
		p_ptr->to_d[0] -= 20;
		p_ptr->to_d[1] -= 20;
		p_ptr->to_d_m -= 20;
		p_ptr->dis_to_d[0] -= 20;
		p_ptr->dis_to_d[1] -= 20;
	}
	else if (p_ptr->stun)
	{
		p_ptr->to_h[0] -= 5;
		p_ptr->to_h[1] -= 5;
		p_ptr->to_h_b -= 5;
		p_ptr->to_h_m -= 5;
		p_ptr->dis_to_h[0] -= 5;
		p_ptr->dis_to_h[1] -= 5;
		p_ptr->dis_to_h_b -= 5;
		p_ptr->to_d[0] -= 5;
		p_ptr->to_d[1] -= 5;
		p_ptr->to_d_m -= 5;
		p_ptr->dis_to_d[0] -= 5;
		p_ptr->dis_to_d[1] -= 5;
	}

	/* Wraith form */
	if (p_ptr->wraith_form)
	{
		p_ptr->reflect = TRUE;
		p_ptr->pass_wall = TRUE;
	}

	if (p_ptr->kabenuke)
	{
		p_ptr->pass_wall = TRUE;
	}

	/* Temporary blessing */
	if (IS_BLESSED())
	{
		p_ptr->to_a += 5;
		p_ptr->dis_to_a += 5;
		p_ptr->to_h[0] += 10;
		p_ptr->to_h[1] += 10;
		p_ptr->to_h_b  += 10;
		p_ptr->to_h_m  += 10;
		p_ptr->dis_to_h[0] += 10;
		p_ptr->dis_to_h[1] += 10;
		p_ptr->dis_to_h_b += 10;
	}

	if (p_ptr->magicdef)
	{
		p_ptr->resist_blind = TRUE;
		p_ptr->resist_conf = TRUE;
		p_ptr->reflect = TRUE;
		p_ptr->free_act = TRUE;
		p_ptr->levitation = TRUE;
	}

	/* Temporary "Hero" */
	if (IS_HERO())
	{
		p_ptr->to_h[0] += 12;
		p_ptr->to_h[1] += 12;
		p_ptr->to_h_b  += 12;
		p_ptr->to_h_m  += 12;
		p_ptr->dis_to_h[0] += 12;
		p_ptr->dis_to_h[1] += 12;
		p_ptr->dis_to_h_b  += 12;
	}

	/* Temporary "Beserk" */
	if (p_ptr->shero)
	{
		p_ptr->to_h[0] += 12;
		p_ptr->to_h[1] += 12;
		p_ptr->to_h_b  -= 12;
		p_ptr->to_h_m  += 12;
		p_ptr->to_d[0] += 3+(p_ptr->lev/5);
		p_ptr->to_d[1] += 3+(p_ptr->lev/5);
		p_ptr->to_d_m  += 3+(p_ptr->lev/5);
		p_ptr->dis_to_h[0] += 12;
		p_ptr->dis_to_h[1] += 12;
		p_ptr->dis_to_h_b  -= 12;
		p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
		p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
		p_ptr->to_a -= 10;
		p_ptr->dis_to_a -= 10;
		p_ptr->skill_stl -= 7;
		p_ptr->skill_dev -= 20;
		p_ptr->skill_sav -= 30;
		p_ptr->skill_srh -= 15;
		p_ptr->skill_fos -= 15;
		p_ptr->skill_tht -= 20;
		p_ptr->skill_dig += 30;
	}

	/* Temporary "fast" */
	if (IS_FAST())
	{
		new_speed += 10;
	}

	/* Temporary "slow" */
	if (p_ptr->slow)
	{
		new_speed -= 10;
	}

	/* Temporary "telepathy" */
	if (IS_TIM_ESP())
	{
		p_ptr->telepathy = TRUE;
	}

	if (p_ptr->ele_immune)
	{
		if (p_ptr->special_defense & DEFENSE_ACID)
			p_ptr->immune_acid = TRUE;
		else if (p_ptr->special_defense & DEFENSE_ELEC)
			p_ptr->immune_elec = TRUE;
		else if (p_ptr->special_defense & DEFENSE_FIRE)
			p_ptr->immune_fire = TRUE;
		else if (p_ptr->special_defense & DEFENSE_COLD)
			p_ptr->immune_cold = TRUE;
	}

	/* Temporary see invisible */
	if (p_ptr->tim_invis)
	{
		p_ptr->see_inv = TRUE;
	}

	/* Temporary infravision boost */
	if (p_ptr->tim_infra)
	{
		p_ptr->see_infra+=3;
	}

	/* Temporary regeneration boost */
	if (p_ptr->tim_regen)
	{
		p_ptr->regenerate = TRUE;
	}

	/* Temporary levitation */
	if (p_ptr->tim_levitation)
	{
		p_ptr->levitation = TRUE;
	}

	/* Temporary reflection */
	if (p_ptr->tim_reflect)
	{
		p_ptr->reflect = TRUE;
	}

	/* Hack -- Hero/Shero -> Res fear */
	if (IS_HERO() || p_ptr->shero)
	{
		p_ptr->resist_fear = TRUE;
	}


