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[Refactor] #37353 player_has_no_spellbooks() を player-status.c へ移動。 / Move player_has...
[hengbandforosx/hengbandosx.git] / src / player-status.c
1 #include "angband.h"
2 #include "artifact.h"
3 #include "player-status.h"
4 #include "avatar.h"
5
6 /*
7  * Return alignment title
8  */
9 concptr your_alignment(void)
10 {
11         if (p_ptr->align > 150) return _("大善", "Lawful");
12         else if (p_ptr->align > 50) return _("中善", "Good");
13         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
14         else if (p_ptr->align > -11) return _("中立", "Neutral");
15         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
16         else if (p_ptr->align > -151) return _("中悪", "Evil");
17         else return _("大悪", "Chaotic");
18 }
19
20
21 /*
22  * Return proficiency level of weapons and misc. skills (except riding)
23  */
24 int weapon_exp_level(int weapon_exp)
25 {
26         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
27         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
28         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
29         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
30         else return EXP_LEVEL_MASTER;
31 }
32
33
34 /*
35  * Return proficiency level of riding
36  */
37 int riding_exp_level(int riding_exp)
38 {
39         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
40         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
41         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
42         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
43         else return EXP_LEVEL_MASTER;
44 }
45
46
47 /*
48  * Return proficiency level of spells
49  */
50 int spell_exp_level(int spell_exp)
51 {
52         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
53         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
54         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
55         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
56         else return EXP_LEVEL_MASTER;
57 }
58
59 /*!
60  * @brief プレイヤーの全ステータスを更新する /
61  * Calculate the players current "state", taking into account
62  * not only race/class intrinsics, but also objects being worn
63  * and temporary spell effects.
64  * @return なし
65  * @details
66  * <pre>
67  * See also calc_mana() and calc_hitpoints().
68  *
69  * Take note of the new "speed code", in particular, a very strong
70  * player will start slowing down as soon as he reaches 150 pounds,
71  * but not until he reaches 450 pounds will he be half as fast as
72  * a normal kobold.  This both hurts and helps the player, hurts
73  * because in the old days a player could just avoid 300 pounds,
74  * and helps because now carrying 300 pounds is not very painful.
75  *
76  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
77  * damage, since that would affect non-combat things.  These values
78  * are actually added in later, at the appropriate place.
79  *
80  * This function induces various "status" messages.
81  * </pre>
82  */
83 void calc_bonuses(void)
84 {
85         int i, j, hold, neutral[2];
86         int new_speed;
87         int default_hand = 0;
88         int empty_hands_status = empty_hands(TRUE);
89         int extra_blows[2];
90         object_type *o_ptr;
91         BIT_FLAGS flgs[TR_FLAG_SIZE];
92         bool omoi = FALSE;
93         bool yoiyami = FALSE;
94         bool down_saving = FALSE;
95 #if 0
96         bool have_dd_s = FALSE, have_dd_t = FALSE;
97 #endif
98         bool have_sw = FALSE, have_kabe = FALSE;
99         bool easy_2weapon = FALSE;
100         bool riding_levitation = FALSE;
101         OBJECT_IDX this_o_idx, next_o_idx = 0;
102         const player_race *tmp_rp_ptr;
103
104         /* Save the old vision stuff */
105         bool old_telepathy = p_ptr->telepathy;
106         bool old_esp_animal = p_ptr->esp_animal;
107         bool old_esp_undead = p_ptr->esp_undead;
108         bool old_esp_demon = p_ptr->esp_demon;
109         bool old_esp_orc = p_ptr->esp_orc;
110         bool old_esp_troll = p_ptr->esp_troll;
111         bool old_esp_giant = p_ptr->esp_giant;
112         bool old_esp_dragon = p_ptr->esp_dragon;
113         bool old_esp_human = p_ptr->esp_human;
114         bool old_esp_evil = p_ptr->esp_evil;
115         bool old_esp_good = p_ptr->esp_good;
116         bool old_esp_nonliving = p_ptr->esp_nonliving;
117         bool old_esp_unique = p_ptr->esp_unique;
118         bool old_see_inv = p_ptr->see_inv;
119         bool old_mighty_throw = p_ptr->mighty_throw;
120
121         /* Current feature under player. */
122         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
123
124         /* Save the old armor class */
125         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
126         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
127
128
129         /* Clear extra blows/shots */
130         extra_blows[0] = extra_blows[1] = 0;
131
132         /* Clear the stat modifiers */
133         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
134
135
136         /* Clear the Displayed/Real armor class */
137         p_ptr->dis_ac = p_ptr->ac = 0;
138
139         /* Clear the Displayed/Real Bonuses */
140         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
141         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
142         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
143         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
144         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
145         p_ptr->dis_to_a = p_ptr->to_a = 0;
146         p_ptr->to_h_m = 0;
147         p_ptr->to_d_m = 0;
148
149         p_ptr->to_m_chance = 0;
150
151         /* Clear the Extra Dice Bonuses */
152         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
153         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
154
155         /* Start with "normal" speed */
156         new_speed = 110;
157
158         /* Start with a single blow per turn */
159         p_ptr->num_blow[0] = 1;
160         p_ptr->num_blow[1] = 1;
161
162         /* Start with a single shot per turn */
163         p_ptr->num_fire = 100;
164
165         /* Reset the "xtra" tval */
166         p_ptr->tval_xtra = 0;
167
168         /* Reset the "ammo" tval */
169         p_ptr->tval_ammo = 0;
170
171         /* Clear all the flags */
172         p_ptr->cursed = 0L;
173         p_ptr->bless_blade = FALSE;
174         p_ptr->xtra_might = FALSE;
175         p_ptr->impact[0] = FALSE;
176         p_ptr->impact[1] = FALSE;
177         p_ptr->pass_wall = FALSE;
178         p_ptr->kill_wall = FALSE;
179         p_ptr->dec_mana = FALSE;
180         p_ptr->easy_spell = FALSE;
181         p_ptr->heavy_spell = FALSE;
182         p_ptr->see_inv = FALSE;
183         p_ptr->free_act = FALSE;
184         p_ptr->slow_digest = FALSE;
185         p_ptr->regenerate = FALSE;
186         p_ptr->can_swim = FALSE;
187         p_ptr->levitation = FALSE;
188         p_ptr->hold_exp = FALSE;
189         p_ptr->telepathy = FALSE;
190         p_ptr->esp_animal = FALSE;
191         p_ptr->esp_undead = FALSE;
192         p_ptr->esp_demon = FALSE;
193         p_ptr->esp_orc = FALSE;
194         p_ptr->esp_troll = FALSE;
195         p_ptr->esp_giant = FALSE;
196         p_ptr->esp_dragon = FALSE;
197         p_ptr->esp_human = FALSE;
198         p_ptr->esp_evil = FALSE;
199         p_ptr->esp_good = FALSE;
200         p_ptr->esp_nonliving = FALSE;
201         p_ptr->esp_unique = FALSE;
202         p_ptr->lite = FALSE;
203         p_ptr->sustain_str = FALSE;
204         p_ptr->sustain_int = FALSE;
205         p_ptr->sustain_wis = FALSE;
206         p_ptr->sustain_con = FALSE;
207         p_ptr->sustain_dex = FALSE;
