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[Refactor] #39073 アライメント再計算処理をcalc_bonuses()へ統一。 / Unify recalculation of alignment...
[hengband/hengband.git] / src / player-status.c
1 #include "angband.h"
2 #include "player-status.h"
3
4 #include "artifact.h"
5 #include "avatar.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monsterrace-hook.h"
9 #include "mutation.h"
10 #include "patron.h"
11
12 /* Hack, monk armour */
13 static bool monk_armour_aux;
14 static bool monk_notify_aux;
15
16 /*
17  * Return alignment title
18  */
19 concptr your_alignment(void)
20 {
21         if (p_ptr->align > 150) return _("大善", "Lawful");
22         else if (p_ptr->align > 50) return _("中善", "Good");
23         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
24         else if (p_ptr->align > -11) return _("中立", "Neutral");
25         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
26         else if (p_ptr->align > -151) return _("中悪", "Evil");
27         else return _("大悪", "Chaotic");
28 }
29
30
31 /*
32  * Return proficiency level of weapons and misc. skills (except riding)
33  */
34 int weapon_exp_level(int weapon_exp)
35 {
36         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
37         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
38         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
39         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
40         else return EXP_LEVEL_MASTER;
41 }
42
43
44 /*
45  * Return proficiency level of riding
46  */
47 int riding_exp_level(int riding_exp)
48 {
49         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
50         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
51         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
52         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
53         else return EXP_LEVEL_MASTER;
54 }
55
56
57 /*
58  * Return proficiency level of spells
59  */
60 int spell_exp_level(int spell_exp)
61 {
62         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
63         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
64         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
65         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
66         else return EXP_LEVEL_MASTER;
67 }
68
69 /*!
70  * @brief プレイヤーの全ステータスを更新する /
71  * Calculate the players current "state", taking into account
72  * not only race/class intrinsics, but also objects being worn
73  * and temporary spell effects.
74  * @return なし
75  * @details
76  * <pre>
77  * See also calc_mana() and calc_hitpoints().
78  *
79  * Take note of the new "speed code", in particular, a very strong
80  * player will start slowing down as soon as he reaches 150 pounds,
81  * but not until he reaches 450 pounds will he be half as fast as
82  * a normal kobold.  This both hurts and helps the player, hurts
83  * because in the old days a player could just avoid 300 pounds,
84  * and helps because now carrying 300 pounds is not very painful.
85  *
86  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
87  * damage, since that would affect non-combat things.  These values
88  * are actually added in later, at the appropriate place.
89  *
90  * This function induces various "status" messages.
91  * </pre>
92  */
93 void calc_bonuses(void)
94 {
95         int i, j, hold, neutral[2];
96         int new_speed;
97         int default_hand = 0;
98         int empty_hands_status = empty_hands(TRUE);
99         int extra_blows[2];
100         MONSTER_IDX m_idx;
101         object_type *o_ptr;
102         BIT_FLAGS flgs[TR_FLAG_SIZE];
103         bool omoi = FALSE;
104         bool yoiyami = FALSE;
105         bool down_saving = FALSE;
106 #if 0
107         bool have_dd_s = FALSE, have_dd_t = FALSE;
108 #endif
109         bool have_sw = FALSE, have_kabe = FALSE;
110         bool easy_2weapon = FALSE;
111         bool riding_levitation = FALSE;
112         OBJECT_IDX this_o_idx, next_o_idx = 0;
113         const player_race *tmp_rp_ptr;
114
115         /* Save the old vision stuff */
116         bool old_telepathy = p_ptr->telepathy;
117         bool old_esp_animal = p_ptr->esp_animal;
118         bool old_esp_undead = p_ptr->esp_undead;
119         bool old_esp_demon = p_ptr->esp_demon;
120         bool old_esp_orc = p_ptr->esp_orc;
121         bool old_esp_troll = p_ptr->esp_troll;
122         bool old_esp_giant = p_ptr->esp_giant;
123         bool old_esp_dragon = p_ptr->esp_dragon;
124         bool old_esp_human = p_ptr->esp_human;
125         bool old_esp_evil = p_ptr->esp_evil;
126         bool old_esp_good = p_ptr->esp_good;
127         bool old_esp_nonliving = p_ptr->esp_nonliving;
128         bool old_esp_unique = p_ptr->esp_unique;
129         bool old_see_inv = p_ptr->see_inv;
130         bool old_mighty_throw = p_ptr->mighty_throw;
131
132         /* Current feature under player. */
133         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
134
135         /* Save the old armor class */
136         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
137         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
138
139
140         /* Clear extra blows/shots */
141         extra_blows[0] = extra_blows[1] = 0;
142
143         /* Clear the stat modifiers */
144         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
145
146
147         /* Clear the Displayed/Real armor class */
148         p_ptr->dis_ac = p_ptr->ac = 0;
149
150         /* Clear the Displayed/Real Bonuses */
151         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
152         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
153         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
154         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
155         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
156         p_ptr->dis_to_a = p_ptr->to_a = 0;
157         p_ptr->to_h_m = 0;
158         p_ptr->to_d_m = 0;
159
160         p_ptr->to_m_chance = 0;
161
162         /* Clear the Extra Dice Bonuses */
163         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
164         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
165
166         /* Start with "normal" speed */
167         new_speed = 110;
168
169         /* Start with a single blow per current_world_ptr->game_turn */
170         p_ptr->num_blow[0] = 1;
171         p_ptr->num_blow[1] = 1;
172
173         /* Start with a single shot per current_world_ptr->game_turn */
174         p_ptr->num_fire = 100;
175
176         /* Reset the "xtra" tval */
177         p_ptr->tval_xtra = 0;
178
179         /* Reset the "ammo" tval */
180         p_ptr->tval_ammo = 0;
181
182         /* Clear all the flags */
183         p_ptr->cursed = 0L;
184         p_ptr->bless_blade = FALSE;
185         p_ptr->xtra_might = FALSE;
186         p_ptr->impact[0] = FALSE;
187         p_ptr->impact[1] = FALSE;
188         p_ptr->pass_wall = FALSE;
189         p_ptr->kill_wall = FALSE;
190         p_ptr->dec_mana = FALSE;
191         p_ptr->easy_spell = FALSE;
192         p_ptr->heavy_spell = FALSE;
193         p_ptr->see_inv = FALSE;
194         p_ptr->free_act = FALSE;
195         p_ptr->slow_digest = FALSE;
196         p_ptr->regenerate = FALSE;
197         p_ptr->can_swim = FALSE;
198         p_ptr->levitation = FALSE;
199         p_ptr->hold_exp = FALSE;
200         p_ptr->telepathy = FALSE;
201         p_ptr->esp_animal = FALSE;
202         p_ptr->esp_undead = FALSE;
203         p_ptr->esp_demon = FALSE;
204         p_ptr->esp_orc = FALSE;
205         p_ptr->esp_troll = FALSE;
206         p_ptr->esp_giant = FALSE;
207         p_ptr->esp_dragon = FALSE;
208         p_ptr->esp_human = FALSE;
209         p_ptr->esp_evil = FALSE;
210         p_ptr->esp_good = FALSE;
211         p_ptr->esp_nonliving = FALSE;
212         p_ptr->esp_unique = FALSE;
213         p_ptr->lite = FALSE;
214         p_ptr->sustain_str = FALSE;
215         p_ptr->sustain_int = FALSE;
216         p_ptr->sustain_wis = FALSE;
217         p_ptr->sustain_con = FALSE;
218         p_ptr->sustain_dex = FALSE;
219         p_ptr->sustain_chr = FALSE;
220         p_ptr->resist_acid = FALSE;
221         p_ptr->resist_elec = FALSE;
222         p_ptr->resist_fire = FALSE;
223         p_ptr->resist_cold = FALSE;
224         p_ptr->resist_pois = FALSE;
225         p_ptr->resist_conf = FALSE;
226         p_ptr->resist_sound = FALSE;
227         p_ptr->resist_lite = FALSE;
228         p_ptr->resist_dark = FALSE;
229         p_ptr->resist_chaos = FALSE;
230         p_ptr->resist_disen = FALSE;
231         p_ptr->resist_shard = FALSE;
232         p_ptr->resist_nexus = FALSE;
233         p_ptr->resist_blind = FALSE;
234         p_ptr->resist_neth = FALSE;
235         p_ptr->resist_time = FALSE;
236         p_ptr->resist_water = FALSE;
237         p_ptr->resist_fear = FALSE;
238         p_ptr->reflect = FALSE;
239         p_ptr->sh_fire = FALSE;
240         p_ptr->sh_elec = FALSE;
241         p_ptr->sh_cold = FALSE;
242         p_ptr->anti_magic = FALSE;
243         p_ptr->anti_tele = FALSE;
244         p_ptr->warning = FALSE;
245         p_ptr->mighty_throw = FALSE;
246         p_ptr->see_nocto = FALSE;
247
248         p_ptr->immune_acid = FALSE;
249         p_ptr->immune_elec = FALSE;
250         p_ptr->immune_fire = FALSE;
251         p_ptr->immune_cold = FALSE;
252
253         p_ptr->ryoute = FALSE;
254         p_ptr->migite = FALSE;
255         p_ptr->hidarite = FALSE;
256         p_ptr->no_flowed = FALSE;
257
258         p_ptr->align = 0;
259
260         for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
261         {
262                 monster_type *m_ptr;
263                 monster_race *r_ptr;
264                 m_ptr = &current_floor_ptr->m_list[m_idx];
265                 if (!monster_is_valid(m_ptr)) continue;
266                 r_ptr = &r_info[m_ptr->r_idx];
267
268                 if (is_pet(m_ptr))
269                 {
270                         if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
271                         if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
272                 }
273         }
274
275         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
276         else tmp_rp_ptr = &race_info[p_ptr->prace];
277
278         /* Base infravision (purely racial) */
279         p_ptr->see_infra = tmp_rp_ptr->infra;
280
281         /* Base skill -- disarming */
282         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
283
284         /* Base skill -- magic devices */
285         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
286
287         /* Base skill -- saving throw */
288         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
289
290         /* Base skill -- stealth */
291         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
292
293         /* Base skill -- searching ability */
294         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
295
296         /* Base skill -- searching frequency */
297         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
298
299         /* Base skill -- combat (normal) */
300         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
301
302         /* Base skill -- combat (shooting) */
303         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
304
305         /* Base skill -- combat (throwing) */
306         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
307
308         /* Base skill -- digging */
309         p_ptr->skill_dig = 0;
310
311         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
312         if (has_melee_weapon(INVEN_LARM))
313         {
314                 p_ptr->hidarite = TRUE;
315                 if (!p_ptr->migite) default_hand = 1;
316         }
317
318         if (CAN_TWO_HANDS_WIELDING())
319         {
320                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
321                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
322                 {
323                         p_ptr->ryoute = TRUE;
324                 }
325                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
326                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
327                 {
328                         p_ptr->ryoute = TRUE;
329                 }
330                 else
331                 {
332                         switch (p_ptr->pclass)
333                         {
334                         case CLASS_MONK:
335                         case CLASS_FORCETRAINER:
336                         case CLASS_BERSERKER:
337                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
338                                 {
339                                         p_ptr->migite = TRUE;
340                                         p_ptr->ryoute = TRUE;
341                                 }
342                                 break;
343                         }
344                 }
345         }
346
347         if (!p_ptr->migite && !p_ptr->hidarite)
348         {
349                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
350                 else if (empty_hands_status == EMPTY_HAND_LARM)
351                 {
352                         p_ptr->hidarite = TRUE;
353                         default_hand = 1;
354                 }
355         }
356
357         if (p_ptr->special_defense & KAMAE_MASK)
358         {
359                 if (!(empty_hands_status & EMPTY_HAND_RARM))
360                 {
361                         set_action(ACTION_NONE);
362                 }
363         }
364
365         switch (p_ptr->pclass)
366         {
367         case CLASS_WARRIOR:
368                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
369                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
370                 break;
371         case CLASS_PALADIN:
372                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
373                 break;
374         case CLASS_CHAOS_WARRIOR:
375                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
376                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
377                 break;
378         case CLASS_MINDCRAFTER:
379                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
380                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
381                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
382                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
383                 break;
384         case CLASS_MONK:
385         case CLASS_FORCETRAINER:
386                 /* Unencumbered Monks become faster every 10 levels */
387                 if (!(heavy_armor()))
388                 {
389                         if (!(prace_is_(RACE_KLACKON) ||
390                                 prace_is_(RACE_SPRITE) ||
391                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
392                                 new_speed += (p_ptr->lev) / 10;
393
394                         /* Free action if unencumbered at level 25 */
395                         if (p_ptr->lev > 24)
396                                 p_ptr->free_act = TRUE;
397                 }
398                 break;
399         case CLASS_SORCERER:
400                 p_ptr->to_a -= 50;
401                 p_ptr->dis_to_a -= 50;
402                 break;
403         case CLASS_BARD:
404                 p_ptr->resist_sound = TRUE;
405                 break;
406         case CLASS_SAMURAI:
407                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
408                 break;
409         case CLASS_BERSERKER:
410                 p_ptr->shero = 1;
411                 p_ptr->sustain_str = TRUE;
412                 p_ptr->sustain_dex = TRUE;
413                 p_ptr->sustain_con = TRUE;
414                 p_ptr->regenerate = TRUE;
415                 p_ptr->free_act = TRUE;
416                 new_speed += 2;
417                 if (p_ptr->lev > 29) new_speed++;
418                 if (p_ptr->lev > 39) new_speed++;
419                 if (p_ptr->lev > 44) new_speed++;
420                 if (p_ptr->lev > 49) new_speed++;
421                 p_ptr->to_a += 10 + p_ptr->lev / 2;
422                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
423                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
424                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
425                 p_ptr->redraw |= PR_STATUS;
426                 break;
427         case CLASS_MIRROR_MASTER:
428                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
429                 break;
430         case CLASS_NINJA:
431                 /* Unencumbered Ninjas become faster every 10 levels */
432                 if (heavy_armor())
433                 {
434                         new_speed -= (p_ptr->lev) / 10;
435                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
436                 }
437                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
438                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
439                 {
440                         new_speed += 3;
441                         if (!(prace_is_(RACE_KLACKON) ||
442                                 prace_is_(RACE_SPRITE) ||
443                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
444                                 new_speed += (p_ptr->lev) / 10;
445                         p_ptr->skill_stl += (p_ptr->lev) / 10;
446
447                         /* Free action if unencumbered at level 25 */
448                         if (p_ptr->lev > 24)
449                                 p_ptr->free_act = TRUE;
450                 }
451                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
452                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
453                 {
454                         p_ptr->to_a += p_ptr->lev / 2 + 5;
455                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
456                 }
457                 p_ptr->slow_digest = TRUE;
458                 p_ptr->resist_fear = TRUE;
459                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
460                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
461                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
462                 if (p_ptr->lev > 44)
463                 {
464                         p_ptr->oppose_pois = 1;
465                         p_ptr->redraw |= PR_STATUS;
466                 }
467                 p_ptr->see_nocto = TRUE;
468                 break;
469         }
470
471         /***** Races ****/
472         if (p_ptr->mimic_form)
473         {
474                 switch (p_ptr->mimic_form)
475                 {
476                 case MIMIC_DEMON:
477                         p_ptr->hold_exp = TRUE;
478                         p_ptr->resist_chaos = TRUE;
479                         p_ptr->resist_neth = TRUE;
480                         p_ptr->resist_fire = TRUE;
481                         p_ptr->oppose_fire = 1;
482                         p_ptr->see_inv = TRUE;
483                         new_speed += 3;
484                         p_ptr->redraw |= PR_STATUS;
485                         p_ptr->to_a += 10;
486                         p_ptr->dis_to_a += 10;
487                         p_ptr->align -= 200;
488                         break;
489                 case MIMIC_DEMON_LORD:
490                         p_ptr->hold_exp = TRUE;
491                         p_ptr->resist_chaos = TRUE;
492                         p_ptr->resist_neth = TRUE;
493                         p_ptr->immune_fire = TRUE;
494                         p_ptr->resist_acid = TRUE;
495                         p_ptr->resist_fire = TRUE;
496                         p_ptr->resist_cold = TRUE;
497                         p_ptr->resist_elec = TRUE;
498                         p_ptr->resist_pois = TRUE;
499                         p_ptr->resist_conf = TRUE;
500                         p_ptr->resist_disen = TRUE;
501                         p_ptr->resist_nexus = TRUE;
502                         p_ptr->resist_fear = TRUE;
503                         p_ptr->sh_fire = TRUE;
504                         p_ptr->see_inv = TRUE;
505                         p_ptr->telepathy = TRUE;
506                         p_ptr->levitation = TRUE;
507                         p_ptr->kill_wall = TRUE;
508                         new_speed += 5;
509                         p_ptr->to_a += 20;
510                         p_ptr->dis_to_a += 20;
511                         p_ptr->align -= 200;
512                         break;
513                 case MIMIC_VAMPIRE:
514                         p_ptr->resist_dark = TRUE;
515                         p_ptr->hold_exp = TRUE;
516                         p_ptr->resist_neth = TRUE;
517                         p_ptr->resist_cold = TRUE;
518                         p_ptr->resist_pois = TRUE;
519                         p_ptr->see_inv = TRUE;
520                         new_speed += 3;
521                         p_ptr->to_a += 10;
522                         p_ptr->dis_to_a += 10;
523                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
524                         break;
525                 }
526         }
527         else
528         {
529                 switch (p_ptr->prace)
530                 {
531                 case RACE_ELF:
532                         p_ptr->resist_lite = TRUE;
533                         break;
534                 case RACE_HOBBIT:
535                         p_ptr->hold_exp = TRUE;
536                         break;
537                 case RACE_GNOME:
538                         p_ptr->free_act = TRUE;
539                         break;
540                 case RACE_DWARF:
541                         p_ptr->resist_blind = TRUE;
542                         break;
543                 case RACE_HALF_ORC:
544                         p_ptr->resist_dark = TRUE;
545                         break;
546                 case RACE_HALF_TROLL:
547                         p_ptr->sustain_str = TRUE;
548
549                         if (p_ptr->lev > 14)
550                         {
551                                 /* High level trolls heal fast... */
552                                 p_ptr->regenerate = TRUE;
553
554                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
555                                 {
556                                         p_ptr->slow_digest = TRUE;
557                                         /* Let's not make Regeneration
558                                          * a disadvantage for the poor warriors who can
559                                          * never learn a spell that satisfies hunger (actually
560                                          * neither can rogues, but half-trolls are not
561                                          * supposed to play rogues) */
562                                 }
563                         }
564                         break;
565                 case RACE_AMBERITE:
566                         p_ptr->sustain_con = TRUE;
567                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
568                         break;