	/* Hack -- Telepathy Change */
	if (p_ptr->telepathy != old_telepathy)
	{
		p_ptr->update |= (PU_MONSTERS);
	}

	if ((p_ptr->esp_animal != old_esp_animal) ||
	    (p_ptr->esp_undead != old_esp_undead) ||
	    (p_ptr->esp_demon != old_esp_demon) ||
	    (p_ptr->esp_orc != old_esp_orc) ||
	    (p_ptr->esp_troll != old_esp_troll) ||
	    (p_ptr->esp_giant != old_esp_giant) ||
	    (p_ptr->esp_dragon != old_esp_dragon) ||
	    (p_ptr->esp_human != old_esp_human) ||
	    (p_ptr->esp_evil != old_esp_evil) ||
	    (p_ptr->esp_good != old_esp_good) ||
	    (p_ptr->esp_nonliving != old_esp_nonliving) ||
	    (p_ptr->esp_unique != old_esp_unique))
	{
		p_ptr->update |= (PU_MONSTERS);
	}

	/* Hack -- See Invis Change */
	if (p_ptr->see_inv != old_see_inv)
	{
		p_ptr->update |= (PU_MONSTERS);
	}

	/* Bloating slows the player down (a little) */
	if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;

	if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;

	if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
	    (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
	{
		p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
		p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
	}

	if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
	{
		int penalty1, penalty2;
		penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
		penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
		if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
		{
			penalty1 = penalty1 / 2 - 5;
			penalty2 = penalty2 / 2 - 5;
			new_speed += 7;
			p_ptr->to_a += 10;
			p_ptr->dis_to_a += 10;
		}
		if (easy_2weapon)
		{
			if (penalty1 > 0) penalty1 /= 2;
			if (penalty2 > 0) penalty2 /= 2;
		}
		else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
		{
			penalty1 = MAX(0, penalty1 - 10);
			penalty2 = MAX(0, penalty2 - 10);
		}
		if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
		{
			penalty1 = MIN(0, penalty1);
			penalty2 = MIN(0, penalty2);
			p_ptr->to_a += 10;
			p_ptr->dis_to_a += 10;
		}
		else
		{
			if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
				penalty1 /= 2;
			if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
				penalty2 /= 2;
		}
		if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
		if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
		p_ptr->to_h[0] -= (s16b)penalty1;
		p_ptr->to_h[1] -= (s16b)penalty2;
		p_ptr->dis_to_h[0] -= (s16b)penalty1;
		p_ptr->dis_to_h[1] -= (s16b)penalty2;
	}

	/* Extract the current weight (in tenth pounds) */
	j = p_ptr->total_weight;

	if (!p_ptr->riding)
	{
		/* Extract the "weight limit" (in tenth pounds) */
		i = (int)weight_limit();
	}
	else
	{
		monster_type *riding_m_ptr = &m_list[p_ptr->riding];
		monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
		int speed = riding_m_ptr->mspeed;

		if (riding_m_ptr->mspeed > 110)
		{
			new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
			if (new_speed < 110) new_speed = 110;
		}
		else
		{
			new_speed = speed;
		}
		new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
		if (MON_FAST(riding_m_ptr)) new_speed += 10;
		if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
		riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
		if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;

		if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
		if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;

		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;

		/* Extract the "weight limit" */
		i = 1500 + riding_r_ptr->level * 25;
	}

	/* XXX XXX XXX Apply "encumbrance" from weight */
	if (j > i) new_speed -= ((j - i) / (i / 5));

	/* Searching slows the player down */
	if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;

	/* Actual Modifier Bonuses (Un-inflate stat bonuses) */
	p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);

	/* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
	p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
	p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
	p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);


	/* Obtain the "hold" value */
	hold = adj_str_hold[p_ptr->stat_ind[A_STR]];


	/* Examine the "current bow" */
	o_ptr = &inventory[INVEN_BOW];

	/* It is hard to carholdry a heavy bow */
	p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
	if (p_ptr->heavy_shoot)
	{
		/* Hard to wield a heavy bow */
		p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
		p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
	}

	/* Compute "extra shots" if needed */
	if (o_ptr->k_idx)
	{
		p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);

		/* Apply special flags */
		if (o_ptr->k_idx && !p_ptr->heavy_shoot)
		{
			/* Extra shots */
			p_ptr->num_fire = calc_num_fire(o_ptr);

			/* Snipers love Cross bows */
			if ((p_ptr->pclass == CLASS_SNIPER) &&
				(p_ptr->tval_ammo == TV_BOLT))
			{
				p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
				p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
			}
		}
	}

	if (p_ptr->ryoute) hold *= 2;

	for(i = 0 ; i < 2 ; i++)
	{
		/* Examine the "main weapon" */
		o_ptr = &inventory[INVEN_RARM+i];

		object_flags(o_ptr, flgs);

		/* Assume not heavy */
		p_ptr->heavy_wield[i] = FALSE;
		p_ptr->icky_wield[i] = FALSE;
		p_ptr->riding_wield[i] = FALSE;

		if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
		/* It is hard to hold a heavy weapon */
		if (hold < o_ptr->weight / 10)
		{
			/* Hard to wield a heavy weapon */
			p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
			p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);