208         p_ptr->sustain_chr = FALSE;
209         p_ptr->resist_acid = FALSE;
210         p_ptr->resist_elec = FALSE;
211         p_ptr->resist_fire = FALSE;
212         p_ptr->resist_cold = FALSE;
213         p_ptr->resist_pois = FALSE;
214         p_ptr->resist_conf = FALSE;
215         p_ptr->resist_sound = FALSE;
216         p_ptr->resist_lite = FALSE;
217         p_ptr->resist_dark = FALSE;
218         p_ptr->resist_chaos = FALSE;
219         p_ptr->resist_disen = FALSE;
220         p_ptr->resist_shard = FALSE;
221         p_ptr->resist_nexus = FALSE;
222         p_ptr->resist_blind = FALSE;
223         p_ptr->resist_neth = FALSE;
224         p_ptr->resist_time = FALSE;
225         p_ptr->resist_water = FALSE;
226         p_ptr->resist_fear = FALSE;
227         p_ptr->reflect = FALSE;
228         p_ptr->sh_fire = FALSE;
229         p_ptr->sh_elec = FALSE;
230         p_ptr->sh_cold = FALSE;
231         p_ptr->anti_magic = FALSE;
232         p_ptr->anti_tele = FALSE;
233         p_ptr->warning = FALSE;
234         p_ptr->mighty_throw = FALSE;
235         p_ptr->see_nocto = FALSE;
236
237         p_ptr->immune_acid = FALSE;
238         p_ptr->immune_elec = FALSE;
239         p_ptr->immune_fire = FALSE;
240         p_ptr->immune_cold = FALSE;
241
242         p_ptr->ryoute = FALSE;
243         p_ptr->migite = FALSE;
244         p_ptr->hidarite = FALSE;
245         p_ptr->no_flowed = FALSE;
246
247         p_ptr->align = friend_align;
248
249         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
250         else tmp_rp_ptr = &race_info[p_ptr->prace];
251
252         /* Base infravision (purely racial) */
253         p_ptr->see_infra = tmp_rp_ptr->infra;
254
255         /* Base skill -- disarming */
256         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
257
258         /* Base skill -- magic devices */
259         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
260
261         /* Base skill -- saving throw */
262         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
263
264         /* Base skill -- stealth */
265         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
266
267         /* Base skill -- searching ability */
268         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
269
270         /* Base skill -- searching frequency */
271         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
272
273         /* Base skill -- combat (normal) */
274         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
275
276         /* Base skill -- combat (shooting) */
277         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
278
279         /* Base skill -- combat (throwing) */
280         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
281
282         /* Base skill -- digging */
283         p_ptr->skill_dig = 0;
284
285         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
286         if (has_melee_weapon(INVEN_LARM))
287         {
288                 p_ptr->hidarite = TRUE;
289                 if (!p_ptr->migite) default_hand = 1;
290         }
291
292         if (CAN_TWO_HANDS_WIELDING())
293         {
294                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
295                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
296                 {
297                         p_ptr->ryoute = TRUE;
298                 }
299                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
300                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
301                 {
302                         p_ptr->ryoute = TRUE;
303                 }
304                 else
305                 {
306                         switch (p_ptr->pclass)
307                         {
308                         case CLASS_MONK:
309                         case CLASS_FORCETRAINER:
310                         case CLASS_BERSERKER:
311                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
312                                 {
313                                         p_ptr->migite = TRUE;
314                                         p_ptr->ryoute = TRUE;
315                                 }
316                                 break;
317                         }
318                 }
319         }
320
321         if (!p_ptr->migite && !p_ptr->hidarite)
322         {
323                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
324                 else if (empty_hands_status == EMPTY_HAND_LARM)
325                 {
326                         p_ptr->hidarite = TRUE;
327                         default_hand = 1;
328                 }
329         }
330
331         if (p_ptr->special_defense & KAMAE_MASK)
332         {
333                 if (!(empty_hands_status & EMPTY_HAND_RARM))
334                 {
335                         set_action(ACTION_NONE);
336                 }
337         }
338
339         switch (p_ptr->pclass)
340         {
341         case CLASS_WARRIOR:
342                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
343                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
344                 break;
345         case CLASS_PALADIN:
346                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
347                 break;
348         case CLASS_CHAOS_WARRIOR:
349                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
350                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
351                 break;
352         case CLASS_MINDCRAFTER:
353                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
354                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
355                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
356                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
357                 break;
358         case CLASS_MONK:
359         case CLASS_FORCETRAINER:
360                 /* Unencumbered Monks become faster every 10 levels */
361                 if (!(heavy_armor()))
362                 {
363                         if (!(prace_is_(RACE_KLACKON) ||
364                                 prace_is_(RACE_SPRITE) ||
365                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
366                                 new_speed += (p_ptr->lev) / 10;
367
368                         /* Free action if unencumbered at level 25 */
369                         if (p_ptr->lev > 24)
370                                 p_ptr->free_act = TRUE;
371                 }
372                 break;
373         case CLASS_SORCERER:
374                 p_ptr->to_a -= 50;
375                 p_ptr->dis_to_a -= 50;
376                 break;
377         case CLASS_BARD:
378                 p_ptr->resist_sound = TRUE;
379                 break;
380         case CLASS_SAMURAI:
381                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
382                 break;
383         case CLASS_BERSERKER:
384                 p_ptr->shero = 1;
385                 p_ptr->sustain_str = TRUE;
386                 p_ptr->sustain_dex = TRUE;
387                 p_ptr->sustain_con = TRUE;
388                 p_ptr->regenerate = TRUE;
389                 p_ptr->free_act = TRUE;
390                 new_speed += 2;
391                 if (p_ptr->lev > 29) new_speed++;
392                 if (p_ptr->lev > 39) new_speed++;
393                 if (p_ptr->lev > 44) new_speed++;
394                 if (p_ptr->lev > 49) new_speed++;
395                 p_ptr->to_a += 10 + p_ptr->lev / 2;
396                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
397                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
398                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
399                 p_ptr->redraw |= PR_STATUS;
