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[Refactor] #38998 sanity_blast() to player-status.c.
[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
10 /* Hack, monk armour */
11 static bool monk_armour_aux;
12 static bool monk_notify_aux;
13
14 /*
15  * Return alignment title
16  */
17 concptr your_alignment(void)
18 {
19         if (p_ptr->align > 150) return _("大善", "Lawful");
20         else if (p_ptr->align > 50) return _("中善", "Good");
21         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
22         else if (p_ptr->align > -11) return _("中立", "Neutral");
23         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
24         else if (p_ptr->align > -151) return _("中悪", "Evil");
25         else return _("大悪", "Chaotic");
26 }
27
28
29 /*
30  * Return proficiency level of weapons and misc. skills (except riding)
31  */
32 int weapon_exp_level(int weapon_exp)
33 {
34         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
35         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
36         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
37         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
38         else return EXP_LEVEL_MASTER;
39 }
40
41
42 /*
43  * Return proficiency level of riding
44  */
45 int riding_exp_level(int riding_exp)
46 {
47         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
48         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
49         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
50         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
51         else return EXP_LEVEL_MASTER;
52 }
53
54
55 /*
56  * Return proficiency level of spells
57  */
58 int spell_exp_level(int spell_exp)
59 {
60         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
61         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
62         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
63         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
64         else return EXP_LEVEL_MASTER;
65 }
66
67 /*!
68  * @brief プレイヤーの全ステータスを更新する /
69  * Calculate the players current "state", taking into account
70  * not only race/class intrinsics, but also objects being worn
71  * and temporary spell effects.
72  * @return なし
73  * @details
74  * <pre>
75  * See also calc_mana() and calc_hitpoints().
76  *
77  * Take note of the new "speed code", in particular, a very strong
78  * player will start slowing down as soon as he reaches 150 pounds,
79  * but not until he reaches 450 pounds will he be half as fast as
80  * a normal kobold.  This both hurts and helps the player, hurts
81  * because in the old days a player could just avoid 300 pounds,
82  * and helps because now carrying 300 pounds is not very painful.
83  *
84  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
85  * damage, since that would affect non-combat things.  These values
86  * are actually added in later, at the appropriate place.
87  *
88  * This function induces various "status" messages.
89  * </pre>
90  */
91 void calc_bonuses(void)
92 {
93         int i, j, hold, neutral[2];
94         int new_speed;
95         int default_hand = 0;
96         int empty_hands_status = empty_hands(TRUE);
97         int extra_blows[2];
98         object_type *o_ptr;
99         BIT_FLAGS flgs[TR_FLAG_SIZE];
100         bool omoi = FALSE;
101         bool yoiyami = FALSE;
102         bool down_saving = FALSE;
103 #if 0
104         bool have_dd_s = FALSE, have_dd_t = FALSE;
105 #endif
106         bool have_sw = FALSE, have_kabe = FALSE;
107         bool easy_2weapon = FALSE;
108         bool riding_levitation = FALSE;
109         OBJECT_IDX this_o_idx, next_o_idx = 0;
110         const player_race *tmp_rp_ptr;
111
112         /* Save the old vision stuff */
113         bool old_telepathy = p_ptr->telepathy;
114         bool old_esp_animal = p_ptr->esp_animal;
115         bool old_esp_undead = p_ptr->esp_undead;
116         bool old_esp_demon = p_ptr->esp_demon;
117         bool old_esp_orc = p_ptr->esp_orc;
118         bool old_esp_troll = p_ptr->esp_troll;
119         bool old_esp_giant = p_ptr->esp_giant;
120         bool old_esp_dragon = p_ptr->esp_dragon;
121         bool old_esp_human = p_ptr->esp_human;
122         bool old_esp_evil = p_ptr->esp_evil;
123         bool old_esp_good = p_ptr->esp_good;
124         bool old_esp_nonliving = p_ptr->esp_nonliving;
125         bool old_esp_unique = p_ptr->esp_unique;
126         bool old_see_inv = p_ptr->see_inv;
127         bool old_mighty_throw = p_ptr->mighty_throw;
128
129         /* Current feature under player. */
130         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
131
132         /* Save the old armor class */
133         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
134         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
135
136
137         /* Clear extra blows/shots */
138         extra_blows[0] = extra_blows[1] = 0;
139
140         /* Clear the stat modifiers */
141         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
142
143
144         /* Clear the Displayed/Real armor class */
145         p_ptr->dis_ac = p_ptr->ac = 0;
146
147         /* Clear the Displayed/Real Bonuses */
148         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
149         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
150         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
151         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
152         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
153         p_ptr->dis_to_a = p_ptr->to_a = 0;
154         p_ptr->to_h_m = 0;
155         p_ptr->to_d_m = 0;
156
157         p_ptr->to_m_chance = 0;
158
159         /* Clear the Extra Dice Bonuses */
160         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
161         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
162
163         /* Start with "normal" speed */
164         new_speed = 110;
165
166         /* Start with a single blow per current_world_ptr->game_turn */
167         p_ptr->num_blow[0] = 1;
168         p_ptr->num_blow[1] = 1;
169
170         /* Start with a single shot per current_world_ptr->game_turn */
171         p_ptr->num_fire = 100;
172
173         /* Reset the "xtra" tval */
174         p_ptr->tval_xtra = 0;
175
176         /* Reset the "ammo" tval */
177         p_ptr->tval_ammo = 0;
178
179         /* Clear all the flags */
180         p_ptr->cursed = 0L;
181         p_ptr->bless_blade = FALSE;
182         p_ptr->xtra_might = FALSE;
183         p_ptr->impact[0] = FALSE;
184         p_ptr->impact[1] = FALSE;
185         p_ptr->pass_wall = FALSE;
186         p_ptr->kill_wall = FALSE;
187         p_ptr->dec_mana = FALSE;
188         p_ptr->easy_spell = FALSE;
189         p_ptr->heavy_spell = FALSE;
190         p_ptr->see_inv = FALSE;
191         p_ptr->free_act = FALSE;
192         p_ptr->slow_digest = FALSE;
193         p_ptr->regenerate = FALSE;
194         p_ptr->can_swim = FALSE;
195         p_ptr->levitation = FALSE;
196         p_ptr->hold_exp = FALSE;
197         p_ptr->telepathy = FALSE;
198         p_ptr->esp_animal = FALSE;
199         p_ptr->esp_undead = FALSE;
200         p_ptr->esp_demon = FALSE;
201         p_ptr->esp_orc = FALSE;
202         p_ptr->esp_troll = FALSE;
203         p_ptr->esp_giant = FALSE;
204         p_ptr->esp_dragon = FALSE;
205         p_ptr->esp_human = FALSE;
206         p_ptr->esp_evil = FALSE;
207         p_ptr->esp_good = FALSE;
208         p_ptr->esp_nonliving = FALSE;
209         p_ptr->esp_unique = FALSE;
210         p_ptr->lite = FALSE;
211         p_ptr->sustain_str = FALSE;
212         p_ptr->sustain_int = FALSE;
213         p_ptr->sustain_wis = FALSE;
214         p_ptr->sustain_con = FALSE;
215         p_ptr->sustain_dex = FALSE;
216         p_ptr->sustain_chr = FALSE;
217         p_ptr->resist_acid = FALSE;
218         p_ptr->resist_elec = FALSE;
219         p_ptr->resist_fire = FALSE;
220         p_ptr->resist_cold = FALSE;
221         p_ptr->resist_pois = FALSE;
222         p_ptr->resist_conf = FALSE;
223         p_ptr->resist_sound = FALSE;
224         p_ptr->resist_lite = FALSE;
225         p_ptr->resist_dark = FALSE;
226         p_ptr->resist_chaos = FALSE;
227         p_ptr->resist_disen = FALSE;
228         p_ptr->resist_shard = FALSE;
229         p_ptr->resist_nexus = FALSE;
230         p_ptr->resist_blind = FALSE;
231         p_ptr->resist_neth = FALSE;
232         p_ptr->resist_time = FALSE;
233         p_ptr->resist_water = FALSE;
234         p_ptr->resist_fear = FALSE;
235         p_ptr->reflect = FALSE;
236         p_ptr->sh_fire = FALSE;
237         p_ptr->sh_elec = FALSE;
238         p_ptr->sh_cold = FALSE;
239         p_ptr->anti_magic = FALSE;
240         p_ptr->anti_tele = FALSE;
241         p_ptr->warning = FALSE;
242         p_ptr->mighty_throw = FALSE;
243         p_ptr->see_nocto = FALSE;
244
245         p_ptr->immune_acid = FALSE;
246         p_ptr->immune_elec = FALSE;
247         p_ptr->immune_fire = FALSE;
248         p_ptr->immune_cold = FALSE;
249
250         p_ptr->ryoute = FALSE;
251         p_ptr->migite = FALSE;
252         p_ptr->hidarite = FALSE;
253         p_ptr->no_flowed = FALSE;
254
255         p_ptr->align = friend_align;
256
257         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
258         else tmp_rp_ptr = &race_info[p_ptr->prace];
259
260         /* Base infravision (purely racial) */
261         p_ptr->see_infra = tmp_rp_ptr->infra;
262
263         /* Base skill -- disarming */
264         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
265
266         /* Base skill -- magic devices */
267         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
268
269         /* Base skill -- saving throw */
270         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
271
272         /* Base skill -- stealth */
273         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
274
275         /* Base skill -- searching ability */
276         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
277
278         /* Base skill -- searching frequency */
279         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
280
281         /* Base skill -- combat (normal) */
282         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
283
284         /* Base skill -- combat (shooting) */
285         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
286
287         /* Base skill -- combat (throwing) */
288         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
289
290         /* Base skill -- digging */
291         p_ptr->skill_dig = 0;
292
293         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
294         if (has_melee_weapon(INVEN_LARM))
295         {
296                 p_ptr->hidarite = TRUE;
297                 if (!p_ptr->migite) default_hand = 1;
298         }
299
300         if (CAN_TWO_HANDS_WIELDING())
301         {
302                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
303                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
304                 {
305                         p_ptr->ryoute = TRUE;
306                 }
307                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
308                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
309                 {
310                         p_ptr->ryoute = TRUE;
311                 }
312                 else
313                 {
314                         switch (p_ptr->pclass)
315                         {
316                         case CLASS_MONK:
317                         case CLASS_FORCETRAINER:
318                         case CLASS_BERSERKER:
319                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
320                                 {
321                                         p_ptr->migite = TRUE;
322                                         p_ptr->ryoute = TRUE;
323                                 }
324                                 break;
325                         }
326                 }
327         }
328
329         if (!p_ptr->migite && !p_ptr->hidarite)
330         {
331                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
332                 else if (empty_hands_status == EMPTY_HAND_LARM)
333                 {
334                         p_ptr->hidarite = TRUE;
335                         default_hand = 1;
336                 }
337         }
338
339         if (p_ptr->special_defense & KAMAE_MASK)
340         {
341                 if (!(empty_hands_status & EMPTY_HAND_RARM))
342                 {
343                         set_action(ACTION_NONE);
344                 }
345         }
346
347         switch (p_ptr->pclass)
348         {
349         case CLASS_WARRIOR:
350                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
351                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
352                 break;
353         case CLASS_PALADIN:
354                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
355                 break;
356         case CLASS_CHAOS_WARRIOR:
357                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
358                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
359                 break;
360         case CLASS_MINDCRAFTER:
361                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
362                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
363                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
364                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
365                 break;
366         case CLASS_MONK:
367         case CLASS_FORCETRAINER:
368                 /* Unencumbered Monks become faster every 10 levels */
369                 if (!(heavy_armor()))
370                 {
371                         if (!(prace_is_(RACE_KLACKON) ||
372                                 prace_is_(RACE_SPRITE) ||
373                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
374                                 new_speed += (p_ptr->lev) / 10;
375
376                         /* Free action if unencumbered at level 25 */
377                         if (p_ptr->lev > 24)
378                                 p_ptr->free_act = TRUE;
379                 }
380                 break;
381         case CLASS_SORCERER:
382                 p_ptr->to_a -= 50;
383                 p_ptr->dis_to_a -= 50;
384                 break;
385         case CLASS_BARD:
386                 p_ptr->resist_sound = TRUE;
387                 break;
388         case CLASS_SAMURAI:
389                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
390                 break;
391         case CLASS_BERSERKER:
392                 p_ptr->shero = 1;
393                 p_ptr->sustain_str = TRUE;
394                 p_ptr->sustain_dex = TRUE;
395                 p_ptr->sustain_con = TRUE;
396                 p_ptr->regenerate = TRUE;
397                 p_ptr->free_act = TRUE;
398                 new_speed += 2;
399                 if (p_ptr->lev > 29) new_speed++;
400                 if (p_ptr->lev > 39) new_speed++;
401                 if (p_ptr->lev > 44) new_speed++;
402                 if (p_ptr->lev > 49) new_speed++;
403                 p_ptr->to_a += 10 + p_ptr->lev / 2;
404                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
405                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
406                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
407                 p_ptr->redraw |= PR_STATUS;
408                 break;
409         case CLASS_MIRROR_MASTER:
410                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
411                 break;
412         case CLASS_NINJA:
413                 /* Unencumbered Ninjas become faster every 10 levels */
414                 if (heavy_armor())
415                 {
416                         new_speed -= (p_ptr->lev) / 10;
417                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
418                 }
419                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
420                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
421                 {
422                         new_speed += 3;
423                         if (!(prace_is_(RACE_KLACKON) ||
424                                 prace_is_(RACE_SPRITE) ||
425                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
426                                 new_speed += (p_ptr->lev) / 10;
427                         p_ptr->skill_stl += (p_ptr->lev) / 10;
428
429                         /* Free action if unencumbered at level 25 */
430                         if (p_ptr->lev > 24)
431                                 p_ptr->free_act = TRUE;
432                 }
433                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
434                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
435                 {
436                         p_ptr->to_a += p_ptr->lev / 2 + 5;
437                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
438                 }
439                 p_ptr->slow_digest = TRUE;
440                 p_ptr->resist_fear = TRUE;
441                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
442                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
443                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
444                 if (p_ptr->lev > 44)
445                 {
446                         p_ptr->oppose_pois = 1;
447                         p_ptr->redraw |= PR_STATUS;
448                 }
449                 p_ptr->see_nocto = TRUE;
450                 break;
451         }
452
453         /***** Races ****/
454         if (p_ptr->mimic_form)
455         {
456                 switch (p_ptr->mimic_form)
457                 {
458                 case MIMIC_DEMON:
459                         p_ptr->hold_exp = TRUE;
460                         p_ptr->resist_chaos = TRUE;
461                         p_ptr->resist_neth = TRUE;
462                         p_ptr->resist_fire = TRUE;
463                         p_ptr->oppose_fire = 1;
464                         p_ptr->see_inv = TRUE;
465                         new_speed += 3;
466                         p_ptr->redraw |= PR_STATUS;
467                         p_ptr->to_a += 10;
468                         p_ptr->dis_to_a += 10;
469                         p_ptr->align -= 200;
470                         break;
471                 case MIMIC_DEMON_LORD:
472                         p_ptr->hold_exp = TRUE;
473                         p_ptr->resist_chaos = TRUE;
474                         p_ptr->resist_neth = TRUE;
475                         p_ptr->immune_fire = TRUE;
476                         p_ptr->resist_acid = TRUE;
477                         p_ptr->resist_fire = TRUE;
478                         p_ptr->resist_cold = TRUE;
479                         p_ptr->resist_elec = TRUE;
480                         p_ptr->resist_pois = TRUE;
481                         p_ptr->resist_conf = TRUE;
482                         p_ptr->resist_disen = TRUE;
483                         p_ptr->resist_nexus = TRUE;
484                         p_ptr->resist_fear = TRUE;
485                         p_ptr->sh_fire = TRUE;
486                         p_ptr->see_inv = TRUE;
487                         p_ptr->telepathy = TRUE;
488                         p_ptr->levitation = TRUE;
489                         p_ptr->kill_wall = TRUE;
490                         new_speed += 5;
491                         p_ptr->to_a += 20;
492                         p_ptr->dis_to_a += 20;
493                         p_ptr->align -= 200;
494                         break;
495                 case MIMIC_VAMPIRE:
496                         p_ptr->resist_dark = TRUE;
497                         p_ptr->hold_exp = TRUE;
498                         p_ptr->resist_neth = TRUE;
499                         p_ptr->resist_cold = TRUE;
500                         p_ptr->resist_pois = TRUE;
501                         p_ptr->see_inv = TRUE;
502                         new_speed += 3;
503                         p_ptr->to_a += 10;
504                         p_ptr->dis_to_a += 10;
505                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
506                         break;
507                 }
508         }
509         else
510         {
511                 switch (p_ptr->prace)
512                 {
513                 case RACE_ELF:
514                         p_ptr->resist_lite = TRUE;
515                         break;
516                 case RACE_HOBBIT:
517                         p_ptr->hold_exp = TRUE;
518                         break;
519                 case RACE_GNOME:
520                         p_ptr->free_act = TRUE;
521                         break;
522                 case RACE_DWARF:
523                         p_ptr->resist_blind = TRUE;
524                         break;
525                 case RACE_HALF_ORC:
526                         p_ptr->resist_dark = TRUE;
527                         break;
528                 case RACE_HALF_TROLL:
529                         p_ptr->sustain_str = TRUE;
530
531                         if (p_ptr->lev > 14)
532                         {
533                                 /* High level trolls heal fast... */
534                                 p_ptr->regenerate = TRUE;
535
536                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
537                                 {
538                                         p_ptr->slow_digest = TRUE;
539                                         /* Let's not make Regeneration