			/* Heavy weapon */
			p_ptr->heavy_wield[i] = TRUE;
		}
		else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;

		if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
		{
			p_ptr->to_a += 5;
			p_ptr->dis_to_a += 5;
		}

		/* Normal weapons */
		if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
		{
			int str_index, dex_index;

			int num = 0, wgt = 0, mul = 0, div = 0;

			/* Analyze the class */
			switch (p_ptr->pclass)
			{
				/* Warrior */
				case CLASS_WARRIOR:
					num = 6; wgt = 70; mul = 5; break;

				/* Berserker */
				case CLASS_BERSERKER:
					num = 6; wgt = 70; mul = 7; break;

				/* Mage */
				case CLASS_MAGE:
				case CLASS_HIGH_MAGE:
				case CLASS_BLUE_MAGE:
					num = 3; wgt = 100; mul = 2; break;

				/* Priest, Mindcrafter, Magic-Eater */
				case CLASS_PRIEST:
				case CLASS_MAGIC_EATER:
				case CLASS_MINDCRAFTER:
					num = 5; wgt = 100; mul = 3; break;

				/* Rogue */
				case CLASS_ROGUE:
					num = 5; wgt = 40; mul = 3; break;

				/* Ranger */
				case CLASS_RANGER:
					num = 5; wgt = 70; mul = 4; break;

				/* Paladin */
				case CLASS_PALADIN:
				case CLASS_SAMURAI:
					num = 5; wgt = 70; mul = 4; break;

				/* Weaponsmith */
				case CLASS_SMITH:
					num = 5; wgt = 150; mul = 5; break;

				/* Warrior-Mage */
				case CLASS_WARRIOR_MAGE:
				case CLASS_RED_MAGE:
					num = 5; wgt = 70; mul = 3; break;

				/* Chaos Warrior */
				case CLASS_CHAOS_WARRIOR:
					num = 5; wgt = 70; mul = 4; break;

				/* Monk */
				case CLASS_MONK:
					num = 5; wgt = 60; mul = 3; break;

				/* Tourist */
				case CLASS_TOURIST:
					num = 4; wgt = 100; mul = 3; break;

				/* Imitator */
				case CLASS_IMITATOR:
					num = 5; wgt = 70; mul = 4; break;

				/* Beastmaster */
				case CLASS_BEASTMASTER:
					num = 5; wgt = 70; mul = 3; break;

				/* Cavalry */
				case CLASS_CAVALRY:
					if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
					else {num = 5; wgt = 100; mul = 3;}
					break;

				/* Sorcerer */
				case CLASS_SORCERER:
					num = 1; wgt = 1; mul = 1; break;

				/* Archer, Bard, Sniper */
				case CLASS_ARCHER:
				case CLASS_BARD:
				case CLASS_SNIPER:
					num = 4; wgt = 70; mul = 2; break;

				/* ForceTrainer */
				case CLASS_FORCETRAINER:
					num = 4; wgt = 60; mul = 2; break;

				/* Mirror Master */
				case CLASS_MIRROR_MASTER:
					num = 3; wgt = 100; mul = 3; break;

				/* Ninja */
				case CLASS_NINJA:
					num = 4; wgt = 20; mul = 1; break;
			}

			/* Hex - extra mights gives +1 bonus to max blows */
			if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }

			/* Enforce a minimum "weight" (tenth pounds) */
			div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);

			/* Access the strength vs weight */
			str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);

			if (p_ptr->ryoute && !omoi) str_index++;
			if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);

			/* Maximal value */
			if (str_index > 11) str_index = 11;

			/* Index by dexterity */
			dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);

			/* Maximal value */
			if (dex_index > 11) dex_index = 11;

			/* Use the blows table */
			p_ptr->num_blow[i] = blows_table[str_index][dex_index];

			/* Maximal value */
			if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;

			/* Add in the "bonus blows" */
			p_ptr->num_blow[i] += (s16b)extra_blows[i];


			if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
			else if (p_ptr->pclass == CLASS_BERSERKER)
			{
				p_ptr->num_blow[i] += (p_ptr->lev / 23);
			}
			else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;

			if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;

			if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;


			/* Require at least one blow */
			if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;

			/* Boost digging skill by weapon weight */
			p_ptr->skill_dig += (o_ptr->weight / 10);
		}

		/* Assume okay */
		/* Priest weapon penalty for non-blessed edged weapons */
		if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
		    ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
		{
			/* Reduce the real bonuses */
			p_ptr->to_h[i] -= 2;
			p_ptr->to_d[i] -= 2;

			/* Reduce the mental bonuses */
			p_ptr->dis_to_h[i] -= 2;
			p_ptr->dis_to_d[i] -= 2;