400                 break;
401         case CLASS_MIRROR_MASTER:
402                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
403                 break;
404         case CLASS_NINJA:
405                 /* Unencumbered Ninjas become faster every 10 levels */
406                 if (heavy_armor())
407                 {
408                         new_speed -= (p_ptr->lev) / 10;
409                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
410                 }
411                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
412                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
413                 {
414                         new_speed += 3;
415                         if (!(prace_is_(RACE_KLACKON) ||
416                                 prace_is_(RACE_SPRITE) ||
417                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
418                                 new_speed += (p_ptr->lev) / 10;
419                         p_ptr->skill_stl += (p_ptr->lev) / 10;
420
421                         /* Free action if unencumbered at level 25 */
422                         if (p_ptr->lev > 24)
423                                 p_ptr->free_act = TRUE;
424                 }
425                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
426                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
427                 {
428                         p_ptr->to_a += p_ptr->lev / 2 + 5;
429                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
430                 }
431                 p_ptr->slow_digest = TRUE;
432                 p_ptr->resist_fear = TRUE;
433                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
434                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
435                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
436                 if (p_ptr->lev > 44)
437                 {
438                         p_ptr->oppose_pois = 1;
439                         p_ptr->redraw |= PR_STATUS;
440                 }
441                 p_ptr->see_nocto = TRUE;
442                 break;
443         }
444
445         /***** Races ****/
446         if (p_ptr->mimic_form)
447         {
448                 switch (p_ptr->mimic_form)
449                 {
450                 case MIMIC_DEMON:
451                         p_ptr->hold_exp = TRUE;
452                         p_ptr->resist_chaos = TRUE;
453                         p_ptr->resist_neth = TRUE;
454                         p_ptr->resist_fire = TRUE;
455                         p_ptr->oppose_fire = 1;
456                         p_ptr->see_inv = TRUE;
457                         new_speed += 3;
458                         p_ptr->redraw |= PR_STATUS;
459                         p_ptr->to_a += 10;
460                         p_ptr->dis_to_a += 10;
461                         p_ptr->align -= 200;
462                         break;
463                 case MIMIC_DEMON_LORD:
464                         p_ptr->hold_exp = TRUE;
465                         p_ptr->resist_chaos = TRUE;
466                         p_ptr->resist_neth = TRUE;
467                         p_ptr->immune_fire = TRUE;
468                         p_ptr->resist_acid = TRUE;
469                         p_ptr->resist_fire = TRUE;
470                         p_ptr->resist_cold = TRUE;
471                         p_ptr->resist_elec = TRUE;
472                         p_ptr->resist_pois = TRUE;
473                         p_ptr->resist_conf = TRUE;
474                         p_ptr->resist_disen = TRUE;
475                         p_ptr->resist_nexus = TRUE;
476                         p_ptr->resist_fear = TRUE;
477                         p_ptr->sh_fire = TRUE;
478                         p_ptr->see_inv = TRUE;
479                         p_ptr->telepathy = TRUE;
480                         p_ptr->levitation = TRUE;
481                         p_ptr->kill_wall = TRUE;
482                         new_speed += 5;
483                         p_ptr->to_a += 20;
484                         p_ptr->dis_to_a += 20;
485                         p_ptr->align -= 200;
486                         break;
487                 case MIMIC_VAMPIRE:
488                         p_ptr->resist_dark = TRUE;
489                         p_ptr->hold_exp = TRUE;
490                         p_ptr->resist_neth = TRUE;
491                         p_ptr->resist_cold = TRUE;
492                         p_ptr->resist_pois = TRUE;
493                         p_ptr->see_inv = TRUE;
494                         new_speed += 3;
495                         p_ptr->to_a += 10;
496                         p_ptr->dis_to_a += 10;
497                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
498                         break;
499                 }
500         }
501         else
502         {
503                 switch (p_ptr->prace)
504                 {
505                 case RACE_ELF:
506                         p_ptr->resist_lite = TRUE;
507                         break;
508                 case RACE_HOBBIT:
509                         p_ptr->hold_exp = TRUE;
510                         break;
511                 case RACE_GNOME:
512                         p_ptr->free_act = TRUE;
513                         break;
514                 case RACE_DWARF:
515                         p_ptr->resist_blind = TRUE;
516                         break;
517                 case RACE_HALF_ORC:
518                         p_ptr->resist_dark = TRUE;
519                         break;
520                 case RACE_HALF_TROLL:
521                         p_ptr->sustain_str = TRUE;
522
523                         if (p_ptr->lev > 14)
524                         {
525                                 /* High level trolls heal fast... */
526                                 p_ptr->regenerate = TRUE;
527
528                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
529                                 {
530                                         p_ptr->slow_digest = TRUE;
531                                         /* Let's not make Regeneration
532                                          * a disadvantage for the poor warriors who can
533                                          * never learn a spell that satisfies hunger (actually
534                                          * neither can rogues, but half-trolls are not
535                                          * supposed to play rogues) */
536                                 }
537                         }
538                         break;
539                 case RACE_AMBERITE:
540                         p_ptr->sustain_con = TRUE;
541                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
542                         break;
543                 case RACE_HIGH_ELF:
544                         p_ptr->resist_lite = TRUE;
545                         p_ptr->see_inv = TRUE;
546                         break;
547                 case RACE_BARBARIAN:
548                         p_ptr->resist_fear = TRUE;
549                         break;
550                 case RACE_HALF_OGRE:
551                         p_ptr->resist_dark = TRUE;
552                         p_ptr->sustain_str = TRUE;
553                         break;
554                 case RACE_HALF_GIANT:
555                         p_ptr->sustain_str = TRUE;
556                         p_ptr->resist_shard = TRUE;
557                         break;
558                 case RACE_HALF_TITAN:
559                         p_ptr->resist_chaos = TRUE;
560                         break;
561                 case RACE_CYCLOPS:
562                         p_ptr->resist_sound = TRUE;
563                         break;
564                 case RACE_YEEK:
565                         p_ptr->resist_acid = TRUE;
566                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
567                         break;
568                 case RACE_KLACKON:
569                         p_ptr->resist_conf = TRUE;
570                         p_ptr->resist_acid = TRUE;
571
572                         /* Klackons become faster */
573                         new_speed += (p_ptr->lev) / 10;
574                         break;
575                 case RACE_KOBOLD:
576                         p_ptr->resist_pois = TRUE;
577                         break;
578                 case RACE_NIBELUNG:
579                         p_ptr->resist_disen = TRUE;
580                         p_ptr->resist_dark = TRUE;
581                         break;
582                 case RACE_DARK_ELF:
583                         p_ptr->resist_dark = TRUE;
584                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
585                         break;
586                 case RACE_DRACONIAN:
587                         p_ptr->levitation = TRUE;
588                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
589                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
590                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
591                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
592                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
593                         break;
594                 case RACE_MIND_FLAYER:
595                         p_ptr->sustain_int = TRUE;
596                         p_ptr->sustain_wis = TRUE;
597                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
598                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
599                         break;
600                 case RACE_IMP:
601                         p_ptr->resist_fire = TRUE;
602                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
603                         break;
604                 case RACE_GOLEM:
605                         p_ptr->slow_digest = TRUE;
606                         p_ptr->free_act = TRUE;
607                         p_ptr->see_inv = TRUE;
608                         p_ptr->resist_pois = TRUE;
609                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
610                         break;
611                 case RACE_SKELETON:
612                         p_ptr->resist_shard = TRUE;
613                         p_ptr->hold_exp = TRUE;
614                         p_ptr->see_inv = TRUE;
615                         p_ptr->resist_pois = TRUE;
616                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
617                         break;
618                 case RACE_ZOMBIE:
619                         p_ptr->resist_neth = TRUE;
620                         p_ptr->hold_exp = TRUE;
621                         p_ptr->see_inv = TRUE;
622                         p_ptr->resist_pois = TRUE;
623                         p_ptr->slow_digest = TRUE;
624                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
625                         break;
626                 case RACE_VAMPIRE:
627                         p_ptr->resist_dark = TRUE;
628                         p_ptr->hold_exp = TRUE;
629                         p_ptr->resist_neth = TRUE;
630                         p_ptr->resist_cold = TRUE;
631                         p_ptr->resist_pois = TRUE;
632                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
633                         break;
634                 case RACE_SPECTRE:
635                         p_ptr->levitation = TRUE;
636                         p_ptr->free_act = TRUE;
637                         p_ptr->resist_neth = TRUE;
638                         p_ptr->hold_exp = TRUE;
639                         p_ptr->see_inv = TRUE;
640                         p_ptr->resist_pois = TRUE;
641                         p_ptr->slow_digest = TRUE;
642                         p_ptr->resist_cold = TRUE;
643                         p_ptr->pass_wall = TRUE;
644                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
645                         break;
646                 case RACE_SPRITE:
647                         p_ptr->levitation = TRUE;
648                         p_ptr->resist_lite = TRUE;
649
650                         /* Sprites become faster */
651                         new_speed += (p_ptr->lev) / 10;
652                         break;
653                 case RACE_BEASTMAN:
654                         p_ptr->resist_conf = TRUE;
655                         p_ptr->resist_sound = TRUE;
656                         break;
657                 case RACE_ENT:
658                         /* Ents dig like maniacs, but only with their hands. */
659                         if (!inventory[INVEN_RARM].k_idx)
660                                 p_ptr->skill_dig += p_ptr->lev * 10;
661                         /* Ents get tougher and stronger as they age, but lose dexterity. */
662                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
663                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
664                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
665
666                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
667                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
668                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
669
670                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
671                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
672                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
673                         break;
674                 case RACE_ANGEL:
675                         p_ptr->levitation = TRUE;
676                         p_ptr->see_inv = TRUE;
677                         p_ptr->align += 200;
678                         break;
679                 case RACE_DEMON:
680                         p_ptr->resist_fire = TRUE;
681                         p_ptr->resist_neth = TRUE;
682                         p_ptr->hold_exp = TRUE;
683                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
684                         if (p_ptr->lev > 44)
685                         {
686                                 p_ptr->oppose_fire = 1;
687                                 p_ptr->redraw |= PR_STATUS;
688                         }
689                         p_ptr->align -= 200;
690                         break;
691                 case RACE_DUNADAN:
692                         p_ptr->sustain_con = TRUE;
693                         break;
694                 case RACE_S_FAIRY:
695                         p_ptr->levitation = TRUE;
696                         break;
697                 case RACE_KUTAR:
698                         p_ptr->resist_conf = TRUE;
699                         break;
700                 case RACE_ANDROID:
701                         p_ptr->slow_digest = TRUE;
702                         p_ptr->free_act = TRUE;
703                         p_ptr->resist_pois = TRUE;
704                         p_ptr->hold_exp = TRUE;
705                         break;
706                 case RACE_MERFOLK:
707                         p_ptr->resist_water = TRUE;
708                         break;
709                 default:
710                         /* Do nothing */
711                         ;
712                 }
713         }
714
715         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
716         {
717                 p_ptr->see_inv = TRUE;
718                 p_ptr->free_act = TRUE;
719                 p_ptr->slow_digest = TRUE;
720                 p_ptr->regenerate = TRUE;
721                 p_ptr->levitation = TRUE;