569                 case RACE_HIGH_ELF:
570                         p_ptr->resist_lite = TRUE;
571                         p_ptr->see_inv = TRUE;
572                         break;
573                 case RACE_BARBARIAN:
574                         p_ptr->resist_fear = TRUE;
575                         break;
576                 case RACE_HALF_OGRE:
577                         p_ptr->resist_dark = TRUE;
578                         p_ptr->sustain_str = TRUE;
579                         break;
580                 case RACE_HALF_GIANT:
581                         p_ptr->sustain_str = TRUE;
582                         p_ptr->resist_shard = TRUE;
583                         break;
584                 case RACE_HALF_TITAN:
585                         p_ptr->resist_chaos = TRUE;
586                         break;
587                 case RACE_CYCLOPS:
588                         p_ptr->resist_sound = TRUE;
589                         break;
590                 case RACE_YEEK:
591                         p_ptr->resist_acid = TRUE;
592                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
593                         break;
594                 case RACE_KLACKON:
595                         p_ptr->resist_conf = TRUE;
596                         p_ptr->resist_acid = TRUE;
597
598                         /* Klackons become faster */
599                         new_speed += (p_ptr->lev) / 10;
600                         break;
601                 case RACE_KOBOLD:
602                         p_ptr->resist_pois = TRUE;
603                         break;
604                 case RACE_NIBELUNG:
605                         p_ptr->resist_disen = TRUE;
606                         p_ptr->resist_dark = TRUE;
607                         break;
608                 case RACE_DARK_ELF:
609                         p_ptr->resist_dark = TRUE;
610                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
611                         break;
612                 case RACE_DRACONIAN:
613                         p_ptr->levitation = TRUE;
614                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
615                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
616                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
617                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
618                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
619                         break;
620                 case RACE_MIND_FLAYER:
621                         p_ptr->sustain_int = TRUE;
622                         p_ptr->sustain_wis = TRUE;
623                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
624                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
625                         break;
626                 case RACE_IMP:
627                         p_ptr->resist_fire = TRUE;
628                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
629                         break;
630                 case RACE_GOLEM:
631                         p_ptr->slow_digest = TRUE;
632                         p_ptr->free_act = TRUE;
633                         p_ptr->see_inv = TRUE;
634                         p_ptr->resist_pois = TRUE;
635                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
636                         break;
637                 case RACE_SKELETON:
638                         p_ptr->resist_shard = TRUE;
639                         p_ptr->hold_exp = TRUE;
640                         p_ptr->see_inv = TRUE;
641                         p_ptr->resist_pois = TRUE;
642                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
643                         break;
644                 case RACE_ZOMBIE:
645                         p_ptr->resist_neth = TRUE;
646                         p_ptr->hold_exp = TRUE;
647                         p_ptr->see_inv = TRUE;
648                         p_ptr->resist_pois = TRUE;
649                         p_ptr->slow_digest = TRUE;
650                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
651                         break;
652                 case RACE_VAMPIRE:
653                         p_ptr->resist_dark = TRUE;
654                         p_ptr->hold_exp = TRUE;
655                         p_ptr->resist_neth = TRUE;
656                         p_ptr->resist_cold = TRUE;
657                         p_ptr->resist_pois = TRUE;
658                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
659                         break;
660                 case RACE_SPECTRE:
661                         p_ptr->levitation = TRUE;
662                         p_ptr->free_act = TRUE;
663                         p_ptr->resist_neth = TRUE;
664                         p_ptr->hold_exp = TRUE;
665                         p_ptr->see_inv = TRUE;
666                         p_ptr->resist_pois = TRUE;
667                         p_ptr->slow_digest = TRUE;
668                         p_ptr->resist_cold = TRUE;
669                         p_ptr->pass_wall = TRUE;
670                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
671                         break;
672                 case RACE_SPRITE:
673                         p_ptr->levitation = TRUE;
674                         p_ptr->resist_lite = TRUE;
675
676                         /* Sprites become faster */
677                         new_speed += (p_ptr->lev) / 10;
678                         break;
679                 case RACE_BEASTMAN:
680                         p_ptr->resist_conf = TRUE;
681                         p_ptr->resist_sound = TRUE;
682                         break;
683                 case RACE_ENT:
684                         /* Ents dig like maniacs, but only with their hands. */
685                         if (!inventory[INVEN_RARM].k_idx)
686                                 p_ptr->skill_dig += p_ptr->lev * 10;
687                         /* Ents get tougher and stronger as they age, but lose dexterity. */
688                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
689                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
690                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
691
692                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
693                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
694                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
695
696                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
697                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
698                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
699                         break;
700                 case RACE_ANGEL:
701                         p_ptr->levitation = TRUE;
702                         p_ptr->see_inv = TRUE;
703                         p_ptr->align += 200;
704                         break;
705                 case RACE_DEMON:
706                         p_ptr->resist_fire = TRUE;
707                         p_ptr->resist_neth = TRUE;
708                         p_ptr->hold_exp = TRUE;
709                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
710                         if (p_ptr->lev > 44)
711                         {
712                                 p_ptr->oppose_fire = 1;
713                                 p_ptr->redraw |= PR_STATUS;
714                         }
715                         p_ptr->align -= 200;
716                         break;
717                 case RACE_DUNADAN:
718                         p_ptr->sustain_con = TRUE;
719                         break;
720                 case RACE_S_FAIRY:
721                         p_ptr->levitation = TRUE;
722                         break;
723                 case RACE_KUTAR:
724                         p_ptr->resist_conf = TRUE;
725                         break;
726                 case RACE_ANDROID:
727                         p_ptr->slow_digest = TRUE;
728                         p_ptr->free_act = TRUE;
729                         p_ptr->resist_pois = TRUE;
730                         p_ptr->hold_exp = TRUE;
731                         break;
732                 case RACE_MERFOLK:
733                         p_ptr->resist_water = TRUE;
734                         break;
735                 default:
736                         /* Do nothing */
737                         ;
738                 }
739         }
740
741         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
742         {
743                 p_ptr->see_inv = TRUE;
744                 p_ptr->free_act = TRUE;
745                 p_ptr->slow_digest = TRUE;
746                 p_ptr->regenerate = TRUE;
747                 p_ptr->levitation = TRUE;
748                 p_ptr->hold_exp = TRUE;
749                 p_ptr->telepathy = TRUE;
750                 p_ptr->lite = TRUE;
751                 p_ptr->sustain_str = TRUE;
752                 p_ptr->sustain_int = TRUE;
753                 p_ptr->sustain_wis = TRUE;
754                 p_ptr->sustain_con = TRUE;
755                 p_ptr->sustain_dex = TRUE;
756                 p_ptr->sustain_chr = TRUE;
757                 p_ptr->resist_acid = TRUE;
758                 p_ptr->resist_elec = TRUE;
759                 p_ptr->resist_fire = TRUE;
760                 p_ptr->resist_cold = TRUE;
761                 p_ptr->resist_pois = TRUE;
762                 p_ptr->resist_conf = TRUE;
763                 p_ptr->resist_sound = TRUE;
764                 p_ptr->resist_lite = TRUE;
765                 p_ptr->resist_dark = TRUE;
766                 p_ptr->resist_chaos = TRUE;
767                 p_ptr->resist_disen = TRUE;
768                 p_ptr->resist_shard = TRUE;
769                 p_ptr->resist_nexus = TRUE;
770                 p_ptr->resist_blind = TRUE;
771                 p_ptr->resist_neth = TRUE;
772                 p_ptr->resist_fear = TRUE;
773                 p_ptr->reflect = TRUE;
774                 p_ptr->sh_fire = TRUE;
775                 p_ptr->sh_elec = TRUE;
776                 p_ptr->sh_cold = TRUE;
777                 p_ptr->to_a += 100;
778                 p_ptr->dis_to_a += 100;
779         }
780         /* Temporary shield */
781         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
782         {
783                 p_ptr->to_a += 50;
784                 p_ptr->dis_to_a += 50;
785         }
786
787         if (p_ptr->tim_res_nether)
788         {
789                 p_ptr->resist_neth = TRUE;
790         }
791         if (p_ptr->tim_sh_fire)
792         {
793                 p_ptr->sh_fire = TRUE;
794         }
795         if (p_ptr->tim_res_time)
796         {
797                 p_ptr->resist_time = TRUE;
798         }
799
800         /* Sexy Gal */
801         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
802
803         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
804         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
805         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
806
807         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
808         {
809                 p_ptr->to_m_chance += 5;
810                 p_ptr->resist_conf = TRUE;
811         }
812
813         /* Lucky man */
814         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
815
816         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
817         {
818                 p_ptr->resist_blind = TRUE;
819                 p_ptr->resist_conf = TRUE;
820                 p_ptr->hold_exp = TRUE;
821                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
822
823                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
824                         /* Munchkin become faster */
825                         new_speed += (p_ptr->lev) / 10 + 5;
826         }
827
828         if (music_singing(MUSIC_WALL))
829         {
830                 p_ptr->kill_wall = TRUE;
831         }
832
833         /* Hack -- apply racial/class stat maxes */
834         /* Apply the racial modifiers */
835         for (i = 0; i < A_MAX; i++)
836         {
837                 /* Modify the stats for "race" */
838                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
839         }
840
841
842         /* I'm adding the mutations here for the lack of a better place... */
843         if (p_ptr->muta3)
844         {
845                 /* Hyper Strength */
846                 if (p_ptr->muta3 & MUT3_HYPER_STR)
847                 {
848                         p_ptr->stat_add[A_STR] += 4;
849                 }
850
851                 /* Puny */
852                 if (p_ptr->muta3 & MUT3_PUNY)
853                 {
854                         p_ptr->stat_add[A_STR] -= 4;
855                 }
856
857                 /* Living computer */
858                 if (p_ptr->muta3 & MUT3_HYPER_INT)
859                 {
860                         p_ptr->stat_add[A_INT] += 4;
861                         p_ptr->stat_add[A_WIS] += 4;
862                 }
863
864                 /* Moronic */
865                 if (p_ptr->muta3 & MUT3_MORONIC)
866                 {
867                         p_ptr->stat_add[A_INT] -= 4;
868                         p_ptr->stat_add[A_WIS] -= 4;
869                 }
870
871                 if (p_ptr->muta3 & MUT3_RESILIENT)
872                 {
873                         p_ptr->stat_add[A_CON] += 4;
874                 }
875
876                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
877                 {
878                         p_ptr->stat_add[A_CON] += 2;
879                         new_speed -= 2;
880                 }
881
882                 if (p_ptr->muta3 & MUT3_ALBINO)
883                 {
884                         p_ptr->stat_add[A_CON] -= 4;
885                 }
886
887                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
888                 {
889                         p_ptr->stat_add[A_CON] -= 2;
890                         p_ptr->stat_add[A_CHR] -= 1;
891                         p_ptr->regenerate = FALSE;
892                         /* Cancel innate regeneration */
893                 }
894
895                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
896                 {
897                         p_ptr->stat_add[A_CHR] -= 4;
898                 }
899
900                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
901                 {
902                         p_ptr->stat_add[A_CHR] -= 1;
903                 }
904
905                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
906                 {
907                         p_ptr->skill_fos += 15;
908                         p_ptr->skill_srh += 15;
909                 }
910
911                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
912                 {
913                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
914                 }
915
916                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
917                 {
918                         p_ptr->skill_stl -= 3;
919                 }
920
921                 if (p_ptr->muta3 & MUT3_INFRAVIS)
922                 {
923                         p_ptr->see_infra += 3;
924                 }
925
926                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
927                 {
928                         new_speed += 3;
929                 }
930
931                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
932                 {
933                         new_speed -= 3;
934                 }
935
936                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
937                 {
938                         p_ptr->sh_elec = TRUE;
939                 }
940
941                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
942                 {
943                         p_ptr->sh_fire = TRUE;
944                         p_ptr->lite = TRUE;
945                 }
946
947                 if (p_ptr->muta3 & MUT3_WART_SKIN)
948                 {
949                         p_ptr->stat_add[A_CHR] -= 2;
950                         p_ptr->to_a += 5;
951                         p_ptr->dis_to_a += 5;
952                 }
953
954                 if (p_ptr->muta3 & MUT3_SCALES)
955                 {
956                         p_ptr->stat_add[A_CHR] -= 1;
957                         p_ptr->to_a += 10;
958                         p_ptr->dis_to_a += 10;
959                 }
960
961                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
962                 {
963                         p_ptr->stat_add[A_DEX] -= 1;
964                         p_ptr->to_a += 25;
965                         p_ptr->dis_to_a += 25;
966                 }
967
968                 if (p_ptr->muta3 & MUT3_WINGS)
969                 {
970                         p_ptr->levitation = TRUE;
971                 }
972
973                 if (p_ptr->muta3 & MUT3_FEARLESS)
974                 {
975                         p_ptr->resist_fear = TRUE;
976                 }
977
978                 if (p_ptr->muta3 & MUT3_REGEN)
979                 {
980                         p_ptr->regenerate = TRUE;
981                 }
982
983                 if (p_ptr->muta3 & MUT3_ESP)
984                 {
985                         p_ptr->telepathy = TRUE;
986                 }
987
988                 if (p_ptr->muta3 & MUT3_LIMBER)
989                 {
990                         p_ptr->stat_add[A_DEX] += 3;
991                 }
992
993                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
994                 {
995                         p_ptr->stat_add[A_DEX] -= 3;
996                 }
997
998                 if (p_ptr->muta3 & MUT3_MOTION)
999                 {
1000                         p_ptr->free_act = TRUE;
1001                         p_ptr->skill_stl += 1;
1002                 }
1003
1004                 if (p_ptr->muta3 & MUT3_ILL_NORM)
1005                 {
1006                         p_ptr->stat_add[A_CHR] = 0;
1007                 }
1008         }
1009
1010         if (p_ptr->tsuyoshi)
1011         {
1012                 p_ptr->stat_add[A_STR] += 4;
1013                 p_ptr->stat_add[A_CON] += 4;
1014         }
1015
1016         /* Scan the usable inventory */
1017         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1018         {
1019                 int bonus_to_h, bonus_to_d;
1020                 o_ptr = &inventory[i];
1021
1022                 /* Skip non-objects */
1023                 if (!o_ptr->k_idx) continue;
1024
1025                 /* Extract the item flags */
1026                 object_flags(o_ptr, flgs);
1027
1028                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1029                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1030
1031                 /* Affect stats */
1032                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1033                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1034                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1035                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1036                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1037                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1038
1039                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1040
1041                 /* Affect stealth */
1042                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1043
1044                 /* Affect searching ability (factor of five) */
1045                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1046
1047                 /* Affect searching frequency (factor of five) */
1048                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1049
1050                 /* Affect infravision */
1051                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1052
1053                 /* Affect digging (factor of 20) */
1054                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1055
1056                 /* Affect speed */
1057                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1058
1059                 /* Affect blows */
1060                 if (have_flag(flgs, TR_BLOWS))
1061                 {
1062                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1063                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1064                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1065                 }
1066
1067                 /* Hack -- cause earthquakes */
1068                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1069
1070                 /* Various flags */
1071                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1072                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1073                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1074                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1075                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1076                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1077                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1078                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1079                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1080                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1081                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1082                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1083                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1084                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1085                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1086                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1087                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1088                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1089                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1090                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1091                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1092                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1093                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1094                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1095                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1096                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1097                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1098                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1099                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1100                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1101                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1102                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1103                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1104                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1105                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1106