			/* Icky weapon */
			p_ptr->icky_wield[i] = TRUE;
		}
		else if (p_ptr->pclass == CLASS_BERSERKER)
		{
			p_ptr->to_h[i] += p_ptr->lev/5;
			p_ptr->to_d[i] += p_ptr->lev/6;
			p_ptr->dis_to_h[i] += p_ptr->lev/5;
			p_ptr->dis_to_d[i] += p_ptr->lev/6;
			if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
			{
				p_ptr->to_h[i] += p_ptr->lev/5;
				p_ptr->to_d[i] += p_ptr->lev/6;
				p_ptr->dis_to_h[i] += p_ptr->lev/5;
				p_ptr->dis_to_d[i] += p_ptr->lev/6;
			}
		}
		else if (p_ptr->pclass == CLASS_SORCERER)
		{
			if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
			{
				/* Reduce the real bonuses */
				p_ptr->to_h[i] -= 200;
				p_ptr->to_d[i] -= 200;

				/* Reduce the mental bonuses */
				p_ptr->dis_to_h[i] -= 200;
				p_ptr->dis_to_d[i] -= 200;

				/* Icky weapon */
				p_ptr->icky_wield[i] = TRUE;
			}
			else
			{
				/* Reduce the real bonuses */
				p_ptr->to_h[i] -= 30;
				p_ptr->to_d[i] -= 10;

				/* Reduce the mental bonuses */
				p_ptr->dis_to_h[i] -= 30;
				p_ptr->dis_to_d[i] -= 10;
			}
		}
		/* Hex bonuses */
		if (p_ptr->realm1 == REALM_HEX)
		{
			if (object_is_cursed(o_ptr))
			{
				if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
				if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
				if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
				if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
				if (hex_spelling(HEX_RUNESWORD))
				{
					if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
					if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
					if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
				}
			}
		}
		if (p_ptr->riding)
		{
			if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
			{
				p_ptr->to_h[i] +=15;
				p_ptr->dis_to_h[i] +=15;
				p_ptr->to_dd[i] += 2;
			}
			else if (!(have_flag(flgs, TR_RIDING)))
			{
				int penalty;
				if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
				{
					penalty = 5;
				}
				else
				{
					penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
					penalty += 30;
					if (penalty < 30) penalty = 30;
				}
				p_ptr->to_h[i] -= (s16b)penalty;
				p_ptr->dis_to_h[i] -= (s16b)penalty;

				/* Riding weapon */
				p_ptr->riding_wield[i] = TRUE;
			}
		}
	}

	if (p_ptr->riding)
	{
		int penalty = 0;

		p_ptr->riding_ryoute = FALSE;

		if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
		else if (p_ptr->pet_extra_flags & PF_RYOUTE)
		{
			switch (p_ptr->pclass)
			{
			case CLASS_MONK:
			case CLASS_FORCETRAINER:
			case CLASS_BERSERKER:
				if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
					p_ptr->riding_ryoute = TRUE;
				break;
			}
		}

		if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
		{
			if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
		}
		else
		{
			penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
			penalty += 30;
			if (penalty < 30) penalty = 30;
		}
		if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
		p_ptr->to_h_b -= (s16b)penalty;
		p_ptr->dis_to_h_b -= (s16b)penalty;
	}

	/* Different calculation for monks with empty hands */
	if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
		(empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
	{
		int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
		p_ptr->num_blow[0] = 0;

		if (p_ptr->pclass == CLASS_FORCETRAINER)
		{
			if (blow_base > 18) p_ptr->num_blow[0]++;
			if (blow_base > 31) p_ptr->num_blow[0]++;
			if (blow_base > 44) p_ptr->num_blow[0]++;
			if (blow_base > 58) p_ptr->num_blow[0]++;
			if (P_PTR_KI)
			{
				p_ptr->to_d[0] += P_PTR_KI / 5;
				p_ptr->dis_to_d[0] += P_PTR_KI / 5;
			}
		}
		else
		{
			if (blow_base > 12) p_ptr->num_blow[0]++;
			if (blow_base > 22) p_ptr->num_blow[0]++;
			if (blow_base > 31) p_ptr->num_blow[0]++;
			if (blow_base > 39) p_ptr->num_blow[0]++;
			if (blow_base > 46) p_ptr->num_blow[0]++;
			if (blow_base > 53) p_ptr->num_blow[0]++;
			if (blow_base > 59) p_ptr->num_blow[0]++;
		}

		if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
			p_ptr->num_blow[0] /= 2;
		else
		{
			p_ptr->to_h[0] += (p_ptr->lev / 3);
			p_ptr->dis_to_h[0] += (p_ptr->lev / 3);

			p_ptr->to_d[0] += (p_ptr->lev / 6);
			p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
		}

		if (p_ptr->special_defense & KAMAE_BYAKKO)
		{
			p_ptr->to_a -= 40;
			p_ptr->dis_to_a -= 40;
			