722                 p_ptr->hold_exp = TRUE;
723                 p_ptr->telepathy = TRUE;
724                 p_ptr->lite = TRUE;
725                 p_ptr->sustain_str = TRUE;
726                 p_ptr->sustain_int = TRUE;
727                 p_ptr->sustain_wis = TRUE;
728                 p_ptr->sustain_con = TRUE;
729                 p_ptr->sustain_dex = TRUE;
730                 p_ptr->sustain_chr = TRUE;
731                 p_ptr->resist_acid = TRUE;
732                 p_ptr->resist_elec = TRUE;
733                 p_ptr->resist_fire = TRUE;
734                 p_ptr->resist_cold = TRUE;
735                 p_ptr->resist_pois = TRUE;
736                 p_ptr->resist_conf = TRUE;
737                 p_ptr->resist_sound = TRUE;
738                 p_ptr->resist_lite = TRUE;
739                 p_ptr->resist_dark = TRUE;
740                 p_ptr->resist_chaos = TRUE;
741                 p_ptr->resist_disen = TRUE;
742                 p_ptr->resist_shard = TRUE;
743                 p_ptr->resist_nexus = TRUE;
744                 p_ptr->resist_blind = TRUE;
745                 p_ptr->resist_neth = TRUE;
746                 p_ptr->resist_fear = TRUE;
747                 p_ptr->reflect = TRUE;
748                 p_ptr->sh_fire = TRUE;
749                 p_ptr->sh_elec = TRUE;
750                 p_ptr->sh_cold = TRUE;
751                 p_ptr->to_a += 100;
752                 p_ptr->dis_to_a += 100;
753         }
754         /* Temporary shield */
755         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
756         {
757                 p_ptr->to_a += 50;
758                 p_ptr->dis_to_a += 50;
759         }
760
761         if (p_ptr->tim_res_nether)
762         {
763                 p_ptr->resist_neth = TRUE;
764         }
765         if (p_ptr->tim_sh_fire)
766         {
767                 p_ptr->sh_fire = TRUE;
768         }
769         if (p_ptr->tim_res_time)
770         {
771                 p_ptr->resist_time = TRUE;
772         }
773
774         /* Sexy Gal */
775         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
776
777         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
778         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
779         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
780
781         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
782         {
783                 p_ptr->to_m_chance += 5;
784                 p_ptr->resist_conf = TRUE;
785         }
786
787         /* Lucky man */
788         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
789
790         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
791         {
792                 p_ptr->resist_blind = TRUE;
793                 p_ptr->resist_conf = TRUE;
794                 p_ptr->hold_exp = TRUE;
795                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
796
797                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
798                         /* Munchkin become faster */
799                         new_speed += (p_ptr->lev) / 10 + 5;
800         }
801
802         if (music_singing(MUSIC_WALL))
803         {
804                 p_ptr->kill_wall = TRUE;
805         }
806
807         /* Hack -- apply racial/class stat maxes */
808         /* Apply the racial modifiers */
809         for (i = 0; i < A_MAX; i++)
810         {
811                 /* Modify the stats for "race" */
812                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
813         }
814
815
816         /* I'm adding the mutations here for the lack of a better place... */
817         if (p_ptr->muta3)
818         {
819                 /* Hyper Strength */
820                 if (p_ptr->muta3 & MUT3_HYPER_STR)
821                 {
822                         p_ptr->stat_add[A_STR] += 4;
823                 }
824
825                 /* Puny */
826                 if (p_ptr->muta3 & MUT3_PUNY)
827                 {
828                         p_ptr->stat_add[A_STR] -= 4;
829                 }
830
831                 /* Living computer */
832                 if (p_ptr->muta3 & MUT3_HYPER_INT)
833                 {
834                         p_ptr->stat_add[A_INT] += 4;
835                         p_ptr->stat_add[A_WIS] += 4;
836                 }
837
838                 /* Moronic */
839                 if (p_ptr->muta3 & MUT3_MORONIC)
840                 {
841                         p_ptr->stat_add[A_INT] -= 4;
842                         p_ptr->stat_add[A_WIS] -= 4;
843                 }
844
845                 if (p_ptr->muta3 & MUT3_RESILIENT)
846                 {
847                         p_ptr->stat_add[A_CON] += 4;
848                 }
849
850                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
851                 {
852                         p_ptr->stat_add[A_CON] += 2;
853                         new_speed -= 2;
854                 }
855
856                 if (p_ptr->muta3 & MUT3_ALBINO)
857                 {
858                         p_ptr->stat_add[A_CON] -= 4;
859                 }
860
861                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
862                 {
863                         p_ptr->stat_add[A_CON] -= 2;
864                         p_ptr->stat_add[A_CHR] -= 1;
865                         p_ptr->regenerate = FALSE;
866                         /* Cancel innate regeneration */
867                 }
868
869                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
870                 {
871                         p_ptr->stat_add[A_CHR] -= 4;
872                 }
873
874                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
875                 {
876                         p_ptr->stat_add[A_CHR] -= 1;
877                 }
878
879                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
880                 {
881                         p_ptr->skill_fos += 15;
882                         p_ptr->skill_srh += 15;
883                 }
884
885                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
886                 {
887                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
888                 }
889
890                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
891                 {
892                         p_ptr->skill_stl -= 3;
893                 }
894
895                 if (p_ptr->muta3 & MUT3_INFRAVIS)
896                 {
897                         p_ptr->see_infra += 3;
898                 }
899
900                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
901                 {
902                         new_speed += 3;
903                 }
904
905                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
906                 {
907                         new_speed -= 3;
908                 }
909
910                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
911                 {
912                         p_ptr->sh_elec = TRUE;
913                 }
914
915                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
916                 {
917                         p_ptr->sh_fire = TRUE;
918                         p_ptr->lite = TRUE;
919                 }
920
921                 if (p_ptr->muta3 & MUT3_WART_SKIN)
922                 {
923                         p_ptr->stat_add[A_CHR] -= 2;
924                         p_ptr->to_a += 5;
925                         p_ptr->dis_to_a += 5;
926                 }
927
928                 if (p_ptr->muta3 & MUT3_SCALES)
929                 {
930                         p_ptr->stat_add[A_CHR] -= 1;
931                         p_ptr->to_a += 10;
932                         p_ptr->dis_to_a += 10;
933                 }
934
935                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