1107                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1108                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1109                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1110                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1111                 if (have_flag(flgs, TR_WARNING)) {
1112                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1113                                 p_ptr->warning = TRUE;
1114                 }
1115
1116                 if (have_flag(flgs, TR_TELEPORT))
1117                 {
1118                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1119                         else
1120                         {
1121                                 concptr insc = quark_str(o_ptr->inscription);
1122
1123                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1124                                 {
1125                                         /*
1126                                          * {.} will stop random teleportation.
1127                                          */
1128                                 }
1129                                 else
1130                                 {
1131                                         /* Controlled random teleportation */
1132                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1133                                 }
1134                         }
1135                 }
1136
1137                 /* Immunity flags */
1138                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1139                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1140                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1141                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1142
1143                 /* Resistance flags */
1144                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1145                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1146                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1147                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1148                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1149                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1150                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1151                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1152                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1153                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1154                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1155                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1156                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1157                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1158                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1159                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1160
1161                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1162                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1163                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1164                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1165                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1166                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1167
1168                 /* Sustain flags */
1169                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1170                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1171                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1172                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1173                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1174                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1175
1176                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1177                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1178                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1179                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1180                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1181                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1182                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1183
1184                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1185                 {
1186                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1187                         {
1188                                 p_ptr->to_m_chance += 10;
1189                         }
1190                         else
1191                         {
1192                                 p_ptr->to_m_chance += 3;
1193                         }
1194                 }
1195
1196                 if (o_ptr->tval == TV_CAPTURE) continue;
1197
1198                 /* Modify the base armor class */
1199                 p_ptr->ac += o_ptr->ac;
1200
1201                 /* The base armor class is always known */
1202                 p_ptr->dis_ac += o_ptr->ac;
1203
1204                 /* Apply the bonuses to armor class */
1205                 p_ptr->to_a += o_ptr->to_a;
1206
1207                 /* Apply the mental bonuses to armor class, if known */
1208                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1209
1210                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1211                 {
1212                         int slot = i - INVEN_RARM;
1213                         if (slot < 2)
1214                         {
1215                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1216                                 {
1217                                         p_ptr->to_h[slot] -= 15;
1218                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1219                                 }
1220                                 else
1221                                 {
1222                                         p_ptr->to_h[slot] -= 5;
1223                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1224                                 }
1225                         }
1226                         else
1227                         {
1228                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1229                                 {
1230                                         p_ptr->to_h_b -= 15;
1231                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1232                                 }
1233                                 else
1234                                 {
1235                                         p_ptr->to_h_b -= 5;
1236                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1237                                 }
1238                         }
1239                 }
1240
1241                 if (o_ptr->curse_flags & TRC_LOW_AC)
1242                 {
1243                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1244                         {
1245                                 p_ptr->to_a -= 30;
1246                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1247                         }
1248                         else
1249                         {
1250                                 p_ptr->to_a -= 10;
1251                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1252                         }
1253                 }
1254
1255                 /* Hack -- do not apply "weapon" bonuses */
1256                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1257                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1258
1259                 /* Hack -- do not apply "bow" bonuses */
1260                 if (i == INVEN_BOW) continue;
1261
1262                 bonus_to_h = o_ptr->to_h;
1263                 bonus_to_d = o_ptr->to_d;
1264
1265                 if (p_ptr->pclass == CLASS_NINJA)
1266                 {
1267                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1268                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1269                 }
1270
1271                 /* To Bow and Natural attack */
1272
1273                 /* Apply the bonuses to hit/damage */
1274                 p_ptr->to_h_b += (s16b)bonus_to_h;
1275                 p_ptr->to_h_m += (s16b)bonus_to_h;
1276                 p_ptr->to_d_m += (s16b)bonus_to_d;
1277
1278                 /* Apply the mental bonuses tp hit/damage, if known */
1279                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1280
1281                 /* To Melee */
1282                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1283                 {
1284                         /* Apply the bonuses to hit/damage */
1285                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1286                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1287
1288                         /* Apply the mental bonuses tp hit/damage, if known */
1289                         if (object_is_known(o_ptr))
1290                         {
1291                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1292                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1293                         }
1294                 }
1295                 else if (p_ptr->migite && p_ptr->hidarite)
1296                 {
1297                         /* Apply the bonuses to hit/damage */
1298                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1299                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1300                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1301                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1302
1303                         /* Apply the mental bonuses tp hit/damage, if known */
1304                         if (object_is_known(o_ptr))
1305                         {
1306                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1307                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1308                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1309                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1310                         }
1311                 }
1312                 else
1313                 {
1314                         /* Apply the bonuses to hit/damage */
1315                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1316                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1317
1318                         /* Apply the mental bonuses to hit/damage, if known */
1319                         if (object_is_known(o_ptr))
1320                         {
1321                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1322                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1323                         }
1324                 }
1325         }
1326
1327         /* Shield skill bonus */
1328         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1329         {
1330                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1331                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1332         }
1333
1334         if (old_mighty_throw != p_ptr->mighty_throw)
1335         {
1336                 /* Redraw average damege display of Shuriken */
1337                 p_ptr->window |= PW_INVEN;
1338         }
1339
1340         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1341
1342         /* Monks get extra ac for armour _not worn_ */
1343         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1344         {
1345                 if (!(inventory[INVEN_BODY].k_idx))
1346                 {
1347                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1348                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1349                 }
1350                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1351                 {
1352                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1353                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1354                 }
1355                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1356                 {
1357                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1358                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1359                 }
1360                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1361                 {
1362                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1363                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1364                 }
1365                 if (!(inventory[INVEN_HANDS].k_idx))
1366                 {
1367                         p_ptr->to_a += (p_ptr->lev / 2);
1368                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1369                 }
1370                 if (!(inventory[INVEN_FEET].k_idx))
1371                 {
1372                         p_ptr->to_a += (p_ptr->lev / 3);
1373                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1374                 }
1375                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1376                 {
1377                         p_ptr->stat_add[A_STR] += 2;
1378                         p_ptr->stat_add[A_DEX] += 2;
1379                         p_ptr->stat_add[A_CON] -= 3;
1380                 }
1381                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1382                 {
1383                 }
1384                 else if (p_ptr->special_defense & KAMAE_GENBU)
1385                 {
1386                         p_ptr->stat_add[A_INT] -= 1;
1387                         p_ptr->stat_add[A_WIS] -= 1;
1388                         p_ptr->stat_add[A_DEX] -= 2;
1389                         p_ptr->stat_add[A_CON] += 3;
1390                 }
1391                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1392                 {
1393                         p_ptr->stat_add[A_STR] -= 2;
1394                         p_ptr->stat_add[A_INT] += 1;
1395                         p_ptr->stat_add[A_WIS] += 1;
1396                         p_ptr->stat_add[A_DEX] += 2;
1397                         p_ptr->stat_add[A_CON] -= 2;
1398                 }
1399         }
1400
1401         if (p_ptr->special_defense & KATA_KOUKIJIN)
1402         {
1403                 for (i = 0; i < A_MAX; i++)
1404                         p_ptr->stat_add[i] += 5;
1405                 p_ptr->to_a -= 50;
1406                 p_ptr->dis_to_a -= 50;
1407         }
1408
1409         /* Hack -- aura of fire also provides light */
1410         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1411
1412         /* Golems also get an intrinsic AC bonus */
1413         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1414         {
1415                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1416                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1417         }
1418
1419         /* Hex bonuses */
1420         if (p_ptr->realm1 == REALM_HEX)
1421         {
1422                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1423                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1424                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1425                 if (hex_spelling(HEX_BUILDING))
1426                 {
1427                         p_ptr->stat_add[A_STR] += 4;
1428                         p_ptr->stat_add[A_DEX] += 4;
1429                         p_ptr->stat_add[A_CON] += 4;
1430                 }
1431                 if (hex_spelling(HEX_DEMON_AURA))
1432                 {
1433                         p_ptr->sh_fire = TRUE;
1434                         p_ptr->regenerate = TRUE;
1435                 }
1436                 if (hex_spelling(HEX_ICE_ARMOR))
1437                 {
1438                         p_ptr->sh_cold = TRUE;
1439                         p_ptr->to_a += 30;
1440                         p_ptr->dis_to_a += 30;
1441                 }
1442                 if (hex_spelling(HEX_SHOCK_CLOAK))
1443                 {
1444                         p_ptr->sh_elec = TRUE;
1445                         new_speed += 3;
1446                 }
1447                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1448                 {
1449                         ARMOUR_CLASS ac = 0;
1450                         o_ptr = &inventory[i];
1451                         if (!o_ptr->k_idx) continue;
1452                         if (!object_is_armour(o_ptr)) continue;
1453                         if (!object_is_cursed(o_ptr)) continue;
1454                         ac += 5;
1455                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1456                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1457                         p_ptr->to_a += (s16b)ac;
1458                         p_ptr->dis_to_a += (s16b)ac;
1459                 }
1460         }
1461
1462         /* Calculate stats */
1463         for (i = 0; i < A_MAX; i++)
1464         {
1465                 int top, use, ind;
1466
1467                 /* Extract the new "stat_use" value for the stat */
1468                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1469
1470                 /* Notice changes */
1471                 if (p_ptr->stat_top[i] != top)
1472                 {
1473                         /* Save the new value */
1474                         p_ptr->stat_top[i] = (s16b)top;
1475                         p_ptr->redraw |= (PR_STATS);
1476                         p_ptr->window |= (PW_PLAYER);
1477                 }
1478
1479
1480                 /* Extract the new "stat_use" value for the stat */
1481                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1482
1483                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1484                 {
1485                         /* 10 to 18/90 charisma, guaranteed, based on level */
1486                         if (use < 8 + 2 * p_ptr->lev)
1487                         {
1488                                 use = 8 + 2 * p_ptr->lev;
1489                         }
1490                 }
1491
1492                 /* Notice changes */
1493                 if (p_ptr->stat_use[i] != use)
1494                 {
1495                         /* Save the new value */
1496                         p_ptr->stat_use[i] = (s16b)use;
1497                         p_ptr->redraw |= (PR_STATS);
1498                         p_ptr->window |= (PW_PLAYER);
1499                 }
1500
1501
1502                 /* Values: 3, 4, ..., 17 */
1503                 if (use <= 18) ind = (use - 3);
1504
1505                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1506                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1507
1508                 /* Range: 18/220+ */
1509                 else ind = (37);
1510
1511                 /* Notice changes */
1512                 if (p_ptr->stat_ind[i] != ind)
1513                 {
1514                         /* Save the new index */
1515                         p_ptr->stat_ind[i] = (s16b)ind;
1516
1517                         /* Change in CON affects Hitpoints */
1518                         if (i == A_CON)
1519                         {
1520                                 p_ptr->update |= (PU_HP);
1521                         }
1522
1523                         /* Change in INT may affect Mana/Spells */
1524                         else if (i == A_INT)
1525                         {
1526                                 if (mp_ptr->spell_stat == A_INT)
1527                                 {
1528                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1529                                 }
1530                         }
1531
1532                         /* Change in WIS may affect Mana/Spells */
1533                         else if (i == A_WIS)
1534                         {
1535                                 if (mp_ptr->spell_stat == A_WIS)
1536                                 {
1537                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1538                                 }
1539                         }
1540
1541                         /* Change in WIS may affect Mana/Spells */
1542                         else if (i == A_CHR)
1543                         {
1544                                 if (mp_ptr->spell_stat == A_CHR)
1545                                 {
1546                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1547                                 }
1548                         }
1549
1550                         p_ptr->window |= (PW_PLAYER);
1551                 }
1552         }
1553
1554
1555         /* Apply temporary "stun" */
1556         if (p_ptr->stun > 50)
1557         {
1558                 p_ptr->to_h[0] -= 20;
1559                 p_ptr->to_h[1] -= 20;
1560                 p_ptr->to_h_b -= 20;
1561                 p_ptr->to_h_m -= 20;
1562                 p_ptr->dis_to_h[0] -= 20;
1563                 p_ptr->dis_to_h[1] -= 20;
1564                 p_ptr->dis_to_h_b -= 20;
1565                 p_ptr->to_d[0] -= 20;
1566                 p_ptr->to_d[1] -= 20;
1567                 p_ptr->to_d_m -= 20;
1568                 p_ptr->dis_to_d[0] -= 20;
1569                 p_ptr->dis_to_d[1] -= 20;
1570         }
1571         else if (p_ptr->stun)
1572         {
1573                 p_ptr->to_h[0] -= 5;
1574                 p_ptr->to_h[1] -= 5;
1575                 p_ptr->to_h_b -= 5;
1576                 p_ptr->to_h_m -= 5;
1577                 p_ptr->dis_to_h[0] -= 5;
1578                 p_ptr->dis_to_h[1] -= 5;
1579                 p_ptr->dis_to_h_b -= 5;
1580                 p_ptr->to_d[0] -= 5;
1581                 p_ptr->to_d[1] -= 5;
1582                 p_ptr->to_d_m -= 5;
1583                 p_ptr->dis_to_d[0] -= 5;
1584                 p_ptr->dis_to_d[1] -= 5;
1585         }
1586
1587         /* Wraith form */
1588         if (p_ptr->wraith_form)
1589         {
1590                 p_ptr->reflect = TRUE;
1591                 p_ptr->pass_wall = TRUE;
1592         }
1593
1594         if (p_ptr->kabenuke)
1595         {
1596                 p_ptr->pass_wall = TRUE;
1597         }
1598
1599         /* Temporary blessing */
1600         if (IS_BLESSED())
1601         {
1602                 p_ptr->to_a += 5;
1603                 p_ptr->dis_to_a += 5;
1604                 p_ptr->to_h[0] += 10;
1605                 p_ptr->to_h[1] += 10;
1606                 p_ptr->to_h_b += 10;
1607                 p_ptr->to_h_m += 10;
1608                 p_ptr->dis_to_h[0] += 10;
1609                 p_ptr->dis_to_h[1] += 10;
1610                 p_ptr->dis_to_h_b += 10;
1611         }
1612
1613         if (p_ptr->magicdef)
1614         {
1615                 p_ptr->resist_blind = TRUE;
1616                 p_ptr->resist_conf = TRUE;
1617                 p_ptr->reflect = TRUE;
1618                 p_ptr->free_act = TRUE;
1619                 p_ptr->levitation = TRUE;
1620         }
1621
1622         /* Temporary "Hero" */