540                                          * a disadvantage for the poor warriors who can
541                                          * never learn a spell that satisfies hunger (actually
542                                          * neither can rogues, but half-trolls are not
543                                          * supposed to play rogues) */
544                                 }
545                         }
546                         break;
547                 case RACE_AMBERITE:
548                         p_ptr->sustain_con = TRUE;
549                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
550                         break;
551                 case RACE_HIGH_ELF:
552                         p_ptr->resist_lite = TRUE;
553                         p_ptr->see_inv = TRUE;
554                         break;
555                 case RACE_BARBARIAN:
556                         p_ptr->resist_fear = TRUE;
557                         break;
558                 case RACE_HALF_OGRE:
559                         p_ptr->resist_dark = TRUE;
560                         p_ptr->sustain_str = TRUE;
561                         break;
562                 case RACE_HALF_GIANT:
563                         p_ptr->sustain_str = TRUE;
564                         p_ptr->resist_shard = TRUE;
565                         break;
566                 case RACE_HALF_TITAN:
567                         p_ptr->resist_chaos = TRUE;
568                         break;
569                 case RACE_CYCLOPS:
570                         p_ptr->resist_sound = TRUE;
571                         break;
572                 case RACE_YEEK:
573                         p_ptr->resist_acid = TRUE;
574                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
575                         break;
576                 case RACE_KLACKON:
577                         p_ptr->resist_conf = TRUE;
578                         p_ptr->resist_acid = TRUE;
579
580                         /* Klackons become faster */
581                         new_speed += (p_ptr->lev) / 10;
582                         break;
583                 case RACE_KOBOLD:
584                         p_ptr->resist_pois = TRUE;
585                         break;
586                 case RACE_NIBELUNG:
587                         p_ptr->resist_disen = TRUE;
588                         p_ptr->resist_dark = TRUE;
589                         break;
590                 case RACE_DARK_ELF:
591                         p_ptr->resist_dark = TRUE;
592                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
593                         break;
594                 case RACE_DRACONIAN:
595                         p_ptr->levitation = TRUE;
596                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
597                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
598                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
599                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
600                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
601                         break;
602                 case RACE_MIND_FLAYER:
603                         p_ptr->sustain_int = TRUE;
604                         p_ptr->sustain_wis = TRUE;
605                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
606                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
607                         break;
608                 case RACE_IMP:
609                         p_ptr->resist_fire = TRUE;
610                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
611                         break;
612                 case RACE_GOLEM:
613                         p_ptr->slow_digest = TRUE;
614                         p_ptr->free_act = TRUE;
615                         p_ptr->see_inv = TRUE;
616                         p_ptr->resist_pois = TRUE;
617                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
618                         break;
619                 case RACE_SKELETON:
620                         p_ptr->resist_shard = TRUE;
621                         p_ptr->hold_exp = TRUE;
622                         p_ptr->see_inv = TRUE;
623                         p_ptr->resist_pois = TRUE;
624                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
625                         break;
626                 case RACE_ZOMBIE:
627                         p_ptr->resist_neth = TRUE;
628                         p_ptr->hold_exp = TRUE;
629                         p_ptr->see_inv = TRUE;
630                         p_ptr->resist_pois = TRUE;
631                         p_ptr->slow_digest = TRUE;
632                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
633                         break;
634                 case RACE_VAMPIRE:
635                         p_ptr->resist_dark = TRUE;
636                         p_ptr->hold_exp = TRUE;
637                         p_ptr->resist_neth = TRUE;
638                         p_ptr->resist_cold = TRUE;
639                         p_ptr->resist_pois = TRUE;
640                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
641                         break;
642                 case RACE_SPECTRE:
643                         p_ptr->levitation = TRUE;
644                         p_ptr->free_act = TRUE;
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                         p_ptr->resist_cold = TRUE;
651                         p_ptr->pass_wall = TRUE;
652                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
653                         break;
654                 case RACE_SPRITE:
655                         p_ptr->levitation = TRUE;
656                         p_ptr->resist_lite = TRUE;
657
658                         /* Sprites become faster */
659                         new_speed += (p_ptr->lev) / 10;
660                         break;
661                 case RACE_BEASTMAN:
662                         p_ptr->resist_conf = TRUE;
663                         p_ptr->resist_sound = TRUE;
664                         break;
665                 case RACE_ENT:
666                         /* Ents dig like maniacs, but only with their hands. */
667                         if (!inventory[INVEN_RARM].k_idx)
668                                 p_ptr->skill_dig += p_ptr->lev * 10;
669                         /* Ents get tougher and stronger as they age, but lose dexterity. */
670                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
671                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
672                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
673
674                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
675                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
676                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
677
678                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
679                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
680                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
681                         break;
682                 case RACE_ANGEL:
683                         p_ptr->levitation = TRUE;
684                         p_ptr->see_inv = TRUE;
685                         p_ptr->align += 200;
686                         break;
687                 case RACE_DEMON:
688                         p_ptr->resist_fire = TRUE;
689                         p_ptr->resist_neth = TRUE;
690                         p_ptr->hold_exp = TRUE;
691                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
692                         if (p_ptr->lev > 44)
693                         {
694                                 p_ptr->oppose_fire = 1;
695                                 p_ptr->redraw |= PR_STATUS;
696                         }
697                         p_ptr->align -= 200;
698                         break;
699                 case RACE_DUNADAN:
700                         p_ptr->sustain_con = TRUE;
701                         break;
702                 case RACE_S_FAIRY:
703                         p_ptr->levitation = TRUE;
704                         break;
705                 case RACE_KUTAR:
706                         p_ptr->resist_conf = TRUE;
707                         break;
708                 case RACE_ANDROID:
709                         p_ptr->slow_digest = TRUE;
710                         p_ptr->free_act = TRUE;
711                         p_ptr->resist_pois = TRUE;
712                         p_ptr->hold_exp = TRUE;
713                         break;
714                 case RACE_MERFOLK:
715                         p_ptr->resist_water = TRUE;
716                         break;
717                 default:
718                         /* Do nothing */
719                         ;
720                 }
721         }
722
723         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
724         {
725                 p_ptr->see_inv = TRUE;
726                 p_ptr->free_act = TRUE;
727                 p_ptr->slow_digest = TRUE;
728                 p_ptr->regenerate = TRUE;
729                 p_ptr->levitation = TRUE;
730                 p_ptr->hold_exp = TRUE;
731                 p_ptr->telepathy = TRUE;
732                 p_ptr->lite = TRUE;
733                 p_ptr->sustain_str = TRUE;
734                 p_ptr->sustain_int = TRUE;
735                 p_ptr->sustain_wis = TRUE;
736                 p_ptr->sustain_con = TRUE;
737                 p_ptr->sustain_dex = TRUE;
738                 p_ptr->sustain_chr = TRUE;
739                 p_ptr->resist_acid = TRUE;
740                 p_ptr->resist_elec = TRUE;
741                 p_ptr->resist_fire = TRUE;
742                 p_ptr->resist_cold = TRUE;
743                 p_ptr->resist_pois = TRUE;
744                 p_ptr->resist_conf = TRUE;
745                 p_ptr->resist_sound = TRUE;
746                 p_ptr->resist_lite = TRUE;
747                 p_ptr->resist_dark = TRUE;
748                 p_ptr->resist_chaos = TRUE;
749                 p_ptr->resist_disen = TRUE;
750                 p_ptr->resist_shard = TRUE;
751                 p_ptr->resist_nexus = TRUE;
752                 p_ptr->resist_blind = TRUE;
753                 p_ptr->resist_neth = TRUE;
754                 p_ptr->resist_fear = TRUE;
755                 p_ptr->reflect = TRUE;
756                 p_ptr->sh_fire = TRUE;
757                 p_ptr->sh_elec = TRUE;
758                 p_ptr->sh_cold = TRUE;
759                 p_ptr->to_a += 100;
760                 p_ptr->dis_to_a += 100;
761         }
762         /* Temporary shield */
763         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
764         {
765                 p_ptr->to_a += 50;
766                 p_ptr->dis_to_a += 50;
767         }
768
769         if (p_ptr->tim_res_nether)
770         {
771                 p_ptr->resist_neth = TRUE;
772         }
773         if (p_ptr->tim_sh_fire)
774         {
775                 p_ptr->sh_fire = TRUE;
776         }
777         if (p_ptr->tim_res_time)
778         {
779                 p_ptr->resist_time = TRUE;
780         }
781
782         /* Sexy Gal */
783         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
784
785         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
786         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
787         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
788
789         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
790         {
791                 p_ptr->to_m_chance += 5;
792                 p_ptr->resist_conf = TRUE;
793         }
794
795         /* Lucky man */
796         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
797
798         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
799         {
800                 p_ptr->resist_blind = TRUE;
801                 p_ptr->resist_conf = TRUE;
802                 p_ptr->hold_exp = TRUE;
803                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
804
805                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
806                         /* Munchkin become faster */
807                         new_speed += (p_ptr->lev) / 10 + 5;
808         }
809
810         if (music_singing(MUSIC_WALL))
811         {
812                 p_ptr->kill_wall = TRUE;
813         }
814
815         /* Hack -- apply racial/class stat maxes */
816         /* Apply the racial modifiers */
817         for (i = 0; i < A_MAX; i++)
818         {
819                 /* Modify the stats for "race" */
820                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
821         }
822
823
824         /* I'm adding the mutations here for the lack of a better place... */
825         if (p_ptr->muta3)
826         {
827                 /* Hyper Strength */
828                 if (p_ptr->muta3 & MUT3_HYPER_STR)
829                 {
830                         p_ptr->stat_add[A_STR] += 4;
831                 }
832
833                 /* Puny */
834                 if (p_ptr->muta3 & MUT3_PUNY)
835                 {
836                         p_ptr->stat_add[A_STR] -= 4;
837                 }
838
839                 /* Living computer */
840                 if (p_ptr->muta3 & MUT3_HYPER_INT)
841                 {
842                         p_ptr->stat_add[A_INT] += 4;
843                         p_ptr->stat_add[A_WIS] += 4;
844                 }
845
846                 /* Moronic */
847                 if (p_ptr->muta3 & MUT3_MORONIC)
848                 {
849                         p_ptr->stat_add[A_INT] -= 4;
850                         p_ptr->stat_add[A_WIS] -= 4;
851                 }
852
853                 if (p_ptr->muta3 & MUT3_RESILIENT)
854                 {
855                         p_ptr->stat_add[A_CON] += 4;
856                 }
857
858                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
859                 {
860                         p_ptr->stat_add[A_CON] += 2;
861                         new_speed -= 2;
862                 }
863
864                 if (p_ptr->muta3 & MUT3_ALBINO)
865                 {
866                         p_ptr->stat_add[A_CON] -= 4;
867                 }
868
869                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
870                 {
871                         p_ptr->stat_add[A_CON] -= 2;
872                         p_ptr->stat_add[A_CHR] -= 1;
873                         p_ptr->regenerate = FALSE;
874                         /* Cancel innate regeneration */
875                 }
876
877                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
878                 {
879                         p_ptr->stat_add[A_CHR] -= 4;
880                 }
881
882                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
883                 {
884                         p_ptr->stat_add[A_CHR] -= 1;
885                 }
886
887                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
888                 {
889                         p_ptr->skill_fos += 15;
890                         p_ptr->skill_srh += 15;
891                 }
892
893                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
894                 {
895                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
896                 }
897
898                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
899                 {
900                         p_ptr->skill_stl -= 3;
901                 }
902
903                 if (p_ptr->muta3 & MUT3_INFRAVIS)
904                 {
905                         p_ptr->see_infra += 3;
906                 }
907
908                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
909                 {
910                         new_speed += 3;
911                 }
912
913                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
914                 {
915                         new_speed -= 3;
916                 }
917
918                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
919                 {
920                         p_ptr->sh_elec = TRUE;
921                 }
922
923                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
924                 {
925                         p_ptr->sh_fire = TRUE;
926                         p_ptr->lite = TRUE;
927                 }
928
929                 if (p_ptr->muta3 & MUT3_WART_SKIN)
930                 {
931                         p_ptr->stat_add[A_CHR] -= 2;
932                         p_ptr->to_a += 5;
933                         p_ptr->dis_to_a += 5;
934                 }
935
936                 if (p_ptr->muta3 & MUT3_SCALES)
937                 {
938                         p_ptr->stat_add[A_CHR] -= 1;
939                         p_ptr->to_a += 10;
940                         p_ptr->dis_to_a += 10;
941                 }
942
943                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
944                 {
945                         p_ptr->stat_add[A_DEX] -= 1;
946                         p_ptr->to_a += 25;
947                         p_ptr->dis_to_a += 25;
948                 }
949
950                 if (p_ptr->muta3 & MUT3_WINGS)
951                 {
952                         p_ptr->levitation = TRUE;
953                 }
954
955                 if (p_ptr->muta3 & MUT3_FEARLESS)
956                 {
957                         p_ptr->resist_fear = TRUE;
958                 }
959
960                 if (p_ptr->muta3 & MUT3_REGEN)
961                 {
962                         p_ptr->regenerate = TRUE;
963                 }
964
965                 if (p_ptr->muta3 & MUT3_ESP)
966                 {
967                         p_ptr->telepathy = TRUE;
968                 }
969
970                 if (p_ptr->muta3 & MUT3_LIMBER)
971                 {
972                         p_ptr->stat_add[A_DEX] += 3;
973                 }
974
975                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
976                 {
977                         p_ptr->stat_add[A_DEX] -= 3;
978                 }
979
980                 if (p_ptr->muta3 & MUT3_MOTION)
981                 {
982                         p_ptr->free_act = TRUE;
983                         p_ptr->skill_stl += 1;
984                 }
985
986                 if (p_ptr->muta3 & MUT3_ILL_NORM)
987                 {
988                         p_ptr->stat_add[A_CHR] = 0;
989                 }
990         }
991
992         if (p_ptr->tsuyoshi)
993         {
994                 p_ptr->stat_add[A_STR] += 4;
995                 p_ptr->stat_add[A_CON] += 4;
996         }
997
998         /* Scan the usable inventory */
999         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1000         {
1001                 int bonus_to_h, bonus_to_d;
1002                 o_ptr = &inventory[i];
1003
1004                 /* Skip non-objects */
1005                 if (!o_ptr->k_idx) continue;
1006
1007                 /* Extract the item flags */
1008                 object_flags(o_ptr, flgs);
1009
1010                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1011                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1012
1013                 /* Affect stats */
1014                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1015                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1016                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1017                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1018                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1019                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1020
1021                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1022
1023                 /* Affect stealth */
1024                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1025
1026                 /* Affect searching ability (factor of five) */
1027                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1028
1029                 /* Affect searching frequency (factor of five) */
1030                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1031
1032                 /* Affect infravision */
1033                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1034
1035                 /* Affect digging (factor of 20) */
1036                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1037
1038                 /* Affect speed */
1039                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1040
1041                 /* Affect blows */
1042                 if (have_flag(flgs, TR_BLOWS))
1043                 {
1044                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1045                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1046                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1047                 }
1048
1049                 /* Hack -- cause earthquakes */
1050                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1051
1052                 /* Various flags */