		}
		else if (p_ptr->special_defense & KAMAE_SEIRYU)
		{
			p_ptr->to_a -= 50;
			p_ptr->dis_to_a -= 50;
			p_ptr->resist_acid = TRUE;
			p_ptr->resist_fire = TRUE;
			p_ptr->resist_elec = TRUE;
			p_ptr->resist_cold = TRUE;
			p_ptr->resist_pois = TRUE;
			p_ptr->sh_fire = TRUE;
			p_ptr->sh_elec = TRUE;
			p_ptr->sh_cold = TRUE;
			p_ptr->levitation = TRUE;
		}
		else if (p_ptr->special_defense & KAMAE_GENBU)
		{
			p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
			p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
			p_ptr->reflect = TRUE;
			p_ptr->num_blow[0] -= 2;
			if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
			if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
		}
		else if (p_ptr->special_defense & KAMAE_SUZAKU)
		{
			p_ptr->to_h[0] -= (p_ptr->lev / 3);
			p_ptr->to_d[0] -= (p_ptr->lev / 6);

			p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
			p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
			p_ptr->num_blow[0] /= 2;
			p_ptr->levitation = TRUE;
		}

		p_ptr->num_blow[0] += 1+extra_blows[0];
	}

	if (p_ptr->riding) p_ptr->levitation = riding_levitation;

	monk_armour_aux = FALSE;

	if (heavy_armor())
	{
		monk_armour_aux = TRUE;
	}

	for (i = 0; i < 2; i++)
	{
		if (buki_motteruka(INVEN_RARM+i))
		{
			OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
			OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;

			p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
			p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
			if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
			{
				if (!s_info[p_ptr->pclass].w_max[tval][sval])
				{
					p_ptr->to_h[i] -= 40;
					p_ptr->dis_to_h[i] -= 40;
					p_ptr->icky_wield[i] = TRUE;
				}
			}
			else if (p_ptr->pclass == CLASS_NINJA)
			{
				if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
				{
					p_ptr->to_h[i] -= 40;
					p_ptr->dis_to_h[i] -= 40;
					p_ptr->icky_wield[i] = TRUE;
					p_ptr->num_blow[i] /= 2;
					if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
				}
			}

			if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
		}
	}

	/* Maximum speed is (+99). (internally it's 110 + 99) */
	/* Temporary lightspeed forces to be maximum speed */
	if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
	{
		new_speed = 209;
	}

	/* Minimum speed is (-99). (internally it's 110 - 99) */
	if (new_speed < 11) new_speed = 11;

	/* Display the speed (if needed) */
	if (p_ptr->pspeed != (byte)new_speed)
	{
		p_ptr->pspeed = (byte)new_speed;
		p_ptr->redraw |= (PR_SPEED);
	}

	if (yoiyami)
	{
		if (p_ptr->to_a > (0 - p_ptr->ac))
			p_ptr->to_a = 0 - p_ptr->ac;
		if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
			p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
	}

	/* Redraw armor (if needed) */
	if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
	{
		/* Redraw */
		p_ptr->redraw |= (PR_ARMOR);

		/* Window stuff */
		p_ptr->window |= (PW_PLAYER);
	}


	if (p_ptr->ryoute && !omoi)
	{
		int bonus_to_h=0, bonus_to_d=0;
		bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
		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);

		p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
		p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
		p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
		p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
	}

	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;

	/* Affect Skill -- stealth (bonus one) */
	p_ptr->skill_stl += 1;

	if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;

	/* Affect Skill -- disarming (DEX and INT) */
	p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
	p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];

	/* Affect Skill -- magic devices (INT) */
	p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];

	/* Affect Skill -- saving throw (WIS) */
	p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];

	/* Affect Skill -- digging (STR) */
	p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];

	/* Affect Skill -- disarming (Level, by Class) */
	p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));

	/* Affect Skill -- magic devices (Level, by Class) */
	p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));

	/* Affect Skill -- saving throw (Level, by Class) */
	p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));

	/* Affect Skill -- stealth (Level, by Class) */
	p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);

	/* Affect Skill -- search ability (Level, by Class) */
	p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);

	/* Affect Skill -- search frequency (Level, by Class) */
	p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);

	/* Affect Skill -- combat (normal) (Level, by Class) */
	p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));

	/* Affect Skill -- combat (shooting) (Level, by Class) */
	p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));

	/* Affect Skill -- combat (throwing) (Level, by Class) */
	p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));


	if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
	{
		p_ptr->cursed &= ~(TRC_AGGRAVATE);
		p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
	}

	/* Limit Skill -- stealth from 0 to 30 */
	if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
	if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;

	/* Limit Skill -- digging from 1 up */
	if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;

	if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;

	if (p_ptr->tsubureru) p_ptr->skill_sav = 10;

	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;

	if (down_saving) p_ptr->skill_sav /= 2;

	/* Hack -- Each elemental immunity includes resistance */
	if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
	if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
	if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
	if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;

	/* Determine player alignment */
	for (i = 0, j = 0; i < 8; i++)
	{
		switch (p_ptr->vir_types[i])
		{
		case V_JUSTICE:
			p_ptr->align += p_ptr->virtues[i] * 2;
			break;
		case V_CHANCE:
			/* Do nothing */
			break;
		case V_NATURE:
		case V_HARMONY:
			neutral[j++] = i;
			break;
		case V_UNLIFE:
			p_ptr->align -= p_ptr->virtues[i];
			break;
		default:
			p_ptr->align += p_ptr->virtues[i];
			break;
		}
	}

	for (i = 0; i < j; i++)
	{
		if (p_ptr->align > 0)
		{
			p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
			if (p_ptr->align < 0) p_ptr->align = 0;
		}
		else if (p_ptr->align < 0)
		{
			p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
			if (p_ptr->align > 0) p_ptr->align = 0;
		}
	}