1623         if (IS_HERO())
1624         {
1625                 p_ptr->to_h[0] += 12;
1626                 p_ptr->to_h[1] += 12;
1627                 p_ptr->to_h_b += 12;
1628                 p_ptr->to_h_m += 12;
1629                 p_ptr->dis_to_h[0] += 12;
1630                 p_ptr->dis_to_h[1] += 12;
1631                 p_ptr->dis_to_h_b += 12;
1632         }
1633
1634         /* Temporary "Beserk" */
1635         if (p_ptr->shero)
1636         {
1637                 p_ptr->to_h[0] += 12;
1638                 p_ptr->to_h[1] += 12;
1639                 p_ptr->to_h_b -= 12;
1640                 p_ptr->to_h_m += 12;
1641                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1642                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1643                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1644                 p_ptr->dis_to_h[0] += 12;
1645                 p_ptr->dis_to_h[1] += 12;
1646                 p_ptr->dis_to_h_b -= 12;
1647                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1648                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1649                 p_ptr->to_a -= 10;
1650                 p_ptr->dis_to_a -= 10;
1651                 p_ptr->skill_stl -= 7;
1652                 p_ptr->skill_dev -= 20;
1653                 p_ptr->skill_sav -= 30;
1654                 p_ptr->skill_srh -= 15;
1655                 p_ptr->skill_fos -= 15;
1656                 p_ptr->skill_tht -= 20;
1657                 p_ptr->skill_dig += 30;
1658         }
1659
1660         /* Temporary "fast" */
1661         if (IS_FAST())
1662         {
1663                 new_speed += 10;
1664         }
1665
1666         /* Temporary "slow" */
1667         if (p_ptr->slow)
1668         {
1669                 new_speed -= 10;
1670         }
1671
1672         /* Temporary "telepathy" */
1673         if (IS_TIM_ESP())
1674         {
1675                 p_ptr->telepathy = TRUE;
1676         }
1677
1678         if (p_ptr->ele_immune)
1679         {
1680                 if (p_ptr->special_defense & DEFENSE_ACID)
1681                         p_ptr->immune_acid = TRUE;
1682                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1683                         p_ptr->immune_elec = TRUE;
1684                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1685                         p_ptr->immune_fire = TRUE;
1686                 else if (p_ptr->special_defense & DEFENSE_COLD)
1687                         p_ptr->immune_cold = TRUE;
1688         }
1689
1690         /* Temporary see invisible */
1691         if (p_ptr->tim_invis)
1692         {
1693                 p_ptr->see_inv = TRUE;
1694         }
1695
1696         /* Temporary infravision boost */
1697         if (p_ptr->tim_infra)
1698         {
1699                 p_ptr->see_infra += 3;
1700         }
1701
1702         /* Temporary regeneration boost */
1703         if (p_ptr->tim_regen)
1704         {
1705                 p_ptr->regenerate = TRUE;
1706         }
1707
1708         /* Temporary levitation */
1709         if (p_ptr->tim_levitation)
1710         {
1711                 p_ptr->levitation = TRUE;
1712         }
1713
1714         /* Temporary reflection */
1715         if (p_ptr->tim_reflect)
1716         {
1717                 p_ptr->reflect = TRUE;
1718         }
1719
1720         /* Hack -- Hero/Shero -> Res fear */
1721         if (IS_HERO() || p_ptr->shero)
1722         {
1723                 p_ptr->resist_fear = TRUE;
1724         }
1725
1726
1727         /* Hack -- Telepathy Change */
1728         if (p_ptr->telepathy != old_telepathy)
1729         {
1730                 p_ptr->update |= (PU_MONSTERS);
1731         }
1732
1733         if ((p_ptr->esp_animal != old_esp_animal) ||
1734                 (p_ptr->esp_undead != old_esp_undead) ||
1735                 (p_ptr->esp_demon != old_esp_demon) ||
1736                 (p_ptr->esp_orc != old_esp_orc) ||
1737                 (p_ptr->esp_troll != old_esp_troll) ||
1738                 (p_ptr->esp_giant != old_esp_giant) ||
1739                 (p_ptr->esp_dragon != old_esp_dragon) ||
1740                 (p_ptr->esp_human != old_esp_human) ||
1741                 (p_ptr->esp_evil != old_esp_evil) ||
1742                 (p_ptr->esp_good != old_esp_good) ||
1743                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1744                 (p_ptr->esp_unique != old_esp_unique))
1745         {
1746                 p_ptr->update |= (PU_MONSTERS);
1747         }
1748
1749         /* Hack -- See Invis Change */
1750         if (p_ptr->see_inv != old_see_inv)
1751         {
1752                 p_ptr->update |= (PU_MONSTERS);
1753         }
1754
1755         /* Bloating slows the player down (a little) */
1756         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1757
1758         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1759
1760         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1761                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1762         {
1763                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1764                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1765         }
1766
1767         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1768         {
1769                 int penalty1, penalty2;
1770                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1771                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1772                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1773                 {
1774                         penalty1 = penalty1 / 2 - 5;
1775                         penalty2 = penalty2 / 2 - 5;
1776                         new_speed += 7;
1777                         p_ptr->to_a += 10;
1778                         p_ptr->dis_to_a += 10;
1779                 }
1780                 if (easy_2weapon)
1781                 {
1782                         if (penalty1 > 0) penalty1 /= 2;
1783                         if (penalty2 > 0) penalty2 /= 2;
1784                 }
1785                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1786                 {
1787                         penalty1 = MAX(0, penalty1 - 10);
1788                         penalty2 = MAX(0, penalty2 - 10);
1789                 }
1790                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1791                 {
1792                         penalty1 = MIN(0, penalty1);
1793                         penalty2 = MIN(0, penalty2);
1794                         p_ptr->to_a += 10;
1795                         p_ptr->dis_to_a += 10;
1796                 }
1797                 else
1798                 {
1799                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1800                                 penalty1 /= 2;
1801                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1802                                 penalty2 /= 2;
1803                 }
1804                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1805                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1806                 p_ptr->to_h[0] -= (s16b)penalty1;
1807                 p_ptr->to_h[1] -= (s16b)penalty2;
1808                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1809                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1810         }
1811
1812         /* Extract the current weight (in tenth pounds) */
1813         j = p_ptr->total_weight;
1814
1815         if (!p_ptr->riding)
1816         {
1817                 /* Extract the "weight limit" (in tenth pounds) */
1818                 i = (int)weight_limit();
1819         }
1820         else
1821         {
1822                 monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
1823                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1824                 SPEED speed = riding_m_ptr->mspeed;
1825
1826                 if (riding_m_ptr->mspeed > 110)
1827                 {
1828                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1829                         if (new_speed < 110) new_speed = 110;
1830                 }
1831                 else
1832                 {
1833                         new_speed = speed;
1834                 }
1835                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1836                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1837                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1838                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1839                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1840
1841                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1842                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1843
1844                 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;
1845
1846                 /* Extract the "weight limit" */
1847                 i = 1500 + riding_r_ptr->level * 25;
1848         }
1849
1850         /* Apply "encumbrance" from weight */
1851         if (j > i) new_speed -= ((j - i) / (i / 5));
1852
1853         /* Searching slows the player down */
1854         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1855
1856         /* Feature bonus */
1857         if (p_ptr->prace == RACE_MERFOLK)
1858         {
1859                 if (have_flag(f_ptr->flags, FF_WATER))
1860                 {
1861                         new_speed += (2 + p_ptr->lev / 10);
1862                 }
1863                 else if (!p_ptr->levitation)
1864                 {
1865                         new_speed -= 2;
1866                 }
1867         }
1868
1869
1870         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1871         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1872         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1873         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1874         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1875         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1876         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1877         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1878         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1879         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1880         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1881         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1882         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1883
1884         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1885         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1886         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1887         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1888         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1889         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1890         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1891         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1892         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1893         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1894
1895
1896         /* Obtain the "hold" value */
1897         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1898
1899
1900         /* Examine the "current bow" */
1901         o_ptr = &inventory[INVEN_BOW];
1902
1903         /* It is hard to carholdry a heavy bow */
1904         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1905         if (p_ptr->heavy_shoot)
1906         {
1907                 /* Hard to wield a heavy bow */
1908                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1909                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1910         }
1911
1912         /* Compute "extra shots" if needed */
1913         if (o_ptr->k_idx)
1914         {
1915                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1916
1917                 /* Apply special flags */
1918                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1919                 {
1920                         /* Extra shots */
1921                         p_ptr->num_fire = calc_num_fire(o_ptr);
1922
1923                         /* Snipers love Cross bows */
1924                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1925                                 (p_ptr->tval_ammo == TV_BOLT))
1926                         {
1927                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1928                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1929                         }
1930                 }
1931         }
1932
1933         if (p_ptr->ryoute) hold *= 2;
1934
1935         for (i = 0; i < 2; i++)
1936         {
1937                 /* Examine the "main weapon" */
1938                 o_ptr = &inventory[INVEN_RARM + i];
1939
1940                 object_flags(o_ptr, flgs);
1941
1942                 /* Assume not heavy */
1943                 p_ptr->heavy_wield[i] = FALSE;
1944                 p_ptr->icky_wield[i] = FALSE;
1945                 p_ptr->riding_wield[i] = FALSE;
1946
1947                 if (!has_melee_weapon(INVEN_RARM + i))
1948                 {
1949                         p_ptr->num_blow[i] = 1;
1950                         continue;
1951                 }
1952                 /* It is hard to hold a heavy weapon */
1953                 if (hold < o_ptr->weight / 10)
1954                 {
1955                         /* Hard to wield a heavy weapon */
1956                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1957                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1958
1959                         /* Heavy weapon */
1960                         p_ptr->heavy_wield[i] = TRUE;
1961                 }
1962                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1963
1964                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1965                 {
1966                         p_ptr->to_a += 5;
1967                         p_ptr->dis_to_a += 5;
1968                 }
1969
1970                 /* Normal weapons */
1971                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1972                 {
1973                         int str_index, dex_index;
1974
1975                         int num = 0, wgt = 0, mul = 0, div = 0;
1976
1977                         /* Analyze the class */
1978                         switch (p_ptr->pclass)
1979                         {
1980                         case CLASS_WARRIOR:
1981                                 num = 6; wgt = 70; mul = 5; break;
1982
1983                         case CLASS_BERSERKER:
1984                                 num = 6; wgt = 70; mul = 7; break;
1985
1986                         case CLASS_MAGE:
1987                         case CLASS_HIGH_MAGE:
1988                         case CLASS_BLUE_MAGE:
1989                                 num = 3; wgt = 100; mul = 2; break;
1990
1991                         case CLASS_PRIEST:
1992                         case CLASS_MAGIC_EATER:
1993                         case CLASS_MINDCRAFTER:
1994                                 num = 5; wgt = 100; mul = 3; break;
1995
1996                         case CLASS_ROGUE:
1997                                 num = 5; wgt = 40; mul = 3; break;
1998
1999                         case CLASS_RANGER:
2000                                 num = 5; wgt = 70; mul = 4; break;
2001
2002                         case CLASS_PALADIN:
2003                         case CLASS_SAMURAI:
2004                                 num = 5; wgt = 70; mul = 4; break;
2005
2006                         case CLASS_SMITH:
2007                                 num = 5; wgt = 150; mul = 5; break;
2008
2009                         case CLASS_WARRIOR_MAGE:
2010                         case CLASS_RED_MAGE:
2011                                 num = 5; wgt = 70; mul = 3; break;
2012
2013                         case CLASS_CHAOS_WARRIOR:
2014                                 num = 5; wgt = 70; mul = 4; break;
2015
2016                         case CLASS_MONK:
2017                                 num = 5; wgt = 60; mul = 3; break;
2018
2019                         case CLASS_TOURIST:
2020                                 num = 4; wgt = 100; mul = 3; break;
2021
2022                         case CLASS_IMITATOR:
2023                                 num = 5; wgt = 70; mul = 4; break;
2024
2025                         case CLASS_BEASTMASTER:
2026                                 num = 5; wgt = 70; mul = 3; break;
2027
2028                         case CLASS_CAVALRY:
2029                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2030                                 else { num = 5; wgt = 100; mul = 3; }
2031                                 break;
2032
2033                         case CLASS_SORCERER:
2034                                 num = 1; wgt = 1; mul = 1; break;
2035
2036                         case CLASS_ARCHER:
2037                         case CLASS_BARD:
2038                         case CLASS_SNIPER:
2039                                 num = 4; wgt = 70; mul = 2; break;
2040
2041                         case CLASS_FORCETRAINER:
2042                                 num = 4; wgt = 60; mul = 2; break;
2043
2044                         case CLASS_MIRROR_MASTER:
2045                                 num = 3; wgt = 100; mul = 3; break;
2046
2047                         case CLASS_NINJA:
2048                                 num = 4; wgt = 20; mul = 1; break;
2049                         }
2050
2051                         /* Hex - extra mights gives +1 bonus to max blows */
2052                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2053
2054                         /* Enforce a minimum "weight" (tenth pounds) */
2055                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2056
2057                         /* Access the strength vs weight */
2058                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2059
2060                         if (p_ptr->ryoute && !omoi) str_index++;
2061                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2062
2063                         /* Maximal value */
2064                         if (str_index > 11) str_index = 11;
2065
2066                         /* Index by dexterity */
2067                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2068
2069                         /* Maximal value */
2070                         if (dex_index > 11) dex_index = 11;
2071
2072                         /* Use the blows table */
2073                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2074
2075                         /* Maximal value */
2076                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2077
2078                         /* Add in the "bonus blows" */
2079                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2080
2081
2082                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2083                         else if (p_ptr->pclass == CLASS_BERSERKER)
2084                         {
2085                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2086                         }
2087                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2088
2089                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2090
2091                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2092
2093
2094                         /* Require at least one blow */
2095                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2096
2097                         /* Boost digging skill by weapon weight */
2098                         p_ptr->skill_dig += (o_ptr->weight / 10);
2099                 }
2100
2101                 /* Assume okay */
2102                 /* Priest weapon penalty for non-blessed edged weapons */
2103                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2104                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2105                 {
2106                         /* Reduce the real bonuses */
2107                         p_ptr->to_h[i] -= 2;
2108                         p_ptr->to_d[i] -= 2;
2109
2110                         /* Reduce the mental bonuses */
2111                         p_ptr->dis_to_h[i] -= 2;
2112                         p_ptr->dis_to_d[i] -= 2;
2113
2114                         /* Icky weapon */
2115                         p_ptr->icky_wield[i] = TRUE;
2116                 }
2117                 else if (p_ptr->pclass == CLASS_BERSERKER)
2118                 {
2119                         p_ptr->to_h[i] += p_ptr->lev / 5;
2120                         p_ptr->to_d[i] += p_ptr->lev / 6;
2121                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2122                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2123                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2124                         {
2125                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2126                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2127                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2128                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2129                         }
2130                 }
2131                 else if (p_ptr->pclass == CLASS_SORCERER)
2132                 {
2133                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2134                         {
2135                                 /* Reduce the real bonuses */
2136                                 p_ptr->to_h[i] -= 200;
2137                                 p_ptr->to_d[i] -= 200;
2138
2139                                 /* Reduce the mental bonuses */
2140                                 p_ptr->dis_to_h[i] -= 200;
2141                                 p_ptr->dis_to_d[i] -= 200;
2142
2143                                 /* Icky weapon */
2144                                 p_ptr->icky_wield[i] = TRUE;
2145                         }
2146                         else
2147                         {
2148                                 /* Reduce the real bonuses */
2149                                 p_ptr->to_h[i] -= 30;
2150                                 p_ptr->to_d[i] -= 10;
2151
2152                                 /* Reduce the mental bonuses */
2153                                 p_ptr->dis_to_h[i] -= 30;
2154                                 p_ptr->dis_to_d[i] -= 10;
2155                         }
2156                 }
2157                 /* Hex bonuses */
2158                 if (p_ptr->realm1 == REALM_HEX)
2159                 {
2160                         if (object_is_cursed(o_ptr))
2161                         {
2162                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2163                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2164                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2165                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2166                                 if (hex_spelling(HEX_RUNESWORD))
2167                                 {