1053                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1054                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1055                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1056                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1057                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1058                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1059                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1060                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1061                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1062                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1063                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1064                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1065                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1066                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1067                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1068                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1069                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1070                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1071                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1072                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1073                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1074                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1075                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1076                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1077                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1078                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1079                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1080                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1081                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1082                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1083                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1084                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1085                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1086                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1087                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1088
1089                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1090                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1091                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1092                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1093                 if (have_flag(flgs, TR_WARNING)) {
1094                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1095                                 p_ptr->warning = TRUE;
1096                 }
1097
1098                 if (have_flag(flgs, TR_TELEPORT))
1099                 {
1100                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1101                         else
1102                         {
1103                                 concptr insc = quark_str(o_ptr->inscription);
1104
1105                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1106                                 {
1107                                         /*
1108                                          * {.} will stop random teleportation.
1109                                          */
1110                                 }
1111                                 else
1112                                 {
1113                                         /* Controlled random teleportation */
1114                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1115                                 }
1116                         }
1117                 }
1118
1119                 /* Immunity flags */
1120                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1121                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1122                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1123                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1124
1125                 /* Resistance flags */
1126                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1127                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1128                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1129                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1130                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1131                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1132                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1133                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1134                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1135                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1136                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1137                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1138                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1139                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1140                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1141                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1142
1143                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1144                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1145                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1146                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1147                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1148                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1149
1150                 /* Sustain flags */
1151                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1152                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1153                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1154                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1155                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1156                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1157
1158                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1159                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1160                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1161                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1162                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1163                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1164                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1165
1166                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1167                 {
1168                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1169                         {
1170                                 p_ptr->to_m_chance += 10;
1171                         }
1172                         else
1173                         {
1174                                 p_ptr->to_m_chance += 3;
1175                         }
1176                 }
1177
1178                 if (o_ptr->tval == TV_CAPTURE) continue;
1179
1180                 /* Modify the base armor class */
1181                 p_ptr->ac += o_ptr->ac;
1182
1183                 /* The base armor class is always known */
1184                 p_ptr->dis_ac += o_ptr->ac;
1185
1186                 /* Apply the bonuses to armor class */
1187                 p_ptr->to_a += o_ptr->to_a;
1188
1189                 /* Apply the mental bonuses to armor class, if known */
1190                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1191
1192                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1193                 {
1194                         int slot = i - INVEN_RARM;
1195                         if (slot < 2)
1196                         {
1197                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1198                                 {
1199                                         p_ptr->to_h[slot] -= 15;
1200                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1201                                 }
1202                                 else
1203                                 {
1204                                         p_ptr->to_h[slot] -= 5;
1205                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1206                                 }
1207                         }
1208                         else
1209                         {
1210                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1211                                 {
1212                                         p_ptr->to_h_b -= 15;
1213                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1214                                 }
1215                                 else
1216                                 {
1217                                         p_ptr->to_h_b -= 5;
1218                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1219                                 }
1220                         }
1221                 }
1222
1223                 if (o_ptr->curse_flags & TRC_LOW_AC)
1224                 {
1225                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1226                         {
1227                                 p_ptr->to_a -= 30;
1228                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1229                         }
1230                         else
1231                         {
1232                                 p_ptr->to_a -= 10;
1233                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1234                         }
1235                 }
1236
1237                 /* Hack -- do not apply "weapon" bonuses */
1238                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1239                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1240
1241                 /* Hack -- do not apply "bow" bonuses */
1242                 if (i == INVEN_BOW) continue;
1243
1244                 bonus_to_h = o_ptr->to_h;
1245                 bonus_to_d = o_ptr->to_d;
1246
1247                 if (p_ptr->pclass == CLASS_NINJA)
1248                 {
1249                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1250                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1251                 }
1252
1253                 /* To Bow and Natural attack */
1254
1255                 /* Apply the bonuses to hit/damage */
1256                 p_ptr->to_h_b += (s16b)bonus_to_h;
1257                 p_ptr->to_h_m += (s16b)bonus_to_h;
1258                 p_ptr->to_d_m += (s16b)bonus_to_d;
1259
1260                 /* Apply the mental bonuses tp hit/damage, if known */
1261                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1262
1263                 /* To Melee */
1264                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1265                 {
1266                         /* Apply the bonuses to hit/damage */
1267                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1268                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1269
1270                         /* Apply the mental bonuses tp hit/damage, if known */
1271                         if (object_is_known(o_ptr))
1272                         {
1273                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1274                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1275                         }
1276                 }
1277                 else if (p_ptr->migite && p_ptr->hidarite)
1278                 {
1279                         /* Apply the bonuses to hit/damage */
1280                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1281                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1282                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1283                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1284
1285                         /* Apply the mental bonuses tp hit/damage, if known */
1286                         if (object_is_known(o_ptr))
1287                         {
1288                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1289                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1290                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1291                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1292                         }
1293                 }
1294                 else
1295                 {
1296                         /* Apply the bonuses to hit/damage */
1297                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1298                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1299
1300                         /* Apply the mental bonuses to hit/damage, if known */
1301                         if (object_is_known(o_ptr))
1302                         {
1303                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1304                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1305                         }
1306                 }
1307         }
1308
1309         /* Shield skill bonus */
1310         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1311         {
1312                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1313                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1314         }
1315
1316         if (old_mighty_throw != p_ptr->mighty_throw)
1317         {
1318                 /* Redraw average damege display of Shuriken */
1319                 p_ptr->window |= PW_INVEN;
1320         }
1321
1322         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1323
1324         /* Monks get extra ac for armour _not worn_ */
1325         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1326         {
1327                 if (!(inventory[INVEN_BODY].k_idx))
1328                 {
1329                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1330                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1331                 }
1332                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1333                 {
1334                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1335                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1336                 }
1337                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1338                 {
1339                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1340                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1341                 }
1342                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1343                 {
1344                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1345                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1346                 }
1347                 if (!(inventory[INVEN_HANDS].k_idx))
1348                 {
1349                         p_ptr->to_a += (p_ptr->lev / 2);
1350                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1351                 }
1352                 if (!(inventory[INVEN_FEET].k_idx))
1353                 {
1354                         p_ptr->to_a += (p_ptr->lev / 3);
1355                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1356                 }
1357                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1358                 {
1359                         p_ptr->stat_add[A_STR] += 2;
1360                         p_ptr->stat_add[A_DEX] += 2;
1361                         p_ptr->stat_add[A_CON] -= 3;
1362                 }
1363                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1364                 {
1365                 }
1366                 else if (p_ptr->special_defense & KAMAE_GENBU)
1367                 {
1368                         p_ptr->stat_add[A_INT] -= 1;
1369                         p_ptr->stat_add[A_WIS] -= 1;
1370                         p_ptr->stat_add[A_DEX] -= 2;
1371                         p_ptr->stat_add[A_CON] += 3;
1372                 }
1373                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1374                 {
1375                         p_ptr->stat_add[A_STR] -= 2;
1376                         p_ptr->stat_add[A_INT] += 1;
1377                         p_ptr->stat_add[A_WIS] += 1;
1378                         p_ptr->stat_add[A_DEX] += 2;
1379                         p_ptr->stat_add[A_CON] -= 2;
1380                 }
1381         }
1382
1383         if (p_ptr->special_defense & KATA_KOUKIJIN)
1384         {
1385                 for (i = 0; i < A_MAX; i++)
1386                         p_ptr->stat_add[i] += 5;
1387                 p_ptr->to_a -= 50;
1388                 p_ptr->dis_to_a -= 50;
1389         }
1390
1391         /* Hack -- aura of fire also provides light */
1392         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1393
1394         /* Golems also get an intrinsic AC bonus */
1395         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1396         {
1397                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1398                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1399         }
1400
1401         /* Hex bonuses */
1402         if (p_ptr->realm1 == REALM_HEX)
1403         {
1404                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1405                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1406                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1407                 if (hex_spelling(HEX_BUILDING))
1408                 {
1409                         p_ptr->stat_add[A_STR] += 4;
1410                         p_ptr->stat_add[A_DEX] += 4;
1411                         p_ptr->stat_add[A_CON] += 4;
1412                 }
1413                 if (hex_spelling(HEX_DEMON_AURA))
1414                 {
1415                         p_ptr->sh_fire = TRUE;
1416                         p_ptr->regenerate = TRUE;
1417                 }
1418                 if (hex_spelling(HEX_ICE_ARMOR))
1419                 {
1420                         p_ptr->sh_cold = TRUE;
1421                         p_ptr->to_a += 30;
1422                         p_ptr->dis_to_a += 30;
1423                 }
1424                 if (hex_spelling(HEX_SHOCK_CLOAK))
1425                 {
1426                         p_ptr->sh_elec = TRUE;
1427                         new_speed += 3;
1428                 }
1429                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1430                 {
1431                         ARMOUR_CLASS ac = 0;
1432                         o_ptr = &inventory[i];
1433                         if (!o_ptr->k_idx) continue;
1434                         if (!object_is_armour(o_ptr)) continue;
1435                         if (!object_is_cursed(o_ptr)) continue;
1436                         ac += 5;
1437                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1438                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1439                         p_ptr->to_a += (s16b)ac;
1440                         p_ptr->dis_to_a += (s16b)ac;
1441                 }
1442         }
1443
1444         /* Calculate stats */
1445         for (i = 0; i < A_MAX; i++)
1446         {
1447                 int top, use, ind;
1448
1449                 /* Extract the new "stat_use" value for the stat */
1450                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1451
1452                 /* Notice changes */
1453                 if (p_ptr->stat_top[i] != top)
1454                 {
1455                         /* Save the new value */
1456                         p_ptr->stat_top[i] = (s16b)top;
1457                         p_ptr->redraw |= (PR_STATS);
1458                         p_ptr->window |= (PW_PLAYER);
1459                 }
1460
1461
1462                 /* Extract the new "stat_use" value for the stat */
1463                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1464
1465                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1466                 {
1467                         /* 10 to 18/90 charisma, guaranteed, based on level */
1468                         if (use < 8 + 2 * p_ptr->lev)
1469                         {
1470                                 use = 8 + 2 * p_ptr->lev;
1471                         }
1472                 }
1473
1474                 /* Notice changes */
1475                 if (p_ptr->stat_use[i] != use)
1476                 {
1477                         /* Save the new value */
1478                         p_ptr->stat_use[i] = (s16b)use;
1479                         p_ptr->redraw |= (PR_STATS);
1480                         p_ptr->window |= (PW_PLAYER);
1481                 }
1482
1483
1484                 /* Values: 3, 4, ..., 17 */
1485                 if (use <= 18) ind = (use - 3);
1486
1487                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1488                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1489
1490                 /* Range: 18/220+ */
1491                 else ind = (37);
1492
1493                 /* Notice changes */
1494                 if (p_ptr->stat_ind[i] != ind)
1495                 {
1496                         /* Save the new index */
1497                         p_ptr->stat_ind[i] = (s16b)ind;
1498
1499                         /* Change in CON affects Hitpoints */
1500                         if (i == A_CON)
1501                         {
1502                                 p_ptr->update |= (PU_HP);
1503                         }
1504
1505                         /* Change in INT may affect Mana/Spells */
1506                         else if (i == A_INT)
1507                         {