	/* Hack -- handle "xtra" mode */
	if (character_xtra) return;

	/* Take note when "heavy bow" changes */
	if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
	{
		/* Message */
		if (p_ptr->heavy_shoot)
		{
			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."));
		}
		else if (inventory[INVEN_BOW].k_idx)
		{
			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."));
		}
		else
		{
			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."));
		}

		/* Save it */
		p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
	}

	for (i = 0 ; i < 2 ; i++)
	{
		/* Take note when "heavy weapon" changes */
		if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
		{
			/* Message */
			if (p_ptr->heavy_wield[i])
			{
				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."));
			}
			else if (buki_motteruka(INVEN_RARM+i))
			{
				msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
			}
			else if (p_ptr->heavy_wield[1-i])
			{
				msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
			}
			else
			{
				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."));
			}

			/* Save it */
			p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
		}

		/* Take note when "heavy weapon" changes */
		if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
		{
			/* Message */
			if (p_ptr->riding_wield[i])
			{
				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."));
			}
			else if (!p_ptr->riding)
			{
				msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
			}
			else if (buki_motteruka(INVEN_RARM+i))
			{
				msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
			}
			/* Save it */
			p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
		}

		/* Take note when "illegal weapon" changes */
		if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
		{
			/* Message */
			if (p_ptr->icky_wield[i])
			{
				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."));
				if (is_loading_now)
				{
					chg_virtue(V_FAITH, -1);
				}
			}
			else if (buki_motteruka(INVEN_RARM+i))
			{
				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."));
			}
			else
			{
				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."));
			}

			/* Save it */
			p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
		}
	}

	if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
	{
		/* Message */
		if (p_ptr->riding_ryoute)
		{
#ifdef JP
			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" : "");
#else
			msg_print("You are using both hand for fighting, and you can't control a riding pet.");
#endif
		}
		else
		{
#ifdef JP
			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" : "");
#else
			msg_print("You began to control riding pet with one hand.");
#endif
		}

		p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
	}

	if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
	{
		if (heavy_armor())
		{
			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."));
			if (is_loading_now)
			{
				chg_virtue(V_HARMONY, -1);
			}
		}
		else
		{
			msg_print(_("バランスがとれるようになった。", "You regain your balance."));
		}
		
		monk_notify_aux = monk_armour_aux;
	}

	for (i = 0; i < INVEN_PACK; i++)
	{
#if 0
		if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
		if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
#endif
		if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
		if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
	}

	for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
	{
		/* Acquire object */
		o_ptr = &o_list[this_o_idx];

		/* Acquire next object */
		next_o_idx = o_ptr->next_o_idx;

#if 0
		if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
		if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
#endif
		if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
		if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
	}

	if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
#if 0
	if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
	{
		const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
		if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
	}

	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)))
	{
		const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
		if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
	}
#endif
	if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
	{
		const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
		if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
	}

	if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
	{
		const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
		if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
	}
}



/*! 
 * @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"
 * @return なし
 * @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。
 */
void notice_stuff(void)
{
	/* Notice stuff */
	if (!p_ptr->notice) return;


	/* Actually do auto-destroy */
	if (p_ptr->notice & (PN_AUTODESTROY))
	{
		p_ptr->notice &= ~(PN_AUTODESTROY);
		autopick_delayed_alter();
	}

	/* Combine the pack */
	if (p_ptr->notice & (PN_COMBINE))
	{
		p_ptr->notice &= ~(PN_COMBINE);
		combine_pack();
	}

	/* Reorder the pack */
	if (p_ptr->notice & (PN_REORDER))
	{
		p_ptr->notice &= ~(PN_REORDER);
		reorder_pack();
	}
}


/*! 
 * @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"
 * @return なし
 * @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。
 */
void update_stuff(void)
{
	/* Update stuff */
	if (!p_ptr->update) return;


	if (p_ptr->update & (PU_BONUS))
	{
		p_ptr->update &= ~(PU_BONUS);
		calc_bonuses();
	}

	if (p_ptr->update & (PU_TORCH))
	{
		p_ptr->update &= ~(PU_TORCH);
		calc_torch();
	}

	if (p_ptr->update & (PU_HP))
	{
		p_ptr->update &= ~(PU_HP);
		calc_hitpoints();
	}

	if (p_ptr->update & (PU_MANA))
	{
		p_ptr->update &= ~(PU_MANA);
		calc_mana();
	}

	if (p_ptr->update & (PU_SPELLS))
	{
		p_ptr->update &= ~(PU_SPELLS);
		calc_spells();
	}


	/* Character is not ready yet, no screen updates */
	if (!character_generated) return;