2168                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2169                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2170                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2171                                 }
2172                         }
2173                 }
2174                 if (p_ptr->riding)
2175                 {
2176                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2177                         {
2178                                 p_ptr->to_h[i] += 15;
2179                                 p_ptr->dis_to_h[i] += 15;
2180                                 p_ptr->to_dd[i] += 2;
2181                         }
2182                         else if (!(have_flag(flgs, TR_RIDING)))
2183                         {
2184                                 int penalty;
2185                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2186                                 {
2187                                         penalty = 5;
2188                                 }
2189                                 else
2190                                 {
2191                                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2192                                         penalty += 30;
2193                                         if (penalty < 30) penalty = 30;
2194                                 }
2195                                 p_ptr->to_h[i] -= (s16b)penalty;
2196                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2197
2198                                 /* Riding weapon */
2199                                 p_ptr->riding_wield[i] = TRUE;
2200                         }
2201                 }
2202         }
2203
2204         if (p_ptr->riding)
2205         {
2206                 int penalty = 0;
2207
2208                 p_ptr->riding_ryoute = FALSE;
2209
2210                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2211                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2212                 {
2213                         switch (p_ptr->pclass)
2214                         {
2215                         case CLASS_MONK:
2216                         case CLASS_FORCETRAINER:
2217                         case CLASS_BERSERKER:
2218                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2219                                         p_ptr->riding_ryoute = TRUE;
2220                                 break;
2221                         }
2222                 }
2223
2224                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2225                 {
2226                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2227                 }
2228                 else
2229                 {
2230                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2231                         penalty += 30;
2232                         if (penalty < 30) penalty = 30;
2233                 }
2234                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2235                 p_ptr->to_h_b -= (s16b)penalty;
2236                 p_ptr->dis_to_h_b -= (s16b)penalty;
2237         }
2238
2239         /* Different calculation for monks with empty hands */
2240         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2241                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2242         {
2243                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2244                 p_ptr->num_blow[0] = 0;
2245
2246                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2247                 {
2248                         if (blow_base > 18) p_ptr->num_blow[0]++;
2249                         if (blow_base > 31) p_ptr->num_blow[0]++;
2250                         if (blow_base > 44) p_ptr->num_blow[0]++;
2251                         if (blow_base > 58) p_ptr->num_blow[0]++;
2252                         if (P_PTR_KI)
2253                         {
2254                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2255                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2256                         }
2257                 }
2258                 else
2259                 {
2260                         if (blow_base > 12) p_ptr->num_blow[0]++;
2261                         if (blow_base > 22) p_ptr->num_blow[0]++;
2262                         if (blow_base > 31) p_ptr->num_blow[0]++;
2263                         if (blow_base > 39) p_ptr->num_blow[0]++;
2264                         if (blow_base > 46) p_ptr->num_blow[0]++;
2265                         if (blow_base > 53) p_ptr->num_blow[0]++;
2266                         if (blow_base > 59) p_ptr->num_blow[0]++;
2267                 }
2268
2269                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2270                         p_ptr->num_blow[0] /= 2;
2271                 else
2272                 {
2273                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2274                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2275
2276                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2277                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2278                 }
2279
2280                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2281                 {
2282                         p_ptr->to_a -= 40;
2283                         p_ptr->dis_to_a -= 40;
2284
2285                 }
2286                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2287                 {
2288                         p_ptr->to_a -= 50;
2289                         p_ptr->dis_to_a -= 50;
2290                         p_ptr->resist_acid = TRUE;
2291                         p_ptr->resist_fire = TRUE;
2292                         p_ptr->resist_elec = TRUE;
2293                         p_ptr->resist_cold = TRUE;
2294                         p_ptr->resist_pois = TRUE;
2295                         p_ptr->sh_fire = TRUE;
2296                         p_ptr->sh_elec = TRUE;
2297                         p_ptr->sh_cold = TRUE;
2298                         p_ptr->levitation = TRUE;
2299                 }
2300                 else if (p_ptr->special_defense & KAMAE_GENBU)
2301                 {
2302                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2303                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2304                         p_ptr->reflect = TRUE;
2305                         p_ptr->num_blow[0] -= 2;
2306                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2307                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2308                 }
2309                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2310                 {
2311                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2312                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2313
2314                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2315                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2316                         p_ptr->num_blow[0] /= 2;
2317                         p_ptr->levitation = TRUE;
2318                 }
2319
2320                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2321         }
2322
2323         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2324
2325         monk_armour_aux = FALSE;
2326
2327         if (heavy_armor())
2328         {
2329                 monk_armour_aux = TRUE;
2330         }
2331
2332         for (i = 0; i < 2; i++)
2333         {
2334                 if (has_melee_weapon(INVEN_RARM + i))
2335                 {
2336                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2337                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2338
2339                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2340                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2341                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2342                         {
2343                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2344                                 {
2345                                         p_ptr->to_h[i] -= 40;
2346                                         p_ptr->dis_to_h[i] -= 40;
2347                                         p_ptr->icky_wield[i] = TRUE;
2348                                 }
2349                         }
2350                         else if (p_ptr->pclass == CLASS_NINJA)
2351                         {
2352                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2353                                 {
2354                                         p_ptr->to_h[i] -= 40;
2355                                         p_ptr->dis_to_h[i] -= 40;
2356                                         p_ptr->icky_wield[i] = TRUE;
2357                                         p_ptr->num_blow[i] /= 2;
2358                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2359                                 }
2360                         }
2361
2362                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2363                 }
2364         }
2365
2366         /* Maximum speed is (+99). (internally it's 110 + 99) */
2367         /* Temporary lightspeed forces to be maximum speed */
2368         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2369         {
2370                 new_speed = 209;
2371         }
2372
2373         /* Minimum speed is (-99). (internally it's 110 - 99) */
2374         if (new_speed < 11) new_speed = 11;
2375
2376         /* Display the speed (if needed) */
2377         if (p_ptr->pspeed != (byte)new_speed)
2378         {
2379                 p_ptr->pspeed = (byte)new_speed;
2380                 p_ptr->redraw |= (PR_SPEED);
2381         }
2382
2383         if (yoiyami)
2384         {
2385                 if (p_ptr->to_a > (0 - p_ptr->ac))
2386                         p_ptr->to_a = 0 - p_ptr->ac;
2387                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2388                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2389         }
2390
2391         /* Redraw armor (if needed) */
2392         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2393         {
2394                 p_ptr->redraw |= (PR_ARMOR);
2395                 p_ptr->window |= (PW_PLAYER);
2396         }
2397
2398         if (p_ptr->ryoute && !omoi)
2399         {
2400                 int bonus_to_h = 0, bonus_to_d = 0;
2401                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2402                 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);
2403
2404                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2405                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2406                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2407                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2408         }
2409
2410         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;
2411
2412         /* Affect Skill -- stealth (bonus one) */
2413         p_ptr->skill_stl += 1;
2414
2415         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2416
2417         /* Affect Skill -- disarming (DEX and INT) */
2418         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2419         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2420
2421         /* Affect Skill -- magic devices (INT) */
2422         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2423
2424         /* Affect Skill -- saving throw (WIS) */
2425         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2426
2427         /* Affect Skill -- digging (STR) */
2428         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2429
2430         /* Affect Skill -- disarming (Level, by Class) */
2431         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2432
2433         /* Affect Skill -- magic devices (Level, by Class) */
2434         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2435
2436         /* Affect Skill -- saving throw (Level, by Class) */
2437         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2438
2439         /* Affect Skill -- stealth (Level, by Class) */
2440         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2441
2442         /* Affect Skill -- search ability (Level, by Class) */
2443         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2444
2445         /* Affect Skill -- search frequency (Level, by Class) */
2446         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2447
2448         /* Affect Skill -- combat (normal) (Level, by Class) */
2449         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2450
2451         /* Affect Skill -- combat (shooting) (Level, by Class) */
2452         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2453
2454         /* Affect Skill -- combat (throwing) (Level, by Class) */
2455         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2456
2457
2458         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2459         {
2460                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2461                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2462         }
2463
2464         /* Limit Skill -- stealth from 0 to 30 */
2465         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2466         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2467
2468         /* Limit Skill -- digging from 1 up */
2469         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2470
2471         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2472
2473         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2474
2475         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;
2476
2477         if (down_saving) p_ptr->skill_sav /= 2;
2478
2479         /* Hack -- Each elemental immunity includes resistance */
2480         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2481         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2482         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2483         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2484
2485         /* Determine player alignment */
2486         for (i = 0, j = 0; i < 8; i++)
2487         {
2488                 switch (p_ptr->vir_types[i])
2489                 {
2490                 case V_JUSTICE:
2491                         p_ptr->align += p_ptr->virtues[i] * 2;
2492                         break;
2493                 case V_CHANCE:
2494                         /* Do nothing */
2495                         break;
2496                 case V_NATURE:
2497                 case V_HARMONY:
2498                         neutral[j++] = i;
2499                         break;
2500                 case V_UNLIFE:
2501                         p_ptr->align -= p_ptr->virtues[i];
2502                         break;
2503                 default:
2504                         p_ptr->align += p_ptr->virtues[i];
2505                         break;
2506                 }
2507         }
2508
2509         for (i = 0; i < j; i++)
2510         {
2511                 if (p_ptr->align > 0)
2512                 {
2513                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2514                         if (p_ptr->align < 0) p_ptr->align = 0;
2515                 }
2516                 else if (p_ptr->align < 0)
2517                 {
2518                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2519                         if (p_ptr->align > 0) p_ptr->align = 0;
2520                 }
2521         }
2522
2523         /* Hack -- handle "xtra" mode */
2524         if (character_xtra) return;
2525
2526         /* Take note when "heavy bow" changes */
2527         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2528         {
2529                 if (p_ptr->heavy_shoot)
2530                 {
2531                         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."));
2532                 }
2533                 else if (inventory[INVEN_BOW].k_idx)
2534                 {
2535                         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."));
2536                 }
2537                 else
2538                 {
2539                         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."));
2540                 }
2541
2542                 /* Save it */
2543                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2544         }
2545
2546         for (i = 0; i < 2; i++)
2547         {
2548                 /* Take note when "heavy weapon" changes */
2549                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2550                 {
2551                         if (p_ptr->heavy_wield[i])
2552                         {
2553                                 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."));
2554                         }
2555                         else if (has_melee_weapon(INVEN_RARM + i))
2556                         {
2557                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2558                         }
2559                         else if (p_ptr->heavy_wield[1 - i])
2560                         {
2561                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2562                         }
2563                         else
2564                         {
2565                                 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."));
2566                         }
2567
2568                         /* Save it */
2569                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2570                 }
2571
2572                 /* Take note when "heavy weapon" changes */
2573                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2574                 {
2575                         if (p_ptr->riding_wield[i])
2576                         {
2577                                 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."));
2578                         }
2579                         else if (!p_ptr->riding)
2580                         {
2581                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2582                         }
2583                         else if (has_melee_weapon(INVEN_RARM + i))
2584                         {
2585                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2586                         }
2587                         /* Save it */
2588                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2589                 }
2590
2591                 /* Take note when "illegal weapon" changes */
2592                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2593                 {
2594                         if (p_ptr->icky_wield[i])
2595                         {
2596                                 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."));
2597                                 if (is_loading_now)
2598                                 {
2599                                         chg_virtue(V_FAITH, -1);
2600                                 }
2601                         }
2602                         else if (has_melee_weapon(INVEN_RARM + i))
2603                         {
2604                                 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."));
2605                         }
2606                         else
2607                         {
2608                                 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."));
2609                         }
2610
2611                         /* Save it */
2612                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2613                 }
2614         }
2615
2616         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2617         {
2618                 if (p_ptr->riding_ryoute)
2619                 {
2620 #ifdef JP
2621                         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" : "");
2622 #else
2623                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2624 #endif
2625                 }
2626                 else
2627                 {
2628 #ifdef JP
2629                         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" : "");
2630 #else
2631                         msg_print("You began to control riding pet with one hand.");
2632 #endif
2633                 }
2634
2635                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2636         }
2637
2638         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2639         {
2640                 if (heavy_armor())
2641                 {
2642                         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."));
2643                         if (is_loading_now)
2644                         {
2645                                 chg_virtue(V_HARMONY, -1);
2646                         }
2647                 }
2648                 else
2649                 {
2650                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2651                 }
2652
2653                 monk_notify_aux = monk_armour_aux;
2654         }
2655
2656         for (i = 0; i < INVEN_PACK; i++)
2657         {
2658 #if 0
2659                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2660                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2661 #endif
2662                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2663                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2664         }
2665
2666         for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2667         {
2668                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
2669                 next_o_idx = o_ptr->next_o_idx;
2670
2671 #if 0
2672                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2673                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2674 #endif
2675                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2676                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2677         }
2678
2679         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2680 #if 0
2681         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2682         {
2683                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2684                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2685         }
2686
2687         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)))
2688         {
2689                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2690                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2691         }
2692 #endif
2693         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2694         {
2695                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2696                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2697         }
2698
2699         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2700         {
2701                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2702                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2703         }
2704 }
2705
2706
2707 /*!