1508                                 if (mp_ptr->spell_stat == A_INT)
1509                                 {
1510                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1511                                 }
1512                         }
1513
1514                         /* Change in WIS may affect Mana/Spells */
1515                         else if (i == A_WIS)
1516                         {
1517                                 if (mp_ptr->spell_stat == A_WIS)
1518                                 {
1519                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1520                                 }
1521                         }
1522
1523                         /* Change in WIS may affect Mana/Spells */
1524                         else if (i == A_CHR)
1525                         {
1526                                 if (mp_ptr->spell_stat == A_CHR)
1527                                 {
1528                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1529                                 }
1530                         }
1531
1532                         p_ptr->window |= (PW_PLAYER);
1533                 }
1534         }
1535
1536
1537         /* Apply temporary "stun" */
1538         if (p_ptr->stun > 50)
1539         {
1540                 p_ptr->to_h[0] -= 20;
1541                 p_ptr->to_h[1] -= 20;
1542                 p_ptr->to_h_b -= 20;
1543                 p_ptr->to_h_m -= 20;
1544                 p_ptr->dis_to_h[0] -= 20;
1545                 p_ptr->dis_to_h[1] -= 20;
1546                 p_ptr->dis_to_h_b -= 20;
1547                 p_ptr->to_d[0] -= 20;
1548                 p_ptr->to_d[1] -= 20;
1549                 p_ptr->to_d_m -= 20;
1550                 p_ptr->dis_to_d[0] -= 20;
1551                 p_ptr->dis_to_d[1] -= 20;
1552         }
1553         else if (p_ptr->stun)
1554         {
1555                 p_ptr->to_h[0] -= 5;
1556                 p_ptr->to_h[1] -= 5;
1557                 p_ptr->to_h_b -= 5;
1558                 p_ptr->to_h_m -= 5;
1559                 p_ptr->dis_to_h[0] -= 5;
1560                 p_ptr->dis_to_h[1] -= 5;
1561                 p_ptr->dis_to_h_b -= 5;
1562                 p_ptr->to_d[0] -= 5;
1563                 p_ptr->to_d[1] -= 5;
1564                 p_ptr->to_d_m -= 5;
1565                 p_ptr->dis_to_d[0] -= 5;
1566                 p_ptr->dis_to_d[1] -= 5;
1567         }
1568
1569         /* Wraith form */
1570         if (p_ptr->wraith_form)
1571         {
1572                 p_ptr->reflect = TRUE;
1573                 p_ptr->pass_wall = TRUE;
1574         }
1575
1576         if (p_ptr->kabenuke)
1577         {
1578                 p_ptr->pass_wall = TRUE;
1579         }
1580
1581         /* Temporary blessing */
1582         if (IS_BLESSED())
1583         {
1584                 p_ptr->to_a += 5;
1585                 p_ptr->dis_to_a += 5;
1586                 p_ptr->to_h[0] += 10;
1587                 p_ptr->to_h[1] += 10;
1588                 p_ptr->to_h_b += 10;
1589                 p_ptr->to_h_m += 10;
1590                 p_ptr->dis_to_h[0] += 10;
1591                 p_ptr->dis_to_h[1] += 10;
1592                 p_ptr->dis_to_h_b += 10;
1593         }
1594
1595         if (p_ptr->magicdef)
1596         {
1597                 p_ptr->resist_blind = TRUE;
1598                 p_ptr->resist_conf = TRUE;
1599                 p_ptr->reflect = TRUE;
1600                 p_ptr->free_act = TRUE;
1601                 p_ptr->levitation = TRUE;
1602         }
1603
1604         /* Temporary "Hero" */
1605         if (IS_HERO())
1606         {
1607                 p_ptr->to_h[0] += 12;
1608                 p_ptr->to_h[1] += 12;
1609                 p_ptr->to_h_b += 12;
1610                 p_ptr->to_h_m += 12;
1611                 p_ptr->dis_to_h[0] += 12;
1612                 p_ptr->dis_to_h[1] += 12;
1613                 p_ptr->dis_to_h_b += 12;
1614         }
1615
1616         /* Temporary "Beserk" */
1617         if (p_ptr->shero)
1618         {
1619                 p_ptr->to_h[0] += 12;
1620                 p_ptr->to_h[1] += 12;
1621                 p_ptr->to_h_b -= 12;
1622                 p_ptr->to_h_m += 12;
1623                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1624                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1625                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1626                 p_ptr->dis_to_h[0] += 12;
1627                 p_ptr->dis_to_h[1] += 12;
1628                 p_ptr->dis_to_h_b -= 12;
1629                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1630                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1631                 p_ptr->to_a -= 10;
1632                 p_ptr->dis_to_a -= 10;
1633                 p_ptr->skill_stl -= 7;
1634                 p_ptr->skill_dev -= 20;
1635                 p_ptr->skill_sav -= 30;
1636                 p_ptr->skill_srh -= 15;
1637                 p_ptr->skill_fos -= 15;
1638                 p_ptr->skill_tht -= 20;
1639                 p_ptr->skill_dig += 30;
1640         }
1641
1642         /* Temporary "fast" */
1643         if (IS_FAST())
1644         {
1645                 new_speed += 10;
1646         }
1647
1648         /* Temporary "slow" */
1649         if (p_ptr->slow)
1650         {
1651                 new_speed -= 10;
1652         }
1653
1654         /* Temporary "telepathy" */
1655         if (IS_TIM_ESP())
1656         {
1657                 p_ptr->telepathy = TRUE;
1658         }
1659
1660         if (p_ptr->ele_immune)
1661         {
1662                 if (p_ptr->special_defense & DEFENSE_ACID)
1663                         p_ptr->immune_acid = TRUE;
1664                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1665                         p_ptr->immune_elec = TRUE;
1666                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1667                         p_ptr->immune_fire = TRUE;
1668                 else if (p_ptr->special_defense & DEFENSE_COLD)
1669                         p_ptr->immune_cold = TRUE;
1670         }
1671
1672         /* Temporary see invisible */
1673         if (p_ptr->tim_invis)
1674         {
1675                 p_ptr->see_inv = TRUE;
1676         }
1677
1678         /* Temporary infravision boost */
1679         if (p_ptr->tim_infra)
1680         {
1681                 p_ptr->see_infra += 3;
1682         }
1683
1684         /* Temporary regeneration boost */
1685         if (p_ptr->tim_regen)
1686         {
1687                 p_ptr->regenerate = TRUE;
1688         }
1689
1690         /* Temporary levitation */
1691         if (p_ptr->tim_levitation)
1692         {
1693                 p_ptr->levitation = TRUE;
1694         }
1695
1696         /* Temporary reflection */
1697         if (p_ptr->tim_reflect)
1698         {
1699                 p_ptr->reflect = TRUE;
1700         }
1701
1702         /* Hack -- Hero/Shero -> Res fear */
1703         if (IS_HERO() || p_ptr->shero)
1704         {
1705                 p_ptr->resist_fear = TRUE;
1706         }
1707
1708
1709         /* Hack -- Telepathy Change */
1710         if (p_ptr->telepathy != old_telepathy)
1711         {
1712                 p_ptr->update |= (PU_MONSTERS);
1713         }
1714
1715         if ((p_ptr->esp_animal != old_esp_animal) ||
1716                 (p_ptr->esp_undead != old_esp_undead) ||
1717                 (p_ptr->esp_demon != old_esp_demon) ||
1718                 (p_ptr->esp_orc != old_esp_orc) ||
1719                 (p_ptr->esp_troll != old_esp_troll) ||
1720                 (p_ptr->esp_giant != old_esp_giant) ||
1721                 (p_ptr->esp_dragon != old_esp_dragon) ||
1722                 (p_ptr->esp_human != old_esp_human) ||
1723                 (p_ptr->esp_evil != old_esp_evil) ||
1724                 (p_ptr->esp_good != old_esp_good) ||
1725                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1726                 (p_ptr->esp_unique != old_esp_unique))
1727         {
1728                 p_ptr->update |= (PU_MONSTERS);
1729         }
1730
1731         /* Hack -- See Invis Change */
1732         if (p_ptr->see_inv != old_see_inv)
1733         {
1734                 p_ptr->update |= (PU_MONSTERS);
1735         }
1736
1737         /* Bloating slows the player down (a little) */
1738         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1739
1740         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1741
1742         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1743                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1744         {
1745                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1746                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1747         }
1748
1749         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1750         {
1751                 int penalty1, penalty2;
1752                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1753                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1754                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1755                 {
1756                         penalty1 = penalty1 / 2 - 5;
1757                         penalty2 = penalty2 / 2 - 5;
1758                         new_speed += 7;
1759                         p_ptr->to_a += 10;
1760                         p_ptr->dis_to_a += 10;
1761                 }
1762                 if (easy_2weapon)
1763                 {
1764                         if (penalty1 > 0) penalty1 /= 2;
1765                         if (penalty2 > 0) penalty2 /= 2;
1766                 }
1767                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1768                 {
1769                         penalty1 = MAX(0, penalty1 - 10);
1770                         penalty2 = MAX(0, penalty2 - 10);
1771                 }
1772                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1773                 {
1774                         penalty1 = MIN(0, penalty1);
1775                         penalty2 = MIN(0, penalty2);
1776                         p_ptr->to_a += 10;
1777                         p_ptr->dis_to_a += 10;
1778                 }
1779                 else
1780                 {
1781                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1782                                 penalty1 /= 2;
1783                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1784                                 penalty2 /= 2;
1785                 }
1786                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1787                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1788                 p_ptr->to_h[0] -= (s16b)penalty1;
1789                 p_ptr->to_h[1] -= (s16b)penalty2;
1790                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1791                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1792         }
1793
1794         /* Extract the current weight (in tenth pounds) */
1795         j = p_ptr->total_weight;
1796
1797         if (!p_ptr->riding)
1798         {
1799                 /* Extract the "weight limit" (in tenth pounds) */
1800                 i = (int)weight_limit();
1801         }
1802         else
1803         {
1804                 monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
1805                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1806                 SPEED speed = riding_m_ptr->mspeed;
1807
1808                 if (riding_m_ptr->mspeed > 110)
1809                 {
1810                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1811                         if (new_speed < 110) new_speed = 110;
1812                 }
1813                 else
1814                 {
1815                         new_speed = speed;
1816                 }
1817                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1818                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1819                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1820                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1821                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1822
1823                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1824                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1825
1826                 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;
1827
1828                 /* Extract the "weight limit" */
1829                 i = 1500 + riding_r_ptr->level * 25;
1830         }
1831
1832         /* Apply "encumbrance" from weight */
1833         if (j > i) new_speed -= ((j - i) / (i / 5));
1834
1835         /* Searching slows the player down */
1836         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1837
1838         /* Feature bonus */
1839         if (p_ptr->prace == RACE_MERFOLK)
1840         {
1841                 if (have_flag(f_ptr->flags, FF_WATER))
1842                 {
1843                         new_speed += (2 + p_ptr->lev / 10);
1844                 }
1845                 else if (!p_ptr->levitation)
1846                 {
1847                         new_speed -= 2;
1848                 }
1849         }
1850
1851
1852         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1853         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1854         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1855         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1856         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1857         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1859         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1860         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1861         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1862         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1863         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1864         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1865
1866         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1867         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1868         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1869         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1870         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1871         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1872         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1873         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1874         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1875         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1876
1877
1878         /* Obtain the "hold" value */
1879         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1880
1881
1882         /* Examine the "current bow" */
1883         o_ptr = &inventory[INVEN_BOW];
1884
1885         /* It is hard to carholdry a heavy bow */
1886         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1887         if (p_ptr->heavy_shoot)
1888         {
1889                 /* Hard to wield a heavy bow */
1890                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1891                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1892         }
1893
1894         /* Compute "extra shots" if needed */
1895         if (o_ptr->k_idx)
1896         {
1897                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1898
1899                 /* Apply special flags */
1900                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1901                 {
1902                         /* Extra shots */
1903                         p_ptr->num_fire = calc_num_fire(o_ptr);
1904
1905                         /* Snipers love Cross bows */
1906                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1907                                 (p_ptr->tval_ammo == TV_BOLT))
1908                         {
1909                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1910                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1911                         }
1912                 }
1913         }
1914
1915         if (p_ptr->ryoute) hold *= 2;
1916
1917         for (i = 0; i < 2; i++)
1918         {
1919                 /* Examine the "main weapon" */
1920                 o_ptr = &inventory[INVEN_RARM + i];
1921
1922                 object_flags(o_ptr, flgs);
1923
1924                 /* Assume not heavy */
1925                 p_ptr->heavy_wield[i] = FALSE;
1926                 p_ptr->icky_wield[i] = FALSE;
1927                 p_ptr->riding_wield[i] = FALSE;
1928
1929                 if (!has_melee_weapon(INVEN_RARM + i))
1930                 {
1931                         p_ptr->num_blow[i] = 1;
1932                         continue;
1933                 }
1934                 /* It is hard to hold a heavy weapon */
1935                 if (hold < o_ptr->weight / 10)
1936                 {
1937                         /* Hard to wield a heavy weapon */
1938                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1939                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1940
1941                         /* Heavy weapon */
1942                         p_ptr->heavy_wield[i] = TRUE;
1943                 }
1944                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1945
1946                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1947                 {
1948                         p_ptr->to_a += 5;
1949                         p_ptr->dis_to_a += 5;
1950                 }
1951
1952                 /* Normal weapons */
1953                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1954                 {
1955                         int str_index, dex_index;
1956
1957                         int num = 0, wgt = 0, mul = 0, div = 0;
1958
1959                         /* Analyze the class */
1960                         switch (p_ptr->pclass)
1961                         {
1962                         case CLASS_WARRIOR:
1963                                 num = 6; wgt = 70; mul = 5; break;
1964
1965                         case CLASS_BERSERKER:
1966                                 num = 6; wgt = 70; mul = 7; break;
1967
1968                         case CLASS_MAGE:
1969                         case CLASS_HIGH_MAGE:
1970                         case CLASS_BLUE_MAGE:
1971                                 num = 3; wgt = 100; mul = 2; break;
1972
1973                         case CLASS_PRIEST:
1974                         case CLASS_MAGIC_EATER:
1975                         case CLASS_MINDCRAFTER:
1976                                 num = 5; wgt = 100; mul = 3; break;
1977
1978                         case CLASS_ROGUE:
1979                                 num = 5; wgt = 40; mul = 3; break;
1980
1981                         case CLASS_RANGER:
1982                                 num = 5; wgt = 70; mul = 4; break;
1983
1984                         case CLASS_PALADIN:
1985                         case CLASS_SAMURAI:
1986                                 num = 5; wgt = 70; mul = 4; break;
1987
1988                         case CLASS_SMITH:
1989                                 num = 5; wgt = 150; mul = 5; break;
1990
1991                         case CLASS_WARRIOR_MAGE:
1992                         case CLASS_RED_MAGE:
1993                                 num = 5; wgt = 70; mul = 3; break;
1994
1995                         case CLASS_CHAOS_WARRIOR:
1996                                 num = 5; wgt = 70; mul = 4; break;
1997
1998                         case CLASS_MONK:
1999                                 num = 5; wgt = 60; mul = 3; break;
2000
2001                         case CLASS_TOURIST:
2002                                 num = 4; wgt = 100; mul = 3; break;
2003
2004                         case CLASS_IMITATOR:
2005                                 num = 5; wgt = 70; mul = 4; break;
2006
2007                         case CLASS_BEASTMASTER:
2008                                 num = 5; wgt = 70; mul = 3; break;
2009
2010                         case CLASS_CAVALRY:
2011                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2012                                 else { num = 5; wgt = 100; mul = 3; }
2013                                 break;
2014
2015                         case CLASS_SORCERER:
2016                                 num = 1; wgt = 1; mul = 1; break;
2017
2018                         case CLASS_ARCHER:
2019                         case CLASS_BARD:
2020                         case CLASS_SNIPER:
2021                                 num = 4; wgt = 70; mul = 2; break;
2022
2023                         case CLASS_FORCETRAINER:
2024                                 num = 4; wgt = 60; mul = 2; break;
2025
2026                         case CLASS_MIRROR_MASTER:
2027                                 num = 3; wgt = 100; mul = 3; break;
2028
2029                         case CLASS_NINJA:
2030                                 num = 4; wgt = 20; mul = 1; break;
2031                         }
2032
2033                         /* Hex - extra mights gives +1 bonus to max blows */
2034                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2035
2036                         /* Enforce a minimum "weight" (tenth pounds) */
2037                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2038
2039                         /* Access the strength vs weight */
2040                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2041
2042                         if (p_ptr->ryoute && !omoi) str_index++;
2043                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2044