	/* Character is in "icky" mode, no screen updates */
	if (character_icky) return;


	if (p_ptr->update & (PU_UN_LITE))
	{
		p_ptr->update &= ~(PU_UN_LITE);
		forget_lite();
	}

	if (p_ptr->update & (PU_UN_VIEW))
	{
		p_ptr->update &= ~(PU_UN_VIEW);
		forget_view();
	}

	if (p_ptr->update & (PU_VIEW))
	{
		p_ptr->update &= ~(PU_VIEW);
		update_view();
	}

	if (p_ptr->update & (PU_LITE))
	{
		p_ptr->update &= ~(PU_LITE);
		update_lite();
	}


	if (p_ptr->update & (PU_FLOW))
	{
		p_ptr->update &= ~(PU_FLOW);
		update_flow();
	}

	if (p_ptr->update & (PU_DISTANCE))
	{
		p_ptr->update &= ~(PU_DISTANCE);

		/* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
		/* p_ptr->update &= ~(PU_MONSTERS); */

		update_monsters(TRUE);
	}

	if (p_ptr->update & (PU_MON_LITE))
	{
		p_ptr->update &= ~(PU_MON_LITE);
		update_mon_lite();
	}

	/*
	 * Mega-Hack -- Delayed visual update
	 * Only used if update_view(), update_lite() or update_mon_lite() was called
	 */
	if (p_ptr->update & (PU_DELAY_VIS))
	{
		p_ptr->update &= ~(PU_DELAY_VIS);
		delayed_visual_update();
	}

	if (p_ptr->update & (PU_MONSTERS))
	{
		p_ptr->update &= ~(PU_MONSTERS);
		update_monsters(FALSE);
	}
}


/*! 
 * @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"
 * @return なし
 * @details 更新処理の対象はゲーム中の全描画処理
 */
void redraw_stuff(void)
{
	/* Redraw stuff */
	if (!p_ptr->redraw) return;


	/* Character is not ready yet, no screen updates */
	if (!character_generated) return;


	/* Character is in "icky" mode, no screen updates */
	if (character_icky) return;



	/* Hack -- clear the screen */
	if (p_ptr->redraw & (PR_WIPE))
	{
		p_ptr->redraw &= ~(PR_WIPE);
		msg_print(NULL);
		Term_clear();
	}


	if (p_ptr->redraw & (PR_MAP))
	{
		p_ptr->redraw &= ~(PR_MAP);
		prt_map();
	}


	if (p_ptr->redraw & (PR_BASIC))
	{
		p_ptr->redraw &= ~(PR_BASIC);
		p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
		p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
		p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
		p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
		prt_frame_basic();
		prt_time();
		prt_dungeon();
	}

	if (p_ptr->redraw & (PR_EQUIPPY))
	{
		p_ptr->redraw &= ~(PR_EQUIPPY);
		print_equippy(); /* To draw / delete equippy chars */
	}

	if (p_ptr->redraw & (PR_MISC))
	{
		p_ptr->redraw &= ~(PR_MISC);
		prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
/*		prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */

	}

	if (p_ptr->redraw & (PR_TITLE))
	{
		p_ptr->redraw &= ~(PR_TITLE);
		prt_title();
	}

	if (p_ptr->redraw & (PR_LEV))
	{
		p_ptr->redraw &= ~(PR_LEV);
		prt_level();
	}

	if (p_ptr->redraw & (PR_EXP))
	{
		p_ptr->redraw &= ~(PR_EXP);
		prt_exp();
	}

	if (p_ptr->redraw & (PR_STATS))
	{
		p_ptr->redraw &= ~(PR_STATS);
		prt_stat(A_STR);
		prt_stat(A_INT);
		prt_stat(A_WIS);
		prt_stat(A_DEX);
		prt_stat(A_CON);
		prt_stat(A_CHR);
	}

	if (p_ptr->redraw & (PR_STATUS))
	{
		p_ptr->redraw &= ~(PR_STATUS);
		prt_status();
	}

	if (p_ptr->redraw & (PR_ARMOR))
	{
		p_ptr->redraw &= ~(PR_ARMOR);
		prt_ac();
	}

	if (p_ptr->redraw & (PR_HP))
	{
		p_ptr->redraw &= ~(PR_HP);
		prt_hp();
	}

	if (p_ptr->redraw & (PR_MANA))
	{
		p_ptr->redraw &= ~(PR_MANA);
		prt_sp();
	}

	if (p_ptr->redraw & (PR_GOLD))
	{
		p_ptr->redraw &= ~(PR_GOLD);
		prt_gold();
	}

	if (p_ptr->redraw & (PR_DEPTH))
	{
		p_ptr->redraw &= ~(PR_DEPTH);
		prt_depth();
	}

	if (p_ptr->redraw & (PR_HEALTH))
	{
		p_ptr->redraw &= ~(PR_HEALTH);
		health_redraw(FALSE);
	}

	if (p_ptr->redraw & (PR_UHEALTH))
	{
		p_ptr->redraw &= ~(PR_UHEALTH);
		health_redraw(TRUE);
	}


	if (p_ptr->redraw & (PR_EXTRA))
	{
		p_ptr->redraw &= ~(PR_EXTRA);
		p_ptr->redraw &= ~(PR_CUT | PR_STUN);
		p_ptr->redraw &= ~(PR_HUNGER);
		p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
		prt_frame_extra();
	}