936                 {
937                         p_ptr->stat_add[A_DEX] -= 1;
938                         p_ptr->to_a += 25;
939                         p_ptr->dis_to_a += 25;
940                 }
941
942                 if (p_ptr->muta3 & MUT3_WINGS)
943                 {
944                         p_ptr->levitation = TRUE;
945                 }
946
947                 if (p_ptr->muta3 & MUT3_FEARLESS)
948                 {
949                         p_ptr->resist_fear = TRUE;
950                 }
951
952                 if (p_ptr->muta3 & MUT3_REGEN)
953                 {
954                         p_ptr->regenerate = TRUE;
955                 }
956
957                 if (p_ptr->muta3 & MUT3_ESP)
958                 {
959                         p_ptr->telepathy = TRUE;
960                 }
961
962                 if (p_ptr->muta3 & MUT3_LIMBER)
963                 {
964                         p_ptr->stat_add[A_DEX] += 3;
965                 }
966
967                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
968                 {
969                         p_ptr->stat_add[A_DEX] -= 3;
970                 }
971
972                 if (p_ptr->muta3 & MUT3_MOTION)
973                 {
974                         p_ptr->free_act = TRUE;
975                         p_ptr->skill_stl += 1;
976                 }
977
978                 if (p_ptr->muta3 & MUT3_ILL_NORM)
979                 {
980                         p_ptr->stat_add[A_CHR] = 0;
981                 }
982         }
983
984         if (p_ptr->tsuyoshi)
985         {
986                 p_ptr->stat_add[A_STR] += 4;
987                 p_ptr->stat_add[A_CON] += 4;
988         }
989
990         /* Scan the usable inventory */
991         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
992         {
993                 int bonus_to_h, bonus_to_d;
994                 o_ptr = &inventory[i];
995
996                 /* Skip non-objects */
997                 if (!o_ptr->k_idx) continue;
998
999                 /* Extract the item flags */
1000                 object_flags(o_ptr, flgs);
1001
1002                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1003                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1004
1005                 /* Affect stats */
1006                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1007                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1008                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1009                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1010                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1011                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1012
1013                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1014
1015                 /* Affect stealth */
1016                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1017
1018                 /* Affect searching ability (factor of five) */
1019                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1020
1021                 /* Affect searching frequency (factor of five) */
1022                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1023
1024                 /* Affect infravision */
1025                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1026
1027                 /* Affect digging (factor of 20) */
1028                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1029
1030                 /* Affect speed */
1031                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1032
1033                 /* Affect blows */
1034                 if (have_flag(flgs, TR_BLOWS))
1035                 {
1036                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1037                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1038                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1039                 }
1040
1041                 /* Hack -- cause earthquakes */
1042                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1043
1044                 /* Various flags */
1045                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1046                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1047                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1048                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1049                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1050                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1051                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1052                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1053                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1054                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1055                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1056                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1057                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1058                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1059                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1060                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1061                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1062                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1063                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1064                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1065                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1066                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1067                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1068                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1069                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1070                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1071                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1072                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1073                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1074                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1075                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1076                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1077                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1078                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1079                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1080
1081                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1082                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1083                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1084                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1085                 if (have_flag(flgs, TR_WARNING)) {
1086                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1087                                 p_ptr->warning = TRUE;
1088                 }
1089
1090                 if (have_flag(flgs, TR_TELEPORT))
1091                 {
1092                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1093                         else
1094                         {
1095                                 concptr insc = quark_str(o_ptr->inscription);
1096
1097                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1098                                 {
1099                                         /*
1100                                          * {.} will stop random teleportation.