2045                         /* Maximal value */
2046                         if (str_index > 11) str_index = 11;
2047
2048                         /* Index by dexterity */
2049                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2050
2051                         /* Maximal value */
2052                         if (dex_index > 11) dex_index = 11;
2053
2054                         /* Use the blows table */
2055                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2056
2057                         /* Maximal value */
2058                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2059
2060                         /* Add in the "bonus blows" */
2061                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2062
2063
2064                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2065                         else if (p_ptr->pclass == CLASS_BERSERKER)
2066                         {
2067                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2068                         }
2069                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2070
2071                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2072
2073                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2074
2075
2076                         /* Require at least one blow */
2077                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2078
2079                         /* Boost digging skill by weapon weight */
2080                         p_ptr->skill_dig += (o_ptr->weight / 10);
2081                 }
2082
2083                 /* Assume okay */
2084                 /* Priest weapon penalty for non-blessed edged weapons */
2085                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2086                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2087                 {
2088                         /* Reduce the real bonuses */
2089                         p_ptr->to_h[i] -= 2;
2090                         p_ptr->to_d[i] -= 2;
2091
2092                         /* Reduce the mental bonuses */
2093                         p_ptr->dis_to_h[i] -= 2;
2094                         p_ptr->dis_to_d[i] -= 2;
2095
2096                         /* Icky weapon */
2097                         p_ptr->icky_wield[i] = TRUE;
2098                 }
2099                 else if (p_ptr->pclass == CLASS_BERSERKER)
2100                 {
2101                         p_ptr->to_h[i] += p_ptr->lev / 5;
2102                         p_ptr->to_d[i] += p_ptr->lev / 6;
2103                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2104                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2105                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2106                         {
2107                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2108                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2109                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2110                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2111                         }
2112                 }
2113                 else if (p_ptr->pclass == CLASS_SORCERER)
2114                 {
2115                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2116                         {
2117                                 /* Reduce the real bonuses */
2118                                 p_ptr->to_h[i] -= 200;
2119                                 p_ptr->to_d[i] -= 200;
2120
2121                                 /* Reduce the mental bonuses */
2122                                 p_ptr->dis_to_h[i] -= 200;
2123                                 p_ptr->dis_to_d[i] -= 200;
2124
2125                                 /* Icky weapon */
2126                                 p_ptr->icky_wield[i] = TRUE;
2127                         }
2128                         else
2129                         {
2130                                 /* Reduce the real bonuses */
2131                                 p_ptr->to_h[i] -= 30;
2132                                 p_ptr->to_d[i] -= 10;
2133
2134                                 /* Reduce the mental bonuses */
2135                                 p_ptr->dis_to_h[i] -= 30;
2136                                 p_ptr->dis_to_d[i] -= 10;
2137                         }
2138                 }
2139                 /* Hex bonuses */
2140                 if (p_ptr->realm1 == REALM_HEX)
2141                 {
2142                         if (object_is_cursed(o_ptr))
2143                         {
2144                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2145                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2146                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2147                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2148                                 if (hex_spelling(HEX_RUNESWORD))
2149                                 {
2150                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2151                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2152                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2153                                 }
2154                         }
2155                 }
2156                 if (p_ptr->riding)
2157                 {
2158                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2159                         {
2160                                 p_ptr->to_h[i] += 15;
2161                                 p_ptr->dis_to_h[i] += 15;
2162                                 p_ptr->to_dd[i] += 2;
2163                         }
2164                         else if (!(have_flag(flgs, TR_RIDING)))
2165                         {
2166                                 int penalty;
2167                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2168                                 {
2169                                         penalty = 5;
2170                                 }
2171                                 else
2172                                 {
2173                                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2174                                         penalty += 30;
2175                                         if (penalty < 30) penalty = 30;
2176                                 }
2177                                 p_ptr->to_h[i] -= (s16b)penalty;
2178                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2179
2180                                 /* Riding weapon */
2181                                 p_ptr->riding_wield[i] = TRUE;
2182                         }
2183                 }
2184         }
2185
2186         if (p_ptr->riding)
2187         {
2188                 int penalty = 0;
2189
2190                 p_ptr->riding_ryoute = FALSE;
2191
2192                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2193                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2194                 {
2195                         switch (p_ptr->pclass)
2196                         {
2197                         case CLASS_MONK:
2198                         case CLASS_FORCETRAINER:
2199                         case CLASS_BERSERKER:
2200                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2201                                         p_ptr->riding_ryoute = TRUE;
2202                                 break;
2203                         }
2204                 }
2205
2206                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2207                 {
2208                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2209                 }
2210                 else
2211                 {
2212                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2213                         penalty += 30;
2214                         if (penalty < 30) penalty = 30;
2215                 }
2216                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2217                 p_ptr->to_h_b -= (s16b)penalty;
2218                 p_ptr->dis_to_h_b -= (s16b)penalty;
2219         }
2220
2221         /* Different calculation for monks with empty hands */
2222         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2223                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2224         {
2225                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2226                 p_ptr->num_blow[0] = 0;
2227
2228                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2229                 {
2230                         if (blow_base > 18) p_ptr->num_blow[0]++;
2231                         if (blow_base > 31) p_ptr->num_blow[0]++;
2232                         if (blow_base > 44) p_ptr->num_blow[0]++;
2233                         if (blow_base > 58) p_ptr->num_blow[0]++;
2234                         if (P_PTR_KI)
2235                         {
2236                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2237                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2238                         }
2239                 }
2240                 else
2241                 {
2242                         if (blow_base > 12) p_ptr->num_blow[0]++;
2243                         if (blow_base > 22) p_ptr->num_blow[0]++;
2244                         if (blow_base > 31) p_ptr->num_blow[0]++;
2245                         if (blow_base > 39) p_ptr->num_blow[0]++;
2246                         if (blow_base > 46) p_ptr->num_blow[0]++;
2247                         if (blow_base > 53) p_ptr->num_blow[0]++;
2248                         if (blow_base > 59) p_ptr->num_blow[0]++;
2249                 }
2250
2251                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2252                         p_ptr->num_blow[0] /= 2;
2253                 else
2254                 {
2255                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2256                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2257
2258                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2259                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2260                 }
2261
2262                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2263                 {
2264                         p_ptr->to_a -= 40;
2265                         p_ptr->dis_to_a -= 40;
2266
2267                 }
2268                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2269                 {
2270                         p_ptr->to_a -= 50;
2271                         p_ptr->dis_to_a -= 50;
2272                         p_ptr->resist_acid = TRUE;
2273                         p_ptr->resist_fire = TRUE;
2274                         p_ptr->resist_elec = TRUE;
2275                         p_ptr->resist_cold = TRUE;
2276                         p_ptr->resist_pois = TRUE;
2277                         p_ptr->sh_fire = TRUE;
2278                         p_ptr->sh_elec = TRUE;
2279                         p_ptr->sh_cold = TRUE;
2280                         p_ptr->levitation = TRUE;
2281                 }
2282                 else if (p_ptr->special_defense & KAMAE_GENBU)
2283                 {
2284                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2285                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2286                         p_ptr->reflect = TRUE;
2287                         p_ptr->num_blow[0] -= 2;
2288                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2289                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2290                 }
2291                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2292                 {
2293                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2294                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2295
2296                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2297                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2298                         p_ptr->num_blow[0] /= 2;
2299                         p_ptr->levitation = TRUE;
2300                 }
2301
2302                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2303         }
2304
2305         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2306
2307         monk_armour_aux = FALSE;
2308
2309         if (heavy_armor())
2310         {
2311                 monk_armour_aux = TRUE;
2312         }
2313
2314         for (i = 0; i < 2; i++)
2315         {
2316                 if (has_melee_weapon(INVEN_RARM + i))
2317                 {
2318                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2319                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2320
2321                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2322                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2323                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2324                         {
2325                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2326                                 {
2327                                         p_ptr->to_h[i] -= 40;
2328                                         p_ptr->dis_to_h[i] -= 40;
2329                                         p_ptr->icky_wield[i] = TRUE;
2330                                 }
2331                         }
2332                         else if (p_ptr->pclass == CLASS_NINJA)
2333                         {
2334                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2335                                 {
2336                                         p_ptr->to_h[i] -= 40;
2337                                         p_ptr->dis_to_h[i] -= 40;
2338                                         p_ptr->icky_wield[i] = TRUE;
2339                                         p_ptr->num_blow[i] /= 2;
2340                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2341                                 }
2342                         }
2343
2344                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2345                 }
2346         }
2347
2348         /* Maximum speed is (+99). (internally it's 110 + 99) */
2349         /* Temporary lightspeed forces to be maximum speed */
2350         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2351         {
2352                 new_speed = 209;
2353         }
2354
2355         /* Minimum speed is (-99). (internally it's 110 - 99) */
2356         if (new_speed < 11) new_speed = 11;
2357
2358         /* Display the speed (if needed) */
2359         if (p_ptr->pspeed != (byte)new_speed)
2360         {
2361                 p_ptr->pspeed = (byte)new_speed;
2362                 p_ptr->redraw |= (PR_SPEED);
2363         }
2364
2365         if (yoiyami)
2366         {
2367                 if (p_ptr->to_a > (0 - p_ptr->ac))
2368                         p_ptr->to_a = 0 - p_ptr->ac;
2369                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2370                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2371         }
2372
2373         /* Redraw armor (if needed) */
2374         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2375         {
2376                 p_ptr->redraw |= (PR_ARMOR);
2377                 p_ptr->window |= (PW_PLAYER);
2378         }
2379
2380         if (p_ptr->ryoute && !omoi)
2381         {
2382                 int bonus_to_h = 0, bonus_to_d = 0;
2383                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2384                 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);
2385
2386                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2387                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2388                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2389                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2390         }
2391
2392         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;
2393
2394         /* Affect Skill -- stealth (bonus one) */
2395         p_ptr->skill_stl += 1;
2396
2397         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2398
2399         /* Affect Skill -- disarming (DEX and INT) */
2400         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2401         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2402
2403         /* Affect Skill -- magic devices (INT) */
2404         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2405
2406         /* Affect Skill -- saving throw (WIS) */
2407         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2408
2409         /* Affect Skill -- digging (STR) */
2410         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2411
2412         /* Affect Skill -- disarming (Level, by Class) */
2413         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2414
2415         /* Affect Skill -- magic devices (Level, by Class) */
2416         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2417
2418         /* Affect Skill -- saving throw (Level, by Class) */
2419         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2420
2421         /* Affect Skill -- stealth (Level, by Class) */
2422         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2423
2424         /* Affect Skill -- search ability (Level, by Class) */
2425         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2426
2427         /* Affect Skill -- search frequency (Level, by Class) */
2428         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2429
2430         /* Affect Skill -- combat (normal) (Level, by Class) */
2431         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2432
2433         /* Affect Skill -- combat (shooting) (Level, by Class) */
2434         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2435
2436         /* Affect Skill -- combat (throwing) (Level, by Class) */
2437         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2438
2439
2440         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2441         {
2442                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2443                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2444         }
2445
2446         /* Limit Skill -- stealth from 0 to 30 */
2447         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2448         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2449
2450         /* Limit Skill -- digging from 1 up */
2451         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2452
2453         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2454
2455         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2456
2457         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;
2458
2459         if (down_saving) p_ptr->skill_sav /= 2;
2460
2461         /* Hack -- Each elemental immunity includes resistance */
2462         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2463         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2464         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2465         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2466
2467         /* Determine player alignment */
2468         for (i = 0, j = 0; i < 8; i++)
2469         {
2470                 switch (p_ptr->vir_types[i])
2471                 {
2472                 case V_JUSTICE:
2473                         p_ptr->align += p_ptr->virtues[i] * 2;
2474                         break;
2475                 case V_CHANCE:
2476                         /* Do nothing */
2477                         break;
2478                 case V_NATURE:
2479                 case V_HARMONY:
2480                         neutral[j++] = i;
2481                         break;
2482                 case V_UNLIFE:
2483                         p_ptr->align -= p_ptr->virtues[i];
2484                         break;
2485                 default:
2486                         p_ptr->align += p_ptr->virtues[i];
2487                         break;
2488                 }
2489         }
2490
2491         for (i = 0; i < j; i++)
2492         {
2493                 if (p_ptr->align > 0)
2494                 {
2495                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2496                         if (p_ptr->align < 0) p_ptr->align = 0;
2497                 }
2498                 else if (p_ptr->align < 0)
2499                 {
2500                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2501                         if (p_ptr->align > 0) p_ptr->align = 0;
2502                 }
2503         }
2504
2505         /* Hack -- handle "xtra" mode */
2506         if (character_xtra) return;
2507
2508         /* Take note when "heavy bow" changes */
2509         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2510         {
2511                 if (p_ptr->heavy_shoot)
2512                 {
2513                         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."));
2514                 }
2515                 else if (inventory[INVEN_BOW].k_idx)
2516                 {
2517                         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."));
2518                 }
2519                 else
2520                 {
2521                         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."));
2522                 }
2523
2524                 /* Save it */
2525                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2526         }
2527
2528         for (i = 0; i < 2; i++)
2529         {
2530                 /* Take note when "heavy weapon" changes */
2531                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2532                 {