	if (p_ptr->redraw & (PR_CUT))
	{
		p_ptr->redraw &= ~(PR_CUT);
		prt_cut();
	}

	if (p_ptr->redraw & (PR_STUN))
	{
		p_ptr->redraw &= ~(PR_STUN);
		prt_stun();
	}

	if (p_ptr->redraw & (PR_HUNGER))
	{
		p_ptr->redraw &= ~(PR_HUNGER);
		prt_hunger();
	}

	if (p_ptr->redraw & (PR_STATE))
	{
		p_ptr->redraw &= ~(PR_STATE);
		prt_state();
	}

	if (p_ptr->redraw & (PR_SPEED))
	{
		p_ptr->redraw &= ~(PR_SPEED);
		prt_speed();
	}

	if (p_ptr->pclass == CLASS_IMITATOR)
	{
		if (p_ptr->redraw & (PR_IMITATION))
		{
			p_ptr->redraw &= ~(PR_IMITATION);
			prt_imitation();
		}
	}
	else if (p_ptr->redraw & (PR_STUDY))
	{
		p_ptr->redraw &= ~(PR_STUDY);
		prt_study();
	}
}


/*! 
 * @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"
 * @return なし
 * @details 更新処理の対象はサブウィンドウ全般
 */
void window_stuff(void)
{
	int j;

	u32b mask = 0L;


	/* Nothing to do */
	if (!p_ptr->window) return;

	/* Scan windows */
	for (j = 0; j < 8; j++)
	{
		/* Save usable flags */
		if (angband_term[j]) mask |= window_flag[j];
	}

	/* Apply usable flags */
	p_ptr->window &= mask;

	/* Nothing to do */
	if (!p_ptr->window) return;


	/* Display inventory */
	if (p_ptr->window & (PW_INVEN))
	{
		p_ptr->window &= ~(PW_INVEN);
		fix_inven();
	}

	/* Display equipment */
	if (p_ptr->window & (PW_EQUIP))
	{
		p_ptr->window &= ~(PW_EQUIP);
		fix_equip();
	}

	/* Display spell list */
	if (p_ptr->window & (PW_SPELL))
	{
		p_ptr->window &= ~(PW_SPELL);
		fix_spell();
	}

	/* Display player */
	if (p_ptr->window & (PW_PLAYER))
	{
		p_ptr->window &= ~(PW_PLAYER);
		fix_player();
	}
	
	/* Display monster list */
	if (p_ptr->window & (PW_MONSTER_LIST))
	{
		p_ptr->window &= ~(PW_MONSTER_LIST);
		fix_monster_list();
	}
	
	/* Display overhead view */
	if (p_ptr->window & (PW_MESSAGE))
	{
		p_ptr->window &= ~(PW_MESSAGE);
		fix_message();
	}

	/* Display overhead view */
	if (p_ptr->window & (PW_OVERHEAD))
	{
		p_ptr->window &= ~(PW_OVERHEAD);
		fix_overhead();
	}

	/* Display overhead view */
	if (p_ptr->window & (PW_DUNGEON))
	{
		p_ptr->window &= ~(PW_DUNGEON);
		fix_dungeon();
	}

	/* Display monster recall */
	if (p_ptr->window & (PW_MONSTER))
	{
		p_ptr->window &= ~(PW_MONSTER);
		fix_monster();
	}

	/* Display object recall */
	if (p_ptr->window & (PW_OBJECT))
	{
		p_ptr->window &= ~(PW_OBJECT);
		fix_object();
	}
}


/*!
 * @brief 全更新処理をチェックして処理していく
 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
 * @return なし
 */
void handle_stuff(void)
{
	/* Update stuff */
	if (p_ptr->update) update_stuff();

	/* Redraw stuff */
	if (p_ptr->redraw) redraw_stuff();

	/* Window stuff */
	if (p_ptr->window) window_stuff();
}

/*!
 * @brief プレイヤーの現在開いている手の状態を返す
 * @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。
 * @return 開いている手のビットフラグ
 */
s16b empty_hands(bool riding_control)
{
	s16b status = EMPTY_HAND_NONE;

	if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
	if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;

	if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
	{
		if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
		else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
	}

	return status;
}


/*!
 * @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。
 * @return ペナルティが適用されるならばTRUE。
 */
bool heavy_armor(void)
{
	WEIGHT monk_arm_wgt = 0;

	if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;

	/* Weight the armor */
	if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
	if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
	monk_arm_wgt += inventory[INVEN_BODY].weight;
	monk_arm_wgt += inventory[INVEN_HEAD].weight;
	monk_arm_wgt += inventory[INVEN_OUTER].weight;
	monk_arm_wgt += inventory[INVEN_HANDS].weight;
	monk_arm_wgt += inventory[INVEN_FEET].weight;

	return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
}

/*!
 * @brief 実ゲームプレイ時間を更新する
 */
void update_playtime(void)
{
	/* Check if the game has started */
	if (start_time != 0)
	{
		u32b tmp = (u32b)time(NULL);
		playtime += (tmp - start_time);
		start_time = tmp;
	}
}