1101                                          */
1102                                 }
1103                                 else
1104                                 {
1105                                         /* Controlled random teleportation */
1106                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1107                                 }
1108                         }
1109                 }
1110
1111                 /* Immunity flags */
1112                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1113                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1114                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1115                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1116
1117                 /* Resistance flags */
1118                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1119                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1120                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1121                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1122                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1123                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1124                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1125                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1126                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1127                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1128                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1129                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1130                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1131                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1132                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1133                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1134
1135                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1136                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1137                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1138                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1139                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1140                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1141
1142                 /* Sustain flags */
1143                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1144                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1145                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1146                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1147                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1148                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1149
1150                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1151                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1152                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1153                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1154                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1155                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1156                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1157
1158                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1159                 {
1160                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1161                         {
1162                                 p_ptr->to_m_chance += 10;
1163                         }
1164                         else
1165                         {
1166                                 p_ptr->to_m_chance += 3;
1167                         }
1168                 }
1169
1170                 if (o_ptr->tval == TV_CAPTURE) continue;
1171
1172                 /* Modify the base armor class */
1173                 p_ptr->ac += o_ptr->ac;
1174
1175                 /* The base armor class is always known */
1176                 p_ptr->dis_ac += o_ptr->ac;
1177
1178                 /* Apply the bonuses to armor class */
1179                 p_ptr->to_a += o_ptr->to_a;
1180
1181                 /* Apply the mental bonuses to armor class, if known */
1182                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1183
1184                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1185                 {
1186                         int slot = i - INVEN_RARM;
1187                         if (slot < 2)
1188                         {
1189                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1190                                 {
1191                                         p_ptr->to_h[slot] -= 15;
1192                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1193                                 }
1194                                 else
1195                                 {
1196                                         p_ptr->to_h[slot] -= 5;
1197                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1198                                 }
1199                         }
1200                         else
1201                         {
1202                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1203                                 {
1204                                         p_ptr->to_h_b -= 15;
1205                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1206                                 }
1207                                 else
1208                                 {
1209                                         p_ptr->to_h_b -= 5;
1210                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1211                                 }
1212                         }
1213                 }
1214
1215                 if (o_ptr->curse_flags & TRC_LOW_AC)
1216                 {
1217                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1218                         {
1219                                 p_ptr->to_a -= 30;
1220                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1221                         }
1222                         else
1223                         {
1224                                 p_ptr->to_a -= 10;
1225                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1226                         }
1227                 }
1228
1229                 /* Hack -- do not apply "weapon" bonuses */
1230                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1231                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1232
1233                 /* Hack -- do not apply "bow" bonuses */
1234                 if (i == INVEN_BOW) continue;
1235
1236                 bonus_to_h = o_ptr->to_h;
1237                 bonus_to_d = o_ptr->to_d;
1238
1239                 if (p_ptr->pclass == CLASS_NINJA)
1240                 {
1241                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1242                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1243                 }
1244
1245                 /* To Bow and Natural attack */
1246
1247                 /* Apply the bonuses to hit/damage */
1248                 p_ptr->to_h_b += (s16b)bonus_to_h;
1249                 p_ptr->to_h_m += (s16b)bonus_to_h;
1250                 p_ptr->to_d_m += (s16b)bonus_to_d;
1251
1252                 /* Apply the mental bonuses tp hit/damage, if known */
1253                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1254
1255                 /* To Melee */
1256                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1257                 {
1258                         /* Apply the bonuses to hit/damage */
1259                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1260                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1261
1262                         /* Apply the mental bonuses tp hit/damage, if known */
1263                         if (object_is_known(o_ptr))
1264                         {
1265                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1266                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1267                         }
1268                 }
1269                 else if (p_ptr->migite && p_ptr->hidarite)
1270                 {
1271                         /* Apply the bonuses to hit/damage */
1272                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1273                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1274                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1275                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1276
1277                         /* Apply the mental bonuses tp hit/damage, if known */
1278                         if (object_is_known(o_ptr))
1279                         {
1280                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1281                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1282                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1283                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1284                         }
1285                 }
1286                 else
1287                 {
1288                         /* Apply the bonuses to hit/damage */
1289                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1290                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1291
1292                         /* Apply the mental bonuses to hit/damage, if known */
1293                         if (object_is_known(o_ptr))
1294                         {
1295                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1296                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1297                         }
1298                 }
1299         }
1300
1301         /* Shield skill bonus */
1302         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1303         {