2533                         if (p_ptr->heavy_wield[i])
2534                         {
2535                                 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."));
2536                         }
2537                         else if (has_melee_weapon(INVEN_RARM + i))
2538                         {
2539                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2540                         }
2541                         else if (p_ptr->heavy_wield[1 - i])
2542                         {
2543                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2544                         }
2545                         else
2546                         {
2547                                 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."));
2548                         }
2549
2550                         /* Save it */
2551                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2552                 }
2553
2554                 /* Take note when "heavy weapon" changes */
2555                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2556                 {
2557                         if (p_ptr->riding_wield[i])
2558                         {
2559                                 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."));
2560                         }
2561                         else if (!p_ptr->riding)
2562                         {
2563                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2564                         }
2565                         else if (has_melee_weapon(INVEN_RARM + i))
2566                         {
2567                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2568                         }
2569                         /* Save it */
2570                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2571                 }
2572
2573                 /* Take note when "illegal weapon" changes */
2574                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2575                 {
2576                         if (p_ptr->icky_wield[i])
2577                         {
2578                                 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."));
2579                                 if (is_loading_now)
2580                                 {
2581                                         chg_virtue(V_FAITH, -1);
2582                                 }
2583                         }
2584                         else if (has_melee_weapon(INVEN_RARM + i))
2585                         {
2586                                 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."));
2587                         }
2588                         else
2589                         {
2590                                 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."));
2591                         }
2592
2593                         /* Save it */
2594                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2595                 }
2596         }
2597
2598         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2599         {
2600                 if (p_ptr->riding_ryoute)
2601                 {
2602 #ifdef JP
2603                         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" : "");
2604 #else
2605                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2606 #endif
2607                 }
2608                 else
2609                 {
2610 #ifdef JP
2611                         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" : "");
2612 #else
2613                         msg_print("You began to control riding pet with one hand.");
2614 #endif
2615                 }
2616
2617                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2618         }
2619
2620         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2621         {
2622                 if (heavy_armor())
2623                 {
2624                         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."));
2625                         if (is_loading_now)
2626                         {
2627                                 chg_virtue(V_HARMONY, -1);
2628                         }
2629                 }
2630                 else
2631                 {
2632                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2633                 }
2634
2635                 monk_notify_aux = monk_armour_aux;
2636         }
2637
2638         for (i = 0; i < INVEN_PACK; i++)
2639         {
2640 #if 0
2641                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2642                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2643 #endif
2644                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2645                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2646         }
2647
2648         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)
2649         {
2650                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
2651                 next_o_idx = o_ptr->next_o_idx;
2652
2653 #if 0
2654                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2655                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2656 #endif
2657                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2658                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2659         }
2660
2661         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2662 #if 0
2663         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2664         {
2665                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2666                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2667         }
2668
2669         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)))
2670         {
2671                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2672                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2673         }
2674 #endif
2675         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2676         {
2677                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2678                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2679         }
2680
2681         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2682         {
2683                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2684                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2685         }
2686 }
2687
2688
2689 /*!
2690  * @brief プレイヤーの最大HPを計算する /
2691  * Calculate the players (maximal) hit points
2692  * Adjust current hitpoints if necessary
2693  * @return なし
2694  * @details
2695  */
2696 static void calc_hitpoints(void)
2697 {
2698         int bonus, mhp;
2699         byte tmp_hitdie;
2700
2701         /* Un-inflate "half-hitpoint bonus per level" value */
2702         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2703
2704         /* Calculate hitpoints */
2705         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2706
2707         if (p_ptr->mimic_form)
2708         {
2709                 if (p_ptr->pclass == CLASS_SORCERER)
2710                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2711                 else
2712                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2713                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2714         }
2715
2716         if (p_ptr->pclass == CLASS_SORCERER)
2717         {
2718                 if (p_ptr->lev < 30)
2719                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2720                 else
2721                         mhp = (mhp * 75 / 100);
2722                 bonus = (bonus * 65 / 100);
2723         }
2724
2725         mhp += bonus;
2726
2727         if (p_ptr->pclass == CLASS_BERSERKER)
2728         {
2729                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2730         }
2731
2732         /* Always have at least one hitpoint per level */
2733         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2734
2735         /* Factor in the hero / superhero settings */
2736         if (IS_HERO()) mhp += 10;
2737         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2738         if (p_ptr->tsuyoshi) mhp += 50;
2739
2740         /* Factor in the hex spell settings */
2741         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2742         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2743
2744         /* New maximum hitpoints */
2745         if (p_ptr->mhp != mhp)
2746         {
2747                 /* Enforce maximum */
2748                 if (p_ptr->chp >= mhp)
2749                 {
2750                         p_ptr->chp = mhp;
2751                         p_ptr->chp_frac = 0;
2752                 }
2753
2754 #ifdef JP
2755                 /* レベルアップの時は上昇量を表示する */
2756                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2757                 {
2758                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2759                 }
2760 #endif
2761                 /* Save the new max-hitpoints */
2762                 p_ptr->mhp = mhp;
2763
2764                 /* Display hitpoints (later) */
2765                 p_ptr->redraw |= (PR_HP);
2766
2767                 p_ptr->window |= (PW_PLAYER);
2768         }
2769 }
2770
2771 /*!
2772  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2773  * @return なし
2774  * @details
2775  * SWD: Experimental modification: multiple light sources have additive effect.
2776  */
2777 static void calc_torch(void)
2778 {
2779         int i, rad;
2780         object_type *o_ptr;
2781         BIT_FLAGS flgs[TR_FLAG_SIZE];
2782
2783         /* Assume no light */
2784         p_ptr->cur_lite = 0;
2785
2786         /* Loop through all wielded items */
2787         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2788         {
2789                 o_ptr = &inventory[i];
2790                 /* Skip empty slots */
2791                 if (!o_ptr->k_idx) continue;
2792
2793                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2794
2795                 /* Need Fuels */
2796                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2797                 {
2798                         if (o_ptr->tval == TV_LITE)
2799                         {
2800                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2801                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2802                         }
2803                 }
2804                 object_flags(o_ptr, flgs);
2805
2806                 /* calc the lite_radius */
2807
2808                 rad = 0;
2809                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2810                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2811                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2812                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2813                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2814                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2815                 p_ptr->cur_lite += (s16b)rad;
2816         }
2817
2818         /* max radius is 14 (was 5) without rewriting other code -- */
2819         /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2820         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2821                 p_ptr->cur_lite = 1;
2822
2823         /*
2824          * check if the player doesn't have light radius,
2825          * but does weakly glow as an intrinsic.
2826          */
2827         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2828
2829         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2830         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2831
2832         /* end experimental mods */
2833
2834         /* Notice changes in the "lite radius" */
2835         if (p_ptr->old_lite != p_ptr->cur_lite)
2836         {
2837                 /* Hack -- PU_MON_LITE for monsters' darkness */
2838                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2839
2840                 /* Remember the old lite */
2841                 p_ptr->old_lite = p_ptr->cur_lite;
2842
2843                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2844                         set_superstealth(FALSE);
2845         }
2846 }
2847
2848 /*!
2849  * @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。 /
2850  * Calculate number of spells player should have, and forget,
2851  * or remember, spells until that number is properly reflected.
2852  * @return なし
2853  * @details
2854  * Note that this function induces various "status" messages,
2855  * which must be bypasses until the character is created.
2856  */
2857 static void calc_spells(void)
2858 {
2859         int i, j, k, levels;
2860         int num_allowed;
2861         int num_boukyaku = 0;
2862
2863         const magic_type        *s_ptr;
2864         REALM_IDX which;
2865         int bonus = 0;
2866
2867
2868         concptr p;
2869
2870         /* Hack -- must be literate */
2871         if (!mp_ptr->spell_book) return;
2872
2873         /* Hack -- wait for creation */
2874         if (!character_generated) return;
2875
2876         /* Hack -- handle "xtra" mode */
2877         if (character_xtra) return;
2878
2879         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2880         {
2881                 p_ptr->new_spells = 0;
2882                 return;
2883         }
2884
2885         p = spell_category_name(mp_ptr->spell_book);
2886
2887         /* Determine the number of spells allowed */
2888         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2889
2890         /* Hack -- no negative spells */
2891         if (levels < 0) levels = 0;
2892
2893         /* Extract total allowed spells */
2894         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2895
2896         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2897         {
2898                 bonus = 4;
2899         }
2900         if (p_ptr->pclass == CLASS_SAMURAI)
2901         {
2902                 num_allowed = 32;
2903         }
2904         else if (p_ptr->realm2 == REALM_NONE)
2905         {
2906                 num_allowed = (num_allowed + 1) / 2;
2907                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2908         }
2909         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2910         {
2911                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2912         }
2913         else
2914         {
2915                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2916         }
2917
2918         /* Count the number of spells we know */
2919         for (j = 0; j < 64; j++)
2920         {
2921                 /* Count known spells */
2922                 if ((j < 32) ?
2923                         (p_ptr->spell_forgotten1 & (1L << j)) :
2924                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2925                 {
2926                         num_boukyaku++;
2927                 }
2928         }
2929
2930         /* See how many spells we must forget or may learn */
2931         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2932
2933         /* Forget spells which are too hard */
2934         for (i = 63; i >= 0; i--)
2935         {
2936                 /* Efficiency -- all done */
2937                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2938
2939                 /* Access the spell */
2940                 j = p_ptr->spell_order[i];
2941
2942                 /* Skip non-spells */
2943                 if (j >= 99) continue;
2944
2945
2946                 /* Get the spell */
2947                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2948                 {
2949                         if (j < 32)
2950                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2951                         else
2952                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2953                 }
2954                 else if (j < 32)
2955                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2956                 else
2957                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2958
2959                 /* Skip spells we are allowed to know */
2960                 if (s_ptr->slevel <= p_ptr->lev) continue;
2961
2962                 /* Is it known? */
2963                 if ((j < 32) ?
2964                         (p_ptr->spell_learned1 & (1L << j)) :
2965                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2966                 {
2967                         /* Mark as forgotten */
2968                         if (j < 32)
2969                         {
2970                                 p_ptr->spell_forgotten1 |= (1L << j);
2971                                 which = p_ptr->realm1;
2972                         }
2973                         else
2974                         {
2975                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2976                                 which = p_ptr->realm2;
2977                         }
2978
2979                         /* No longer known */
2980                         if (j < 32)
2981                         {
2982                                 p_ptr->spell_learned1 &= ~(1L << j);
2983                                 which = p_ptr->realm1;
2984                         }
2985                         else
2986                         {
2987                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2988                                 which = p_ptr->realm2;
2989                         }
2990
2991 #ifdef JP
2992                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2993 #else
2994                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2995 #endif
2996
2997
2998                         /* One more can be learned */
2999                         p_ptr->new_spells++;
3000                 }
3001         }
3002
3003
3004         /* Forget spells if we know too many spells */
3005         for (i = 63; i >= 0; i--)
3006         {
3007                 /* Stop when possible */
3008                 if (p_ptr->new_spells >= 0) break;
3009
3010                 /* Efficiency -- all done */
3011                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3012
3013                 /* Get the (i+1)th spell learned */
3014                 j = p_ptr->spell_order[i];
3015
3016                 /* Skip unknown spells */
3017                 if (j >= 99) continue;
3018
3019                 /* Forget it (if learned) */
3020                 if ((j < 32) ?
3021                         (p_ptr->spell_learned1 & (1L << j)) :
3022                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3023                 {
3024                         /* Mark as forgotten */
3025                         if (j < 32)
3026                         {
3027                                 p_ptr->spell_forgotten1 |= (1L << j);
3028                                 which = p_ptr->realm1;
3029                         }
3030                         else
3031                         {
3032                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3033                                 which = p_ptr->realm2;
3034                         }
3035
3036                         /* No longer known */
3037                         if (j < 32)
3038                         {
3039                                 p_ptr->spell_learned1 &= ~(1L << j);
3040                                 which = p_ptr->realm1;
3041                         }
3042                         else
3043                         {
3044                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3045                                 which = p_ptr->realm2;
3046                         }
3047
3048 #ifdef JP
3049                         msg_format("%sの%sを忘れてしまった。",
3050                                 do_spell(which, j % 32, SPELL_NAME), p);
3051 #else
3052                         msg_format("You have forgotten the %s of %s.", p,
3053                                 do_spell(which, j % 32, SPELL_NAME));
3054 #endif
3055
3056
3057                         /* One more can be learned */
3058                         p_ptr->new_spells++;
3059                 }
3060         }
3061
3062
3063         /* Check for spells to remember */
3064         for (i = 0; i < 64; i++)
3065         {
3066                 /* None left to remember */
3067                 if (p_ptr->new_spells <= 0) break;
3068
3069                 /* Efficiency -- all done */
3070                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3071
3072                 /* Get the next spell we learned */
3073                 j = p_ptr->spell_order[i];
3074
3075                 /* Skip unknown spells */
3076                 if (j >= 99) break;
3077
3078                 /* Access the spell */
3079                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3080                 {
3081                         if (j < 32)
3082                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3083                         else
3084                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3085                 }
3086                 else if (j < 32)
3087                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3088                 else
3089                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3090
3091                 /* Skip spells we cannot remember */
3092                 if (s_ptr->slevel > p_ptr->lev) continue;
3093
3094                 /* First set of spells */
3095                 if ((j < 32) ?