2708  * @brief プレイヤーの最大HPを計算する /
2709  * Calculate the players (maximal) hit points
2710  * Adjust current hitpoints if necessary
2711  * @return なし
2712  * @details
2713  */
2714 static void calc_hitpoints(void)
2715 {
2716         int bonus, mhp;
2717         byte tmp_hitdie;
2718
2719         /* Un-inflate "half-hitpoint bonus per level" value */
2720         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2721
2722         /* Calculate hitpoints */
2723         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2724
2725         if (p_ptr->mimic_form)
2726         {
2727                 if (p_ptr->pclass == CLASS_SORCERER)
2728                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2729                 else
2730                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2731                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2732         }
2733
2734         if (p_ptr->pclass == CLASS_SORCERER)
2735         {
2736                 if (p_ptr->lev < 30)
2737                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2738                 else
2739                         mhp = (mhp * 75 / 100);
2740                 bonus = (bonus * 65 / 100);
2741         }
2742
2743         mhp += bonus;
2744
2745         if (p_ptr->pclass == CLASS_BERSERKER)
2746         {
2747                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2748         }
2749
2750         /* Always have at least one hitpoint per level */
2751         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2752
2753         /* Factor in the hero / superhero settings */
2754         if (IS_HERO()) mhp += 10;
2755         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2756         if (p_ptr->tsuyoshi) mhp += 50;
2757
2758         /* Factor in the hex spell settings */
2759         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2760         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2761
2762         /* New maximum hitpoints */
2763         if (p_ptr->mhp != mhp)
2764         {
2765                 /* Enforce maximum */
2766                 if (p_ptr->chp >= mhp)
2767                 {
2768                         p_ptr->chp = mhp;
2769                         p_ptr->chp_frac = 0;
2770                 }
2771
2772 #ifdef JP
2773                 /* レベルアップの時は上昇量を表示する */
2774                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2775                 {
2776                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2777                 }
2778 #endif
2779                 /* Save the new max-hitpoints */
2780                 p_ptr->mhp = mhp;
2781
2782                 /* Display hitpoints (later) */
2783                 p_ptr->redraw |= (PR_HP);
2784
2785                 p_ptr->window |= (PW_PLAYER);
2786         }
2787 }
2788
2789 /*!
2790  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2791  * @return なし
2792  * @details
2793  * SWD: Experimental modification: multiple light sources have additive effect.
2794  */
2795 static void calc_torch(void)
2796 {
2797         int i, rad;
2798         object_type *o_ptr;
2799         BIT_FLAGS flgs[TR_FLAG_SIZE];
2800
2801         /* Assume no light */
2802         p_ptr->cur_lite = 0;
2803
2804         /* Loop through all wielded items */
2805         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2806         {
2807                 o_ptr = &inventory[i];
2808                 /* Skip empty slots */
2809                 if (!o_ptr->k_idx) continue;
2810
2811                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2812
2813                 /* Need Fuels */
2814                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2815                 {
2816                         if (o_ptr->tval == TV_LITE)
2817                         {
2818                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2819                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2820                         }
2821                 }
2822                 object_flags(o_ptr, flgs);
2823
2824                 /* calc the lite_radius */
2825
2826                 rad = 0;
2827                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2828                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2829                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2830                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2831                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2832                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2833                 p_ptr->cur_lite += (s16b)rad;
2834         }
2835
2836         /* max radius is 14 (was 5) without rewriting other code -- */
2837         /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2838         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2839                 p_ptr->cur_lite = 1;
2840
2841         /*
2842          * check if the player doesn't have light radius,
2843          * but does weakly glow as an intrinsic.
2844          */
2845         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2846
2847         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2848         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2849
2850         /* end experimental mods */
2851
2852         /* Notice changes in the "lite radius" */
2853         if (p_ptr->old_lite != p_ptr->cur_lite)
2854         {
2855                 /* Hack -- PU_MON_LITE for monsters' darkness */
2856                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2857
2858                 /* Remember the old lite */
2859                 p_ptr->old_lite = p_ptr->cur_lite;
2860
2861                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2862                         set_superstealth(FALSE);
2863         }
2864 }
2865
2866 /*!
2867  * @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。 /
2868  * Calculate number of spells player should have, and forget,
2869  * or remember, spells until that number is properly reflected.
2870  * @return なし
2871  * @details
2872  * Note that this function induces various "status" messages,
2873  * which must be bypasses until the character is created.
2874  */
2875 static void calc_spells(void)
2876 {
2877         int i, j, k, levels;
2878         int num_allowed;
2879         int num_boukyaku = 0;
2880
2881         const magic_type        *s_ptr;
2882         REALM_IDX which;
2883         int bonus = 0;
2884
2885
2886         concptr p;
2887
2888         /* Hack -- must be literate */
2889         if (!mp_ptr->spell_book) return;
2890
2891         /* Hack -- wait for creation */
2892         if (!character_generated) return;
2893
2894         /* Hack -- handle "xtra" mode */
2895         if (character_xtra) return;
2896
2897         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2898         {
2899                 p_ptr->new_spells = 0;
2900                 return;
2901         }
2902
2903         p = spell_category_name(mp_ptr->spell_book);
2904
2905         /* Determine the number of spells allowed */
2906         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2907
2908         /* Hack -- no negative spells */
2909         if (levels < 0) levels = 0;
2910
2911         /* Extract total allowed spells */
2912         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2913
2914         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2915         {
2916                 bonus = 4;
2917         }
2918         if (p_ptr->pclass == CLASS_SAMURAI)
2919         {
2920                 num_allowed = 32;
2921         }
2922         else if (p_ptr->realm2 == REALM_NONE)
2923         {
2924                 num_allowed = (num_allowed + 1) / 2;
2925                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2926         }
2927         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2928         {
2929                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2930         }
2931         else
2932         {
2933                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2934         }
2935
2936         /* Count the number of spells we know */
2937         for (j = 0; j < 64; j++)
2938         {
2939                 /* Count known spells */
2940                 if ((j < 32) ?
2941                         (p_ptr->spell_forgotten1 & (1L << j)) :
2942                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2943                 {
2944                         num_boukyaku++;
2945                 }
2946         }
2947
2948         /* See how many spells we must forget or may learn */
2949         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2950
2951         /* Forget spells which are too hard */
2952         for (i = 63; i >= 0; i--)
2953         {
2954                 /* Efficiency -- all done */
2955                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2956
2957                 /* Access the spell */
2958                 j = p_ptr->spell_order[i];
2959
2960                 /* Skip non-spells */
2961                 if (j >= 99) continue;
2962
2963
2964                 /* Get the spell */
2965                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2966                 {
2967                         if (j < 32)
2968                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2969                         else
2970                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2971                 }
2972                 else if (j < 32)
2973                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2974                 else
2975                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2976
2977                 /* Skip spells we are allowed to know */
2978                 if (s_ptr->slevel <= p_ptr->lev) continue;
2979
2980                 /* Is it known? */
2981                 if ((j < 32) ?
2982                         (p_ptr->spell_learned1 & (1L << j)) :
2983                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2984                 {
2985                         /* Mark as forgotten */
2986                         if (j < 32)
2987                         {
2988                                 p_ptr->spell_forgotten1 |= (1L << j);
2989                                 which = p_ptr->realm1;
2990                         }
2991                         else
2992                         {
2993                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2994                                 which = p_ptr->realm2;
2995                         }
2996
2997                         /* No longer known */
2998                         if (j < 32)
2999                         {
3000                                 p_ptr->spell_learned1 &= ~(1L << j);
3001                                 which = p_ptr->realm1;
3002                         }
3003                         else
3004                         {
3005                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3006                                 which = p_ptr->realm2;
3007                         }
3008
3009 #ifdef JP
3010                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3011 #else
3012                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3013 #endif
3014
3015
3016                         /* One more can be learned */
3017                         p_ptr->new_spells++;
3018                 }
3019         }
3020
3021
3022         /* Forget spells if we know too many spells */
3023         for (i = 63; i >= 0; i--)
3024         {
3025                 /* Stop when possible */
3026                 if (p_ptr->new_spells >= 0) break;
3027
3028                 /* Efficiency -- all done */
3029                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3030
3031                 /* Get the (i+1)th spell learned */
3032                 j = p_ptr->spell_order[i];
3033
3034                 /* Skip unknown spells */
3035                 if (j >= 99) continue;
3036
3037                 /* Forget it (if learned) */
3038                 if ((j < 32) ?
3039                         (p_ptr->spell_learned1 & (1L << j)) :
3040                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3041                 {
3042                         /* Mark as forgotten */
3043                         if (j < 32)
3044                         {
3045                                 p_ptr->spell_forgotten1 |= (1L << j);
3046                                 which = p_ptr->realm1;
3047                         }
3048                         else
3049                         {
3050                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3051                                 which = p_ptr->realm2;
3052                         }
3053
3054                         /* No longer known */
3055                         if (j < 32)
3056                         {
3057                                 p_ptr->spell_learned1 &= ~(1L << j);
3058                                 which = p_ptr->realm1;
3059                         }
3060                         else
3061                         {
3062                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3063                                 which = p_ptr->realm2;
3064                         }
3065
3066 #ifdef JP
3067                         msg_format("%sの%sを忘れてしまった。",
3068                                 do_spell(which, j % 32, SPELL_NAME), p);
3069 #else
3070                         msg_format("You have forgotten the %s of %s.", p,
3071                                 do_spell(which, j % 32, SPELL_NAME));
3072 #endif
3073
3074
3075                         /* One more can be learned */
3076                         p_ptr->new_spells++;
3077                 }
3078         }
3079
3080
3081         /* Check for spells to remember */
3082         for (i = 0; i < 64; i++)
3083         {
3084                 /* None left to remember */
3085                 if (p_ptr->new_spells <= 0) break;
3086
3087                 /* Efficiency -- all done */
3088                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3089
3090                 /* Get the next spell we learned */
3091                 j = p_ptr->spell_order[i];
3092
3093                 /* Skip unknown spells */
3094                 if (j >= 99) break;
3095
3096                 /* Access the spell */
3097                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3098                 {
3099                         if (j < 32)
3100                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3101                         else
3102                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3103                 }
3104                 else if (j < 32)
3105                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3106                 else
3107                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3108
3109                 /* Skip spells we cannot remember */
3110                 if (s_ptr->slevel > p_ptr->lev) continue;
3111
3112                 /* First set of spells */
3113                 if ((j < 32) ?
3114                         (p_ptr->spell_forgotten1 & (1L << j)) :
3115                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3116                 {
3117                         /* No longer forgotten */
3118                         if (j < 32)
3119                         {
3120                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3121                                 which = p_ptr->realm1;
3122                         }
3123                         else
3124                         {
3125                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3126                                 which = p_ptr->realm2;
3127                         }
3128
3129                         /* Known once more */
3130                         if (j < 32)
3131                         {
3132                                 p_ptr->spell_learned1 |= (1L << j);
3133                                 which = p_ptr->realm1;
3134                         }
3135                         else
3136                         {
3137                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3138                                 which = p_ptr->realm2;
3139                         }
3140
3141 #ifdef JP
3142                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3143 #else
3144                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3145 #endif
3146
3147
3148                         /* One less can be learned */
3149                         p_ptr->new_spells--;
3150                 }
3151         }
3152
3153         k = 0;
3154
3155         if (p_ptr->realm2 == REALM_NONE)
3156         {
3157                 /* Count spells that can be learned */
3158                 for (j = 0; j < 32; j++)
3159                 {
3160                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3161                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3162
3163                         /* Skip spells we cannot remember */
3164                         if (s_ptr->slevel > p_ptr->lev) continue;
3165
3166                         /* Skip spells we already know */
3167                         if (p_ptr->spell_learned1 & (1L << j))
3168                         {
3169                                 continue;
3170                         }
3171
3172                         /* Count it */
3173                         k++;
3174                 }
3175                 if (k > 32) k = 32;
3176                 if ((p_ptr->new_spells > k) &&
3177                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3178                 {
3179                         p_ptr->new_spells = (s16b)k;
3180                 }
3181         }
3182
3183         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3184
3185         /* Spell count changed */
3186         if (p_ptr->old_spells != p_ptr->new_spells)
3187         {
3188                 /* Message if needed */
3189                 if (p_ptr->new_spells)
3190                 {
3191 #ifdef JP
3192                         if (p_ptr->new_spells < 10) {
3193                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3194                         }
3195                         else {
3196                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3197                         }
3198 #else
3199                         msg_format("You can learn %d more %s%s.",
3200                                 p_ptr->new_spells, p,
3201                                 (p_ptr->new_spells != 1) ? "s" : "");
3202 #endif
3203
3204                 }
3205
3206                 /* Save the new_spells value */
3207                 p_ptr->old_spells = p_ptr->new_spells;
3208
3209                 /* Redraw Study Status */
3210                 p_ptr->redraw |= (PR_STUDY);
3211
3212                 /* Redraw object recall */
3213                 p_ptr->window |= (PW_OBJECT);
3214         }
3215 }
3216
3217 /*!