3096                         (p_ptr->spell_forgotten1 & (1L << j)) :
3097                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3098                 {
3099                         /* No longer forgotten */
3100                         if (j < 32)
3101                         {
3102                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3103                                 which = p_ptr->realm1;
3104                         }
3105                         else
3106                         {
3107                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3108                                 which = p_ptr->realm2;
3109                         }
3110
3111                         /* Known once more */
3112                         if (j < 32)
3113                         {
3114                                 p_ptr->spell_learned1 |= (1L << j);
3115                                 which = p_ptr->realm1;
3116                         }
3117                         else
3118                         {
3119                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3120                                 which = p_ptr->realm2;
3121                         }
3122
3123 #ifdef JP
3124                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3125 #else
3126                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3127 #endif
3128
3129
3130                         /* One less can be learned */
3131                         p_ptr->new_spells--;
3132                 }
3133         }
3134
3135         k = 0;
3136
3137         if (p_ptr->realm2 == REALM_NONE)
3138         {
3139                 /* Count spells that can be learned */
3140                 for (j = 0; j < 32; j++)
3141                 {
3142                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3143                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3144
3145                         /* Skip spells we cannot remember */
3146                         if (s_ptr->slevel > p_ptr->lev) continue;
3147
3148                         /* Skip spells we already know */
3149                         if (p_ptr->spell_learned1 & (1L << j))
3150                         {
3151                                 continue;
3152                         }
3153
3154                         /* Count it */
3155                         k++;
3156                 }
3157                 if (k > 32) k = 32;
3158                 if ((p_ptr->new_spells > k) &&
3159                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3160                 {
3161                         p_ptr->new_spells = (s16b)k;
3162                 }
3163         }
3164
3165         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3166
3167         /* Spell count changed */
3168         if (p_ptr->old_spells != p_ptr->new_spells)
3169         {
3170                 /* Message if needed */
3171                 if (p_ptr->new_spells)
3172                 {
3173 #ifdef JP
3174                         if (p_ptr->new_spells < 10) {
3175                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3176                         }
3177                         else {
3178                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3179                         }
3180 #else
3181                         msg_format("You can learn %d more %s%s.",
3182                                 p_ptr->new_spells, p,
3183                                 (p_ptr->new_spells != 1) ? "s" : "");
3184 #endif
3185
3186                 }
3187
3188                 /* Save the new_spells value */
3189                 p_ptr->old_spells = p_ptr->new_spells;
3190
3191                 /* Redraw Study Status */
3192                 p_ptr->redraw |= (PR_STUDY);
3193
3194                 /* Redraw object recall */
3195                 p_ptr->window |= (PW_OBJECT);
3196         }
3197 }
3198
3199 /*!
3200  * @brief プレイヤーの最大MPを計算する /
3201  * Calculate maximum mana.  You do not need to know any spells.
3202  * Note that mana is lowered by heavy (or inappropriate) armor.
3203  * @return なし
3204  * @details
3205  * This function induces status messages.
3206  */
3207 static void calc_mana(void)
3208 {
3209         int msp, levels, cur_wgt, max_wgt;
3210
3211         object_type *o_ptr;
3212
3213
3214         /* Hack -- Must be literate */
3215         if (!mp_ptr->spell_book) return;
3216
3217         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3218                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3219                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3220         {
3221                 levels = p_ptr->lev;
3222         }
3223         else
3224         {
3225                 if (mp_ptr->spell_first > p_ptr->lev)
3226                 {
3227                         /* Save new mana */
3228                         p_ptr->msp = 0;
3229
3230                         /* Display mana later */
3231                         p_ptr->redraw |= (PR_MANA);
3232                         return;
3233                 }
3234
3235                 /* Extract "effective" player level */
3236                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3237         }
3238
3239         if (p_ptr->pclass == CLASS_SAMURAI)
3240         {
3241                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3242                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3243         }
3244         else
3245         {
3246                 /* Extract total mana */
3247                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3248
3249                 /* Hack -- usually add one mana */
3250                 if (msp) msp++;
3251
3252                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3253
3254                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3255
3256                 /* Hack: High mages have a 25% mana bonus */
3257                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3258
3259                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3260         }
3261
3262         /* Only mages are affected */
3263         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3264         {
3265                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3266
3267                 /* Assume player is not encumbered by gloves */
3268                 p_ptr->cumber_glove = FALSE;
3269
3270                 /* Get the gloves */
3271                 o_ptr = &inventory[INVEN_HANDS];
3272
3273                 /* Examine the gloves */
3274                 object_flags(o_ptr, flgs);
3275
3276                 /* Normal gloves hurt mage-type spells */
3277                 if (o_ptr->k_idx &&
3278                         !(have_flag(flgs, TR_FREE_ACT)) &&
3279                         !(have_flag(flgs, TR_DEC_MANA)) &&
3280                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3281                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3282                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3283                 {
3284                         /* Encumbered */
3285                         p_ptr->cumber_glove = TRUE;
3286
3287                         /* Reduce mana */
3288                         msp = (3 * msp) / 4;
3289                 }
3290         }
3291
3292
3293         /* Assume player not encumbered by armor */
3294         p_ptr->cumber_armor = FALSE;
3295
3296         /* Weigh the armor */
3297         cur_wgt = 0;
3298         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3299         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3300         cur_wgt += inventory[INVEN_BODY].weight;
3301         cur_wgt += inventory[INVEN_HEAD].weight;
3302         cur_wgt += inventory[INVEN_OUTER].weight;
3303         cur_wgt += inventory[INVEN_HANDS].weight;
3304         cur_wgt += inventory[INVEN_FEET].weight;
3305
3306         /* Subtract a percentage of maximum mana. */
3307         switch (p_ptr->pclass)
3308         {
3309                 /* For these classes, mana is halved if armour
3310                  * is 30 pounds over their weight limit. */
3311         case CLASS_MAGE:
3312         case CLASS_HIGH_MAGE:
3313         case CLASS_BLUE_MAGE:
3314         case CLASS_MONK:
3315         case CLASS_FORCETRAINER:
3316         case CLASS_SORCERER:
3317         {
3318                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3319                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3320                 break;
3321         }
3322
3323         /* Mana halved if armour is 40 pounds over weight limit. */
3324         case CLASS_PRIEST:
3325         case CLASS_BARD:
3326         case CLASS_TOURIST:
3327         {
3328                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3329                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3330                 break;
3331         }
3332
3333         case CLASS_MINDCRAFTER:
3334         case CLASS_BEASTMASTER:
3335         case CLASS_MIRROR_MASTER:
3336         {
3337                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3338                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3339                 break;
3340         }
3341
3342         /* Mana halved if armour is 50 pounds over weight limit. */
3343         case CLASS_ROGUE:
3344         case CLASS_RANGER:
3345         case CLASS_RED_MAGE:
3346         case CLASS_WARRIOR_MAGE:
3347         {
3348                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3349                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3350                 break;
3351         }
3352
3353         /* Mana halved if armour is 60 pounds over weight limit. */
3354         case CLASS_PALADIN:
3355         case CLASS_CHAOS_WARRIOR:
3356         {
3357                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3358                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3359                 break;
3360         }
3361
3362         /* For new classes created, but not yet added to this formula. */
3363         default:
3364         {
3365                 break;
3366         }
3367         }
3368
3369         /* Determine the weight allowance */
3370         max_wgt = mp_ptr->spell_weight;
3371
3372         /* Heavy armor penalizes mana by a percentage.  -LM- */
3373         if ((cur_wgt - max_wgt) > 0)
3374         {
3375                 /* Encumbered */
3376                 p_ptr->cumber_armor = TRUE;
3377
3378                 /* Subtract a percentage of maximum mana. */
3379                 switch (p_ptr->pclass)
3380                 {
3381                         /* For these classes, mana is halved if armour
3382                          * is 30 pounds over their weight limit. */
3383                 case CLASS_MAGE:
3384                 case CLASS_HIGH_MAGE:
3385                 case CLASS_BLUE_MAGE:
3386                 {
3387                         msp -= msp * (cur_wgt - max_wgt) / 600;
3388                         break;
3389                 }
3390
3391                 /* Mana halved if armour is 40 pounds over weight limit. */
3392                 case CLASS_PRIEST:
3393                 case CLASS_MINDCRAFTER:
3394                 case CLASS_BEASTMASTER:
3395                 case CLASS_BARD:
3396                 case CLASS_FORCETRAINER:
3397                 case CLASS_TOURIST:
3398                 case CLASS_MIRROR_MASTER:
3399                 {
3400                         msp -= msp * (cur_wgt - max_wgt) / 800;
3401                         break;
3402                 }
3403
3404                 case CLASS_SORCERER:
3405                 {
3406                         msp -= msp * (cur_wgt - max_wgt) / 900;
3407                         break;
3408                 }
3409
3410                 /* Mana halved if armour is 50 pounds over weight limit. */
3411                 case CLASS_ROGUE:
3412                 case CLASS_RANGER:
3413                 case CLASS_MONK:
3414                 case CLASS_RED_MAGE:
3415                 {
3416                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3417                         break;
3418                 }
3419
3420                 /* Mana halved if armour is 60 pounds over weight limit. */
3421                 case CLASS_PALADIN:
3422                 case CLASS_CHAOS_WARRIOR:
3423                 case CLASS_WARRIOR_MAGE:
3424                 {
3425                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3426                         break;
3427                 }
3428
3429                 case CLASS_SAMURAI:
3430                 {
3431                         p_ptr->cumber_armor = FALSE;
3432                         break;
3433                 }
3434
3435                 /* For new classes created, but not yet added to this formula. */
3436                 default:
3437                 {
3438                         msp -= msp * (cur_wgt - max_wgt) / 800;
3439                         break;
3440                 }
3441                 }
3442         }
3443
3444         /* Mana can never be negative */
3445         if (msp < 0) msp = 0;
3446
3447
3448         /* Maximum mana has changed */
3449         if (p_ptr->msp != msp)
3450         {
3451                 /* Enforce maximum */
3452                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3453                 {
3454                         p_ptr->csp = msp;
3455                         p_ptr->csp_frac = 0;
3456                 }
3457
3458 #ifdef JP
3459                 /* レベルアップの時は上昇量を表示する */
3460                 if ((level_up == 1) && (msp > p_ptr->msp))
3461                 {
3462                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3463                 }
3464 #endif
3465                 /* Save new mana */
3466                 p_ptr->msp = msp;
3467
3468                 /* Display mana later */
3469                 p_ptr->redraw |= (PR_MANA);
3470
3471                 p_ptr->window |= (PW_PLAYER);
3472                 p_ptr->window |= (PW_SPELL);
3473         }
3474
3475
3476         /* Hack -- handle "xtra" mode */
3477         if (character_xtra) return;
3478
3479         /* Take note when "glove state" changes */
3480         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3481         {
3482                 if (p_ptr->cumber_glove)
3483                 {
3484                         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."));
3485                 }
3486                 else
3487                 {
3488                         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."));
3489                 }
3490
3491                 /* Save it */
3492                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3493         }
3494
3495
3496         /* Take note when "armor state" changes */
3497         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3498         {
3499                 if (p_ptr->cumber_armor)
3500                 {
3501                         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."));
3502                 }
3503                 else
3504                 {
3505                         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."));
3506                 }
3507
3508                 /* Save it */
3509                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3510         }
3511 }
3512
3513 /*!
3514  * @brief 装備中の射撃武器の威力倍率を返す /
3515  * calcurate the fire rate of target object
3516  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3517  * @return 射撃倍率の値(100で1.00倍)
3518  */
3519 s16b calc_num_fire(object_type *o_ptr)
3520 {
3521         int extra_shots = 0;
3522         int i;
3523         int num = 0;
3524         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3525         object_type *q_ptr;
3526         BIT_FLAGS flgs[TR_FLAG_SIZE];
3527
3528         /* Scan the usable inventory */
3529         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3530         {
3531                 q_ptr = &inventory[i];
3532
3533                 /* Skip non-objects */
3534                 if (!q_ptr->k_idx) continue;
3535
3536                 /* Do not apply current equip */
3537                 if (i == INVEN_BOW) continue;
3538
3539                 /* Extract the item flags */
3540                 object_flags(q_ptr, flgs);
3541
3542                 /* Boost shots */
3543                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3544         }
3545
3546         object_flags(o_ptr, flgs);
3547         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3548
3549         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3550         {
3551                 num = 100;
3552                 /* Extra shots */
3553                 num += (extra_shots * 100);
3554
3555                 /* Hack -- Rangers love Bows */
3556                 if ((p_ptr->pclass == CLASS_RANGER) &&
3557                         (tval_ammo == TV_ARROW))
3558                 {
3559                         num += (p_ptr->lev * 4);
3560                 }
3561
3562                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3563                         (tval_ammo == TV_ARROW))
3564                 {
3565                         num += (p_ptr->lev * 3);
3566                 }
3567
3568                 if (p_ptr->pclass == CLASS_ARCHER)
3569                 {
3570                         if (tval_ammo == TV_ARROW)
3571                                 num += ((p_ptr->lev * 5) + 50);
3572                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3573                                 num += (p_ptr->lev * 4);
3574                 }
3575
3576                 /*
3577                  * Addendum -- also "Reward" high level warriors,
3578                  * with _any_ missile weapon -- TY
3579                  */
3580                 if (p_ptr->pclass == CLASS_WARRIOR &&
3581                         (tval_ammo <= TV_BOLT) &&
3582                         (tval_ammo >= TV_SHOT))
3583                 {
3584                         num += (p_ptr->lev * 2);
3585                 }
3586                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3587                         (tval_ammo == TV_SHOT))
3588                 {
3589                         num += (p_ptr->lev * 4);
3590                 }
3591         }
3592         return (s16b)num;
3593 }
3594
3595 /*!