3218  * @brief プレイヤーの最大MPを計算する /
3219  * Calculate maximum mana.  You do not need to know any spells.
3220  * Note that mana is lowered by heavy (or inappropriate) armor.
3221  * @return なし
3222  * @details
3223  * This function induces status messages.
3224  */
3225 static void calc_mana(void)
3226 {
3227         int msp, levels, cur_wgt, max_wgt;
3228
3229         object_type *o_ptr;
3230
3231
3232         /* Hack -- Must be literate */
3233         if (!mp_ptr->spell_book) return;
3234
3235         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3236                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3237                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3238         {
3239                 levels = p_ptr->lev;
3240         }
3241         else
3242         {
3243                 if (mp_ptr->spell_first > p_ptr->lev)
3244                 {
3245                         /* Save new mana */
3246                         p_ptr->msp = 0;
3247
3248                         /* Display mana later */
3249                         p_ptr->redraw |= (PR_MANA);
3250                         return;
3251                 }
3252
3253                 /* Extract "effective" player level */
3254                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3255         }
3256
3257         if (p_ptr->pclass == CLASS_SAMURAI)
3258         {
3259                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3260                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3261         }
3262         else
3263         {
3264                 /* Extract total mana */
3265                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3266
3267                 /* Hack -- usually add one mana */
3268                 if (msp) msp++;
3269
3270                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3271
3272                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3273
3274                 /* Hack: High mages have a 25% mana bonus */
3275                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3276
3277                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3278         }
3279
3280         /* Only mages are affected */
3281         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3282         {
3283                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3284
3285                 /* Assume player is not encumbered by gloves */
3286                 p_ptr->cumber_glove = FALSE;
3287
3288                 /* Get the gloves */
3289                 o_ptr = &inventory[INVEN_HANDS];
3290
3291                 /* Examine the gloves */
3292                 object_flags(o_ptr, flgs);
3293
3294                 /* Normal gloves hurt mage-type spells */
3295                 if (o_ptr->k_idx &&
3296                         !(have_flag(flgs, TR_FREE_ACT)) &&
3297                         !(have_flag(flgs, TR_DEC_MANA)) &&
3298                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3299                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3300                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3301                 {
3302                         /* Encumbered */
3303                         p_ptr->cumber_glove = TRUE;
3304
3305                         /* Reduce mana */
3306                         msp = (3 * msp) / 4;
3307                 }
3308         }
3309
3310
3311         /* Assume player not encumbered by armor */
3312         p_ptr->cumber_armor = FALSE;
3313
3314         /* Weigh the armor */
3315         cur_wgt = 0;
3316         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3317         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3318         cur_wgt += inventory[INVEN_BODY].weight;
3319         cur_wgt += inventory[INVEN_HEAD].weight;
3320         cur_wgt += inventory[INVEN_OUTER].weight;
3321         cur_wgt += inventory[INVEN_HANDS].weight;
3322         cur_wgt += inventory[INVEN_FEET].weight;
3323
3324         /* Subtract a percentage of maximum mana. */
3325         switch (p_ptr->pclass)
3326         {
3327                 /* For these classes, mana is halved if armour
3328                  * is 30 pounds over their weight limit. */
3329         case CLASS_MAGE:
3330         case CLASS_HIGH_MAGE:
3331         case CLASS_BLUE_MAGE:
3332         case CLASS_MONK:
3333         case CLASS_FORCETRAINER:
3334         case CLASS_SORCERER:
3335         {
3336                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3337                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3338                 break;
3339         }
3340
3341         /* Mana halved if armour is 40 pounds over weight limit. */
3342         case CLASS_PRIEST:
3343         case CLASS_BARD:
3344         case CLASS_TOURIST:
3345         {
3346                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3347                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3348                 break;
3349         }
3350
3351         case CLASS_MINDCRAFTER:
3352         case CLASS_BEASTMASTER:
3353         case CLASS_MIRROR_MASTER:
3354         {
3355                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3356                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3357                 break;
3358         }
3359
3360         /* Mana halved if armour is 50 pounds over weight limit. */
3361         case CLASS_ROGUE:
3362         case CLASS_RANGER:
3363         case CLASS_RED_MAGE:
3364         case CLASS_WARRIOR_MAGE:
3365         {
3366                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3367                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3368                 break;
3369         }
3370
3371         /* Mana halved if armour is 60 pounds over weight limit. */
3372         case CLASS_PALADIN:
3373         case CLASS_CHAOS_WARRIOR:
3374         {
3375                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3376                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3377                 break;
3378         }
3379
3380         /* For new classes created, but not yet added to this formula. */
3381         default:
3382         {
3383                 break;
3384         }
3385         }
3386
3387         /* Determine the weight allowance */
3388         max_wgt = mp_ptr->spell_weight;
3389
3390         /* Heavy armor penalizes mana by a percentage.  -LM- */
3391         if ((cur_wgt - max_wgt) > 0)
3392         {
3393                 /* Encumbered */
3394                 p_ptr->cumber_armor = TRUE;
3395
3396                 /* Subtract a percentage of maximum mana. */
3397                 switch (p_ptr->pclass)
3398                 {
3399                         /* For these classes, mana is halved if armour
3400                          * is 30 pounds over their weight limit. */
3401                 case CLASS_MAGE:
3402                 case CLASS_HIGH_MAGE:
3403                 case CLASS_BLUE_MAGE:
3404                 {
3405                         msp -= msp * (cur_wgt - max_wgt) / 600;
3406                         break;
3407                 }
3408
3409                 /* Mana halved if armour is 40 pounds over weight limit. */
3410                 case CLASS_PRIEST:
3411                 case CLASS_MINDCRAFTER:
3412                 case CLASS_BEASTMASTER:
3413                 case CLASS_BARD:
3414                 case CLASS_FORCETRAINER:
3415                 case CLASS_TOURIST:
3416                 case CLASS_MIRROR_MASTER:
3417                 {
3418                         msp -= msp * (cur_wgt - max_wgt) / 800;
3419                         break;
3420                 }
3421
3422                 case CLASS_SORCERER:
3423                 {
3424                         msp -= msp * (cur_wgt - max_wgt) / 900;
3425                         break;
3426                 }
3427
3428                 /* Mana halved if armour is 50 pounds over weight limit. */
3429                 case CLASS_ROGUE:
3430                 case CLASS_RANGER:
3431                 case CLASS_MONK:
3432                 case CLASS_RED_MAGE:
3433                 {
3434                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3435                         break;
3436                 }
3437
3438                 /* Mana halved if armour is 60 pounds over weight limit. */
3439                 case CLASS_PALADIN:
3440                 case CLASS_CHAOS_WARRIOR:
3441                 case CLASS_WARRIOR_MAGE:
3442                 {
3443                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3444                         break;
3445                 }
3446
3447                 case CLASS_SAMURAI:
3448                 {
3449                         p_ptr->cumber_armor = FALSE;
3450                         break;
3451                 }
3452
3453                 /* For new classes created, but not yet added to this formula. */
3454                 default:
3455                 {
3456                         msp -= msp * (cur_wgt - max_wgt) / 800;
3457                         break;
3458                 }
3459                 }
3460         }
3461
3462         /* Mana can never be negative */
3463         if (msp < 0) msp = 0;
3464
3465
3466         /* Maximum mana has changed */
3467         if (p_ptr->msp != msp)
3468         {
3469                 /* Enforce maximum */
3470                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3471                 {
3472                         p_ptr->csp = msp;
3473                         p_ptr->csp_frac = 0;
3474                 }
3475
3476 #ifdef JP
3477                 /* レベルアップの時は上昇量を表示する */
3478                 if ((level_up == 1) && (msp > p_ptr->msp))
3479                 {
3480                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3481                 }
3482 #endif
3483                 /* Save new mana */
3484                 p_ptr->msp = msp;
3485
3486                 /* Display mana later */
3487                 p_ptr->redraw |= (PR_MANA);
3488
3489                 p_ptr->window |= (PW_PLAYER);
3490                 p_ptr->window |= (PW_SPELL);
3491         }
3492
3493
3494         /* Hack -- handle "xtra" mode */
3495         if (character_xtra) return;
3496
3497         /* Take note when "glove state" changes */
3498         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3499         {
3500                 if (p_ptr->cumber_glove)
3501                 {
3502                         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."));
3503                 }
3504                 else
3505                 {
3506                         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."));
3507                 }
3508
3509                 /* Save it */
3510                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3511         }
3512
3513
3514         /* Take note when "armor state" changes */
3515         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3516         {
3517                 if (p_ptr->cumber_armor)
3518                 {
3519                         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."));
3520                 }
3521                 else
3522                 {
3523                         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."));
3524                 }
3525
3526                 /* Save it */
3527                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3528         }
3529 }
3530
3531 /*!
3532  * @brief 装備中の射撃武器の威力倍率を返す /
3533  * calcurate the fire rate of target object
3534  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3535  * @return 射撃倍率の値(100で1.00倍)
3536  */
3537 s16b calc_num_fire(object_type *o_ptr)
3538 {
3539         int extra_shots = 0;
3540         int i;
3541         int num = 0;
3542         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3543         object_type *q_ptr;
3544         BIT_FLAGS flgs[TR_FLAG_SIZE];
3545
3546         /* Scan the usable inventory */
3547         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3548         {
3549                 q_ptr = &inventory[i];
3550
3551                 /* Skip non-objects */
3552                 if (!q_ptr->k_idx) continue;
3553
3554                 /* Do not apply current equip */
3555                 if (i == INVEN_BOW) continue;
3556
3557                 /* Extract the item flags */
3558                 object_flags(q_ptr, flgs);
3559
3560                 /* Boost shots */
3561                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3562         }
3563
3564         object_flags(o_ptr, flgs);
3565         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3566
3567         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3568         {
3569                 num = 100;
3570                 /* Extra shots */
3571                 num += (extra_shots * 100);
3572
3573                 /* Hack -- Rangers love Bows */
3574                 if ((p_ptr->pclass == CLASS_RANGER) &&
3575                         (tval_ammo == TV_ARROW))
3576                 {
3577                         num += (p_ptr->lev * 4);
3578                 }
3579
3580                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3581                         (tval_ammo == TV_ARROW))
3582                 {
3583                         num += (p_ptr->lev * 3);
3584                 }
3585
3586                 if (p_ptr->pclass == CLASS_ARCHER)
3587                 {
3588                         if (tval_ammo == TV_ARROW)
3589                                 num += ((p_ptr->lev * 5) + 50);
3590                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3591                                 num += (p_ptr->lev * 4);
3592                 }
3593
3594                 /*
3595                  * Addendum -- also "Reward" high level warriors,
3596                  * with _any_ missile weapon -- TY
3597                  */
3598                 if (p_ptr->pclass == CLASS_WARRIOR &&
3599                         (tval_ammo <= TV_BOLT) &&
3600                         (tval_ammo >= TV_SHOT))
3601                 {
3602                         num += (p_ptr->lev * 2);
3603                 }
3604                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3605                         (tval_ammo == TV_SHOT))
3606                 {
3607                         num += (p_ptr->lev * 4);
3608                 }
3609         }
3610         return (s16b)num;
3611 }
3612
3613 /*!
3614  * @brief プレイヤーの所持重量制限を計算する /
3615  * Computes current weight limit.
3616  * @return 制限重量(ポンド)
3617  */
3618 WEIGHT weight_limit(void)
3619 {
3620         WEIGHT i;
3621
3622         /* Weight limit based only on strength */
3623         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3624         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3625
3626         /* Return the result */
3627         return i;
3628 }
3629
3630 /*!
3631  * @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 /
3632  * @param i 判定する手のID(右手:0 左手:1)
3633  * @return 持っているならばTRUE
3634  */
3635 bool has_melee_weapon(int i)
3636 {
3637         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3638 }
3639
3640 /*!
3641  * @brief プレイヤーの現在開いている手の状態を返す
3642  * @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。
3643  * @return 開いている手のビットフラグ
3644  */
3645 BIT_FLAGS16 empty_hands(bool riding_control)
3646 {
3647         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3648
3649         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3650         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3651
3652         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3653         {
3654                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3655                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3656         }
3657
3658         return status;
3659 }
3660
3661
3662 /*!
3663  * @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。
3664  * @return ペナルティが適用されるならばTRUE。
3665  */
3666 bool heavy_armor(void)
3667 {
3668         WEIGHT monk_arm_wgt = 0;
3669
3670         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3671
3672         /* Weight the armor */
3673         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3674         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3675         monk_arm_wgt += inventory[INVEN_BODY].weight;
3676         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3677         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3678         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3679         monk_arm_wgt += inventory[INVEN_FEET].weight;
3680
3681         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3682 }
3683
3684 /*!
3685  * @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"
3686  * @return なし
3687  * @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。
3688  */
3689 void update_creature(player_type *creature_ptr)
3690 {
3691         if (!creature_ptr->update) return;
3692
3693         /* Actually do auto-destroy */
3694         if (creature_ptr->update & (PU_AUTODESTROY))
3695         {
3696                 creature_ptr->update &= ~(PU_AUTODESTROY);
3697                 autopick_delayed_alter();
3698         }
3699         if (creature_ptr->update & (PU_COMBINE))
3700         {
3701                 creature_ptr->update &= ~(PU_COMBINE);
3702                 combine_pack();
3703         }
3704
3705         /* Reorder the pack */
3706         if (creature_ptr->update & (PU_REORDER))
3707         {
3708                 creature_ptr->update &= ~(PU_REORDER);
3709                 reorder_pack();
3710         }
3711
3712         if (creature_ptr->update & (PU_BONUS))
3713         {
3714                 creature_ptr->update &= ~(PU_BONUS);
3715                 calc_bonuses();
3716         }
3717
3718         if (creature_ptr->update & (PU_TORCH))
3719         {
3720                 creature_ptr->update &= ~(PU_TORCH);
3721                 calc_torch();
3722         }
3723
3724         if (creature_ptr->update & (PU_HP))
3725         {
3726                 creature_ptr->update &= ~(PU_HP);
3727                 calc_hitpoints();
3728         }
3729
3730         if (creature_ptr->update & (PU_MANA))
3731         {
3732                 creature_ptr->update &= ~(PU_MANA);
3733                 calc_mana();
3734         }
3735
3736         if (creature_ptr->update & (PU_SPELLS))
3737         {
3738                 creature_ptr->update &= ~(PU_SPELLS);
3739                 calc_spells();
3740         }
3741
3742         /* Character is not ready yet, no screen updates */
3743         if (!character_generated) return;
3744
3745         /* Character is in "icky" mode, no screen updates */
3746         if (character_icky) return;
3747
3748         if (creature_ptr->update & (PU_UN_LITE))
3749         {
3750                 creature_ptr->update &= ~(PU_UN_LITE);
3751                 forget_lite();
3752         }
3753
3754         if (creature_ptr->update & (PU_UN_VIEW))
3755         {
3756                 creature_ptr->update &= ~(PU_UN_VIEW);
3757                 forget_view();
3758         }
3759
3760         if (creature_ptr->update & (PU_VIEW))
3761         {
3762                 creature_ptr->update &= ~(PU_VIEW);
3763                 update_view();
3764         }
3765
3766         if (creature_ptr->update & (PU_LITE))
3767         {
3768                 creature_ptr->update &= ~(PU_LITE);
3769                 update_lite();
3770         }
3771
3772
3773         if (creature_ptr->update & (PU_FLOW))
3774         {
3775                 creature_ptr->update &= ~(PU_FLOW);
3776                 update_flow();
3777         }
3778
3779         if (creature_ptr->update & (PU_DISTANCE))
3780         {
3781                 creature_ptr->update &= ~(PU_DISTANCE);
3782
3783                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3784                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3785
3786                 update_monsters(TRUE);
3787         }
3788
3789         if (creature_ptr->update & (PU_MON_LITE))
3790         {
3791                 creature_ptr->update &= ~(PU_MON_LITE);
3792                 update_mon_lite();
3793         }
3794
3795         /*
3796          * Mega-Hack -- Delayed visual update
3797          * Only used if update_view(), update_lite() or update_mon_lite() was called
3798          */
3799         if (creature_ptr->update & (PU_DELAY_VIS))
3800         {
3801                 creature_ptr->update &= ~(PU_DELAY_VIS);
3802                 delayed_visual_update();
3803         }
3804
3805         if (creature_ptr->update & (PU_MONSTERS))
3806         {
3807                 creature_ptr->update &= ~(PU_MONSTERS);
3808                 update_monsters(FALSE);
3809         }
3810 }
3811
3812 /*!
3813  * @brief プレイヤーが魔道書を一冊も持っていないかを判定する
3814  * @return 魔道書を一冊も持っていないならTRUEを返す
3815  */
3816 bool player_has_no_spellbooks(void)
3817 {
3818         int i;
3819         object_type *o_ptr;
3820
3821         for (i = 0; i < INVEN_PACK; i++)
3822         {
3823                 o_ptr = &inventory[i];
3824                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3825         }
3826
3827         for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3828         {
3829                 o_ptr = &current_floor_ptr->o_list[i];
3830                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3831         }
3832
3833         return TRUE;
3834 }
3835
3836 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3837 {
3838         creature_ptr->energy_use = (ENERGY)need_cost;
3839 }
3840
3841 void free_turn(player_type *creature_ptr)
3842 {
3843         creature_ptr->energy_use = 0;
3844 }
3845
3846 /*!
3847  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3848  * @param x 配置先X座標
3849  * @param y 配置先Y座標
3850  * @return 配置に成功したらTRUE
3851  */
3852 bool player_place(POSITION y, POSITION x)
3853 {
3854         /* Paranoia XXX XXX */
3855         if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3856
3857         /* Save player location */
3858         p_ptr->y = y;
3859         p_ptr->x = x;
3860
3861         /* Success */
3862         return TRUE;
3863 }
3864
3865 /*!
3866  * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
3867  * @return なし
3868  */
3869 void wreck_the_pattern(void)
3870 {
3871         int to_ruin = 0;
3872         POSITION r_y, r_x;
3873         int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3874
3875         if (pattern_type == PATTERN_TILE_WRECKED)
3876         {
3877                 /* Ruined already */
3878                 return;
3879         }
3880
3881         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3882         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3883
3884         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3885         to_ruin = randint1(45) + 35;
3886
3887         while (to_ruin--)
3888         {
3889                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3890
3891                 if (pattern_tile(r_y, r_x) &&
3892                         (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3893                 {
3894                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3895                 }
3896         }
3897
3898         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3899 }
3900
3901
3902 /*!
3903  * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3904  * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3905  * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
3906  * @return なし
3907  */
3908 void sanity_blast(monster_type *m_ptr, bool necro)
3909 {
3910         int power = 100;
3911
3912         if (p_ptr->inside_battle || !character_dungeon) return;
3913
3914         if (!necro && m_ptr)
3915         {
3916                 GAME_TEXT m_name[MAX_NLEN];
3917                 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3918
3919                 power = r_ptr->level / 2;
3920
3921                 monster_desc(m_name, m_ptr, 0);
3922
3923                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3924                 {
3925                         if (r_ptr->flags1 & RF1_FRIENDS)
3926                                 power /= 2;
3927                 }
3928                 else power *= 2;
3929
3930                 if (!is_loading_now)
3931                         return; /* No effect yet, just loaded... */
3932
3933                 if (!m_ptr->ml)
3934                         return; /* Cannot see it for some reason */
3935
3936                 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3937                         return;
3938
3939                 if (is_pet(m_ptr))
3940                         return; /* Pet eldritch horrors are safe most of the time */
3941
3942                 if (randint1(100) > power) return;
3943
3944                 if (saving_throw(p_ptr->skill_sav - power))
3945                 {
3946                         return; /* Save, no adverse effects */
3947                 }
3948
3949                 if (p_ptr->image)
3950                 {
3951                         /* Something silly happens... */
3952                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3953                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3954
3955                         if (one_in_(3))
3956                         {
3957                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3958                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3959                         }
3960
3961                         return; /* Never mind; we can't see it clearly enough */
3962                 }
3963
3964                 /* Something frightening happens... */
3965                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3966                         horror_desc[randint0(MAX_SAN_HORROR)], m_name);
3967
3968                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
3969
3970                 /* Demon characters are unaffected */
3971                 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
3972                 if (p_ptr->wizard) return;
3973
3974                 /* Undead characters are 50% likely to be unaffected */
3975                 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
3976                         || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
3977                         (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
3978                 {
3979                         if (saving_throw(25 + p_ptr->lev)) return;
3980                 }
3981         }
3982         else if (!necro)
3983         {
3984                 monster_race *r_ptr;
3985                 GAME_TEXT m_name[MAX_NLEN];
3986                 concptr desc;
3987
3988                 get_mon_num_prep(get_nightmare, NULL);
3989
3990                 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
3991                 power = r_ptr->level + 10;
3992                 desc = r_name + r_ptr->name;
3993
3994                 get_mon_num_prep(NULL, NULL);
3995
3996 #ifndef JP
3997                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3998                         sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
3999                 else
4000 #endif
4001                         sprintf(m_name, "%s", desc);
4002
4003                 if (!(r_ptr->flags1 & RF1_UNIQUE))
4004                 {
4005                         if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4006                 }
4007                 else power *= 2;
4008
4009                 if (saving_throw(p_ptr->skill_sav * 100 / power))
4010                 {
4011                         msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4012                         /* Safe */
4013                         return;
4014                 }
4015
4016                 if (p_ptr->image)
4017                 {
4018                         /* Something silly happens... */
4019                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4020                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4021
4022                         if (one_in_(3))
4023                         {
4024                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4025                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4026                         }
4027
4028                         /* Never mind; we can't see it clearly enough */
4029                         return;
4030                 }
4031
4032                 /* Something frightening happens... */
4033                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4034                         horror_desc[randint0(MAX_SAN_HORROR)], desc);
4035
4036                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4037
4038                 if (!p_ptr->mimic_form)
4039                 {
4040                         switch (p_ptr->prace)
4041                         {
4042                                 /* Demons may make a saving throw */
4043                         case RACE_IMP:
4044                         case RACE_DEMON:
4045                                 if (saving_throw(20 + p_ptr->lev)) return;
4046                                 break;
4047                                 /* Undead may make a saving throw */
4048                         case RACE_SKELETON:
4049                         case RACE_ZOMBIE:
4050                         case RACE_SPECTRE:
4051                         case RACE_VAMPIRE:
4052                                 if (saving_throw(10 + p_ptr->lev)) return;
4053                                 break;
4054                         }
4055                 }
4056                 else
4057                 {
4058                         /* Demons may make a saving throw */
4059                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4060                         {
4061                                 if (saving_throw(20 + p_ptr->lev)) return;
4062                         }
4063                         /* Undead may make a saving throw */
4064                         else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4065                         {
4066                                 if (saving_throw(10 + p_ptr->lev)) return;
4067                         }
4068                 }
4069         }
4070         else
4071         {
4072                 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4073         }
4074
4075         if (saving_throw(p_ptr->skill_sav - power))
4076         {
4077                 return;
4078         }
4079
4080         do {
4081                 (void)do_dec_stat(A_INT);
4082         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4083
4084         do {
4085                 (void)do_dec_stat(A_WIS);
4086         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4087
4088         switch (randint1(21))
4089         {
4090         case 1:
4091                 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4092                 {
4093                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4094                         {
4095                                 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4096                         }
4097                         else
4098                         {
4099                                 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4100                         }
4101
4102                         if (p_ptr->muta3 & MUT3_HYPER_INT)
4103                         {
4104                                 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4105                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4106                         }
4107                         p_ptr->muta3 |= MUT3_MORONIC;
4108                 }
4109                 break;
4110         case 2:
4111         case 3:
4112         case 4:
4113                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4114                 {
4115                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4116
4117                         /* Duh, the following should never happen, but anyway... */
4118                         if (p_ptr->muta3 & MUT3_FEARLESS)
4119                         {
4120                                 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4121                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4122                         }
4123
4124                         p_ptr->muta2 |= MUT2_COWARDICE;
4125                 }
4126                 break;
4127         case 5:
4128         case 6:
4129         case 7:
4130                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4131                 {
4132                         msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4133                         p_ptr->muta2 |= MUT2_HALLU;
4134                 }
4135                 break;
4136         case 8:
4137         case 9:
4138         case 10:
4139                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4140                 {
4141                         msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4142                         p_ptr->muta2 |= MUT2_BERS_RAGE;
4143                 }
4144                 break;
4145         case 11:
4146         case 12:
4147         case 13:
4148         case 14:
4149         case 15:
4150         case 16:
4151                 /* Brain smash */
4152                 if (!p_ptr->resist_conf)
4153                 {
4154                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
4155                 }
4156                 if (!p_ptr->free_act)
4157                 {
4158                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4159                 }
4160                 if (!p_ptr->resist_chaos)
4161                 {
4162                         (void)set_image(p_ptr->image + randint0(250) + 150);
4163                 }
4164                 break;
4165         case 17:
4166         case 18:
4167         case 19:
4168         case 20:
4169         case 21:
4170                 /* Amnesia */
4171                 if (lose_all_info())
4172                         msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4173                 break;
4174         }
4175
4176         p_ptr->update |= PU_BONUS;
4177         handle_stuff();
4178 }
4179
4180
4181 /*!
4182  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
4183  * Advance experience levels and print experience
4184  * @return なし
4185  */
4186 void check_experience(void)
4187 {
4188         bool level_reward = FALSE;
4189         bool level_mutation = FALSE;
4190         bool level_inc_stat = FALSE;
4191         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4192         PLAYER_LEVEL old_lev = p_ptr->lev;
4193
4194         /* Hack -- lower limit */
4195         if (p_ptr->exp < 0) p_ptr->exp = 0;
4196         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4197         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4198
4199         /* Hack -- upper limit */
4200         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4201         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4202         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4203
4204         /* Hack -- maintain "max" experience */
4205         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4206
4207         /* Hack -- maintain "max max" experience */
4208         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4209
4210         /* Redraw experience */
4211         p_ptr->redraw |= (PR_EXP);
4212         handle_stuff();
4213
4214
4215         /* Lose levels while possible */
4216         while ((p_ptr->lev > 1) &&
4217                 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4218         {
4219                 /* Lose a level */
4220                 p_ptr->lev--;
4221                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4222                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4223                 p_ptr->window |= (PW_PLAYER);
4224                 handle_stuff();
4225         }
4226
4227
4228         /* Gain levels while possible */
4229         while ((p_ptr->lev < PY_MAX_LEVEL) &&
4230                 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4231         {
4232                 /* Gain a level */
4233                 p_ptr->lev++;
4234
4235                 /* Save the highest level */
4236                 if (p_ptr->lev > p_ptr->max_plv)
4237                 {
4238                         p_ptr->max_plv = p_ptr->lev;
4239
4240                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4241                                 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4242                         {
4243                                 level_reward = TRUE;
4244                         }
4245                         if (p_ptr->prace == RACE_BEASTMAN)
4246                         {
4247                                 if (one_in_(5)) level_mutation = TRUE;
4248                         }
4249                         level_inc_stat = TRUE;
4250
4251                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4252                 }
4253
4254                 sound(SOUND_LEVEL);
4255
4256                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4257
4258                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4259                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4260                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4261
4262                 /* HPとMPの上昇量を表示 */
4263                 level_up = 1;
4264                 handle_stuff();
4265
4266                 level_up = 0;
4267
4268                 if (level_inc_stat)
4269                 {
4270                         if (!(p_ptr->max_plv % 10))
4271                         {
4272                                 int choice;
4273                                 screen_save();
4274                                 while (1)
4275                                 {
4276                                         int n;
4277                                         char tmp[32];
4278
4279                                         cnv_stat(p_ptr->stat_max[0], tmp);
4280                                         prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
4281                                         cnv_stat(p_ptr->stat_max[1], tmp);
4282                                         prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
4283                                         cnv_stat(p_ptr->stat_max[2], tmp);
4284                                         prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
4285                                         cnv_stat(p_ptr->stat_max[3], tmp);
4286                                         prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
4287                                         cnv_stat(p_ptr->stat_max[4], tmp);
4288                                         prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
4289                                         cnv_stat(p_ptr->stat_max[5], tmp);
4290                                         prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
4291
4292                                         prt("", 8, 14);
4293                                         prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
4294
4295                                         while (1)
4296                                         {
4297                                                 choice = inkey();
4298                                                 if ((choice >= 'a') && (choice <= 'f')) break;
4299                                         }
4300                                         for (n = 0; n < A_MAX; n++)
4301                                                 if (n != choice - 'a')
4302                                                         prt("", n + 2, 14);
4303                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4304                                 }
4305                                 do_inc_stat(choice - 'a');
4306                                 screen_load();
4307                         }
4308                         else if (!(p_ptr->max_plv % 2))
4309                                 do_inc_stat(randint0(6));
4310                 }
4311
4312                 if (level_mutation)
4313                 {
4314                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
4315                         (void)gain_mutation(p_ptr, 0);
4316                         level_mutation = FALSE;
4317                 }
4318
4319                 /*
4320                  * 報酬でレベルが上ると再帰的に check_experience() が
4321                  * 呼ばれるので順番を最後にする。
4322                  */
4323                 if (level_reward)
4324                 {
4325                         gain_level_reward(0);
4326                         level_reward = FALSE;
4327                 }
4328
4329                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4330                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4331                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4332                 handle_stuff();
4333         }
4334
4335         /* Load an autopick preference file */
4336         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4337 }
4338