3596  * @brief プレイヤーの所持重量制限を計算する /
3597  * Computes current weight limit.
3598  * @return 制限重量(ポンド)
3599  */
3600 WEIGHT weight_limit(void)
3601 {
3602         WEIGHT i;
3603
3604         /* Weight limit based only on strength */
3605         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3606         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3607
3608         /* Return the result */
3609         return i;
3610 }
3611
3612 /*!
3613  * @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 /
3614  * @param i 判定する手のID(右手:0 左手:1)
3615  * @return 持っているならばTRUE
3616  */
3617 bool has_melee_weapon(int i)
3618 {
3619         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3620 }
3621
3622 /*!
3623  * @brief プレイヤーの現在開いている手の状態を返す
3624  * @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。
3625  * @return 開いている手のビットフラグ
3626  */
3627 BIT_FLAGS16 empty_hands(bool riding_control)
3628 {
3629         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3630
3631         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3632         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3633
3634         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3635         {
3636                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3637                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3638         }
3639
3640         return status;
3641 }
3642
3643
3644 /*!
3645  * @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。
3646  * @return ペナルティが適用されるならばTRUE。
3647  */
3648 bool heavy_armor(void)
3649 {
3650         WEIGHT monk_arm_wgt = 0;
3651
3652         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3653
3654         /* Weight the armor */
3655         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3656         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3657         monk_arm_wgt += inventory[INVEN_BODY].weight;
3658         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3659         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3660         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3661         monk_arm_wgt += inventory[INVEN_FEET].weight;
3662
3663         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3664 }
3665
3666 /*!
3667  * @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"
3668  * @return なし
3669  * @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。
3670  */
3671 void update_creature(player_type *creature_ptr)
3672 {
3673         if (!creature_ptr->update) return;
3674
3675         /* Actually do auto-destroy */
3676         if (creature_ptr->update & (PU_AUTODESTROY))
3677         {
3678                 creature_ptr->update &= ~(PU_AUTODESTROY);
3679                 autopick_delayed_alter();
3680         }
3681         if (creature_ptr->update & (PU_COMBINE))
3682         {
3683                 creature_ptr->update &= ~(PU_COMBINE);
3684                 combine_pack();
3685         }
3686
3687         /* Reorder the pack */
3688         if (creature_ptr->update & (PU_REORDER))
3689         {
3690                 creature_ptr->update &= ~(PU_REORDER);
3691                 reorder_pack();
3692         }
3693
3694         if (creature_ptr->update & (PU_BONUS))
3695         {
3696                 creature_ptr->update &= ~(PU_BONUS);
3697                 calc_bonuses();
3698         }
3699
3700         if (creature_ptr->update & (PU_TORCH))
3701         {
3702                 creature_ptr->update &= ~(PU_TORCH);
3703                 calc_torch();
3704         }
3705
3706         if (creature_ptr->update & (PU_HP))
3707         {
3708                 creature_ptr->update &= ~(PU_HP);
3709                 calc_hitpoints();
3710         }
3711
3712         if (creature_ptr->update & (PU_MANA))
3713         {
3714                 creature_ptr->update &= ~(PU_MANA);
3715                 calc_mana();
3716         }
3717
3718         if (creature_ptr->update & (PU_SPELLS))
3719         {
3720                 creature_ptr->update &= ~(PU_SPELLS);
3721                 calc_spells();
3722         }
3723
3724         /* Character is not ready yet, no screen updates */
3725         if (!character_generated) return;
3726
3727         /* Character is in "icky" mode, no screen updates */
3728         if (character_icky) return;
3729
3730         if (creature_ptr->update & (PU_UN_LITE))
3731         {
3732                 creature_ptr->update &= ~(PU_UN_LITE);
3733                 forget_lite();
3734         }
3735
3736         if (creature_ptr->update & (PU_UN_VIEW))
3737         {
3738                 creature_ptr->update &= ~(PU_UN_VIEW);
3739                 forget_view();
3740         }
3741
3742         if (creature_ptr->update & (PU_VIEW))
3743         {
3744                 creature_ptr->update &= ~(PU_VIEW);
3745                 update_view();
3746         }
3747
3748         if (creature_ptr->update & (PU_LITE))
3749         {
3750                 creature_ptr->update &= ~(PU_LITE);
3751                 update_lite();
3752         }
3753
3754
3755         if (creature_ptr->update & (PU_FLOW))
3756         {
3757                 creature_ptr->update &= ~(PU_FLOW);
3758                 update_flow();
3759         }
3760
3761         if (creature_ptr->update & (PU_DISTANCE))
3762         {
3763                 creature_ptr->update &= ~(PU_DISTANCE);
3764
3765                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3766                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3767
3768                 update_monsters(TRUE);
3769         }
3770
3771         if (creature_ptr->update & (PU_MON_LITE))
3772         {
3773                 creature_ptr->update &= ~(PU_MON_LITE);
3774                 update_mon_lite();
3775         }
3776
3777         /*
3778          * Mega-Hack -- Delayed visual update
3779          * Only used if update_view(), update_lite() or update_mon_lite() was called
3780          */
3781         if (creature_ptr->update & (PU_DELAY_VIS))
3782         {
3783                 creature_ptr->update &= ~(PU_DELAY_VIS);
3784                 delayed_visual_update();
3785         }
3786
3787         if (creature_ptr->update & (PU_MONSTERS))
3788         {
3789                 creature_ptr->update &= ~(PU_MONSTERS);
3790                 update_monsters(FALSE);
3791         }
3792 }
3793
3794 /*!
3795  * @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
3796  * @return 魔道書を一冊も持っていないならTRUEを返す
3797  */
3798 bool player_has_no_spellbooks(void)
3799 {
3800         int i;
3801         object_type *o_ptr;
3802
3803         for (i = 0; i < INVEN_PACK; i++)
3804         {
3805                 o_ptr = &inventory[i];
3806                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3807         }
3808
3809         for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3810         {
3811                 o_ptr = &current_floor_ptr->o_list[i];
3812                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3813         }
3814
3815         return TRUE;
3816 }
3817
3818 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3819 {
3820         creature_ptr->energy_use = (ENERGY)need_cost;
3821 }
3822
3823 void free_turn(player_type *creature_ptr)
3824 {
3825         creature_ptr->energy_use = 0;
3826 }
3827
3828 /*!
3829  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3830  * @param x 配置先X座標
3831  * @param y 配置先Y座標
3832  * @return 配置に成功したらTRUE
3833  */
3834 bool player_place(POSITION y, POSITION x)
3835 {
3836         /* Paranoia XXX XXX */
3837         if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3838
3839         /* Save player location */
3840         p_ptr->y = y;
3841         p_ptr->x = x;
3842
3843         /* Success */
3844         return TRUE;
3845 }
3846
3847 /*!
3848  * @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
3849  * @return なし
3850  */
3851 void wreck_the_pattern(void)
3852 {
3853         int to_ruin = 0;
3854         POSITION r_y, r_x;
3855         int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3856
3857         if (pattern_type == PATTERN_TILE_WRECKED)
3858         {
3859                 /* Ruined already */
3860                 return;
3861         }
3862
3863         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3864         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3865
3866         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3867         to_ruin = randint1(45) + 35;
3868
3869         while (to_ruin--)
3870         {
3871                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3872
3873                 if (pattern_tile(r_y, r_x) &&
3874                         (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3875                 {
3876                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3877                 }
3878         }
3879
3880         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3881 }
3882
3883
3884 /*!
3885  * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3886  * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3887  * @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
3888  * @return なし
3889  */
3890 void sanity_blast(monster_type *m_ptr, bool necro)
3891 {
3892         int power = 100;
3893
3894         if (p_ptr->inside_battle || !character_dungeon) return;
3895
3896         if (!necro && m_ptr)
3897         {
3898                 GAME_TEXT m_name[MAX_NLEN];
3899                 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3900
3901                 power = r_ptr->level / 2;
3902
3903                 monster_desc(m_name, m_ptr, 0);
3904
3905                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3906                 {
3907                         if (r_ptr->flags1 & RF1_FRIENDS)
3908                                 power /= 2;
3909                 }
3910                 else power *= 2;
3911
3912                 if (!is_loading_now)
3913                         return; /* No effect yet, just loaded... */
3914
3915                 if (!m_ptr->ml)
3916                         return; /* Cannot see it for some reason */
3917
3918                 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3919                         return;
3920
3921                 if (is_pet(m_ptr))
3922                         return; /* Pet eldritch horrors are safe most of the time */
3923
3924                 if (randint1(100) > power) return;
3925
3926                 if (saving_throw(p_ptr->skill_sav - power))
3927                 {
3928                         return; /* Save, no adverse effects */
3929                 }
3930
3931                 if (p_ptr->image)
3932                 {
3933                         /* Something silly happens... */
3934                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3935                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3936
3937                         if (one_in_(3))
3938                         {
3939                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3940                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3941                         }
3942
3943                         return; /* Never mind; we can't see it clearly enough */
3944                 }
3945
3946                 /* Something frightening happens... */
3947                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3948                         horror_desc[randint0(MAX_SAN_HORROR)], m_name);
3949
3950                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
3951
3952                 /* Demon characters are unaffected */
3953                 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
3954                 if (p_ptr->wizard) return;
3955
3956                 /* Undead characters are 50% likely to be unaffected */
3957                 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
3958                         || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
3959                         (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
3960                 {
3961                         if (saving_throw(25 + p_ptr->lev)) return;
3962                 }
3963         }
3964         else if (!necro)
3965         {
3966                 monster_race *r_ptr;
3967                 GAME_TEXT m_name[MAX_NLEN];
3968                 concptr desc;
3969
3970                 get_mon_num_prep(get_nightmare, NULL);
3971
3972                 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
3973                 power = r_ptr->level + 10;
3974                 desc = r_name + r_ptr->name;
3975
3976                 get_mon_num_prep(NULL, NULL);
3977
3978 #ifndef JP
3979                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3980                         sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
3981                 else
3982 #endif
3983                         sprintf(m_name, "%s", desc);
3984
3985                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3986                 {
3987                         if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
3988                 }
3989                 else power *= 2;
3990
3991                 if (saving_throw(p_ptr->skill_sav * 100 / power))
3992                 {
3993                         msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
3994                         /* Safe */
3995                         return;
3996                 }
3997
3998                 if (p_ptr->image)
3999                 {
4000                         /* Something silly happens... */
4001                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4002                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4003
4004                         if (one_in_(3))
4005                         {
4006                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4007                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4008                         }
4009
4010                         /* Never mind; we can't see it clearly enough */
4011                         return;
4012                 }
4013
4014                 /* Something frightening happens... */
4015                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4016                         horror_desc[randint0(MAX_SAN_HORROR)], desc);
4017
4018                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4019
4020                 if (!p_ptr->mimic_form)
4021                 {
4022                         switch (p_ptr->prace)
4023                         {
4024                                 /* Demons may make a saving throw */
4025                         case RACE_IMP:
4026                         case RACE_DEMON:
4027                                 if (saving_throw(20 + p_ptr->lev)) return;
4028                                 break;
4029                                 /* Undead may make a saving throw */
4030                         case RACE_SKELETON:
4031                         case RACE_ZOMBIE:
4032                         case RACE_SPECTRE:
4033                         case RACE_VAMPIRE:
4034                                 if (saving_throw(10 + p_ptr->lev)) return;
4035                                 break;
4036                         }
4037                 }
4038                 else
4039                 {
4040                         /* Demons may make a saving throw */
4041                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4042                         {
4043                                 if (saving_throw(20 + p_ptr->lev)) return;
4044                         }
4045                         /* Undead may make a saving throw */
4046                         else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4047                         {
4048                                 if (saving_throw(10 + p_ptr->lev)) return;
4049                         }
4050                 }
4051         }
4052         else
4053         {
4054                 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!"));
4055         }
4056
4057         if (saving_throw(p_ptr->skill_sav - power))
4058         {
4059                 return;
4060         }
4061
4062         do {
4063                 (void)do_dec_stat(A_INT);
4064         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4065
4066         do {
4067                 (void)do_dec_stat(A_WIS);
4068         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4069
4070         switch (randint1(21))
4071         {
4072         case 1:
4073                 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4074                 {
4075                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4076                         {
4077                                 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!"));
4078                         }
4079                         else
4080                         {
4081                                 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!"));
4082                         }
4083
4084                         if (p_ptr->muta3 & MUT3_HYPER_INT)
4085                         {
4086                                 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."));
4087                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4088                         }
4089                         p_ptr->muta3 |= MUT3_MORONIC;
4090                 }
4091                 break;
4092         case 2:
4093         case 3:
4094         case 4:
4095                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4096                 {
4097                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4098
4099                         /* Duh, the following should never happen, but anyway... */
4100                         if (p_ptr->muta3 & MUT3_FEARLESS)
4101                         {
4102                                 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."));
4103                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4104                         }
4105
4106                         p_ptr->muta2 |= MUT2_COWARDICE;
4107                 }
4108                 break;
4109         case 5:
4110         case 6:
4111         case 7:
4112                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4113                 {
4114                         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!"));
4115                         p_ptr->muta2 |= MUT2_HALLU;
4116                 }
4117                 break;
4118         case 8:
4119         case 9:
4120         case 10:
4121                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4122                 {
4123                         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!"));
4124                         p_ptr->muta2 |= MUT2_BERS_RAGE;
4125                 }
4126                 break;
4127         case 11:
4128         case 12:
4129         case 13:
4130         case 14:
4131         case 15:
4132         case 16:
4133                 /* Brain smash */
4134                 if (!p_ptr->resist_conf)
4135                 {
4136                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
4137                 }
4138                 if (!p_ptr->free_act)
4139                 {
4140                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4141                 }
4142                 if (!p_ptr->resist_chaos)
4143                 {
4144                         (void)set_image(p_ptr->image + randint0(250) + 150);
4145                 }
4146                 break;
4147         case 17:
4148         case 18:
4149         case 19:
4150         case 20:
4151         case 21:
4152                 /* Amnesia */
4153                 if (lose_all_info())
4154                         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!"));
4155                 break;
4156         }
4157
4158         p_ptr->update |= PU_BONUS;
4159         handle_stuff();
4160 }