1304                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1305                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1306         }
1307
1308         if (old_mighty_throw != p_ptr->mighty_throw)
1309         {
1310                 /* Redraw average damege display of Shuriken */
1311                 p_ptr->window |= PW_INVEN;
1312         }
1313
1314         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1315
1316         /* Monks get extra ac for armour _not worn_ */
1317         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1318         {
1319                 if (!(inventory[INVEN_BODY].k_idx))
1320                 {
1321                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1322                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1323                 }
1324                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1325                 {
1326                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1327                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1328                 }
1329                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1330                 {
1331                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1332                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1333                 }
1334                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1335                 {
1336                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1337                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1338                 }
1339                 if (!(inventory[INVEN_HANDS].k_idx))
1340                 {
1341                         p_ptr->to_a += (p_ptr->lev / 2);
1342                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1343                 }
1344                 if (!(inventory[INVEN_FEET].k_idx))
1345                 {
1346                         p_ptr->to_a += (p_ptr->lev / 3);
1347                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1348                 }
1349                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1350                 {
1351                         p_ptr->stat_add[A_STR] += 2;
1352                         p_ptr->stat_add[A_DEX] += 2;
1353                         p_ptr->stat_add[A_CON] -= 3;
1354                 }
1355                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1356                 {
1357                 }
1358                 else if (p_ptr->special_defense & KAMAE_GENBU)
1359                 {
1360                         p_ptr->stat_add[A_INT] -= 1;
1361                         p_ptr->stat_add[A_WIS] -= 1;
1362                         p_ptr->stat_add[A_DEX] -= 2;
1363                         p_ptr->stat_add[A_CON] += 3;
1364                 }
1365                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1366                 {
1367                         p_ptr->stat_add[A_STR] -= 2;
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] -= 2;
1372                 }
1373         }
1374
1375         if (p_ptr->special_defense & KATA_KOUKIJIN)
1376         {
1377                 for (i = 0; i < A_MAX; i++)
1378                         p_ptr->stat_add[i] += 5;
1379                 p_ptr->to_a -= 50;
1380                 p_ptr->dis_to_a -= 50;
1381         }
1382
1383         /* Hack -- aura of fire also provides light */
1384         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1385
1386         /* Golems also get an intrinsic AC bonus */
1387         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1388         {
1389                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1390                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1391         }
1392
1393         /* Hex bonuses */
1394         if (p_ptr->realm1 == REALM_HEX)
1395         {
1396                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1397                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1398                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1399                 if (hex_spelling(HEX_BUILDING))
1400                 {
1401                         p_ptr->stat_add[A_STR] += 4;
1402                         p_ptr->stat_add[A_DEX] += 4;
1403                         p_ptr->stat_add[A_CON] += 4;
1404                 }
1405                 if (hex_spelling(HEX_DEMON_AURA))
1406                 {
1407                         p_ptr->sh_fire = TRUE;
1408                         p_ptr->regenerate = TRUE;
1409                 }
1410                 if (hex_spelling(HEX_ICE_ARMOR))
1411                 {
1412                         p_ptr->sh_cold = TRUE;
1413                         p_ptr->to_a += 30;
1414                         p_ptr->dis_to_a += 30;
1415                 }
1416                 if (hex_spelling(HEX_SHOCK_CLOAK))
1417                 {
1418                         p_ptr->sh_elec = TRUE;
1419                         new_speed += 3;
1420                 }
1421                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1422                 {
1423                         ARMOUR_CLASS ac = 0;
1424                         o_ptr = &inventory[i];
1425                         if (!o_ptr->k_idx) continue;
1426                         if (!object_is_armour(o_ptr)) continue;
1427                         if (!object_is_cursed(o_ptr)) continue;
1428                         ac += 5;
1429                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1430                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1431                         p_ptr->to_a += (s16b)ac;
1432                         p_ptr->dis_to_a += (s16b)ac;
1433                 }
1434         }
1435
1436         /* Calculate stats */
1437         for (i = 0; i < A_MAX; i++)
1438         {
1439                 int top, use, ind;
1440
1441                 /* Extract the new "stat_use" value for the stat */
1442                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1443
1444                 /* Notice changes */
1445                 if (p_ptr->stat_top[i] != top)
1446                 {
1447                         /* Save the new value */
1448                         p_ptr->stat_top[i] = (s16b)top;
1449                         p_ptr->redraw |= (PR_STATS);
1450                         p_ptr->window |= (PW_PLAYER);
1451                 }
1452
1453
1454                 /* Extract the new "stat_use" value for the stat */
1455                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1456
1457                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1458                 {
1459                         /* 10 to 18/90 charisma, guaranteed, based on level */
1460                         if (use < 8 + 2 * p_ptr->lev)
1461                         {
1462                                 use = 8 + 2 * p_ptr->lev;
1463                         }
1464                 }
1465
1466                 /* Notice changes */
1467                 if (p_ptr->stat_use[i] != use)
1468                 {
1469                         /* Save the new value */
1470                         p_ptr->stat_use[i] = (s16b)use;
1471                         p_ptr->redraw |= (PR_STATS);
1472                         p_ptr->window |= (PW_PLAYER);
1473                 }
1474
1475
1476                 /* Values: 3, 4, ..., 17 */
1477                 if (use <= 18) ind = (use - 3);
1478
1479                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1480                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1481
1482                 /* Range: 18/220+ */
1483                 else ind = (37);
1484
1485                 /* Notice changes */
1486                 if (p_ptr->stat_ind[i] != ind)
1487                 {
1488                         /* Save the new index */
1489                         p_ptr->stat_ind[i] = (s16b)ind;
1490
1491                         /* Change in CON affects Hitpoints */
1492                         if (i == A_CON)
1493                         {
1494                                 p_ptr->update |= (PU_HP);
1495                         }
1496
1497                         /* Change in INT may affect Mana/Spells */
1498                         else if (i == A_INT)
1499                         {
1500                                 if (mp_ptr->spell_stat == A_INT)
1501                                 {
1502                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1503                                 }
1504                         }
1505
1506                         /* Change in WIS may affect Mana/Spells */
1507                         else if (i == A_WIS)
1508                         {
1509                                 if (mp_ptr->spell_stat == A_WIS)
1510                                 {
1511                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1512                                 }
1513                         }
1514
1515                         /* Change in WIS may affect Mana/Spells */
1516                         else if (i == A_CHR)
1517                         {
1518                                 if (mp_ptr->spell_stat == A_CHR)
1519                                 {
1520                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1521                                 }
1522                         }
1523
1524                         p_ptr->window |= (PW_PLAYER);
1525                 }
1526         }
1527
1528
1529         /* Apply temporary "stun" */
1530         if (p_ptr->stun > 50)
1531         {
1532                 p_ptr->to_h[0] -= 20;
1533                 p_ptr->to_h[1] -= 20;
1534                 p_ptr->to_h_b -= 20;
1535                 p_ptr->to_h_m -= 20;
1536                 p_ptr->dis_to_h[0] -= 20;
1537                 p_ptr->dis_to_h[1] -= 20;
1538                 p_ptr->dis_to_h_b -= 20;
1539                 p_ptr->to_d[0] -= 20;
1540                 p_ptr->to_d[1] -= 20;
1541                 p_ptr->to_d_m -= 20;
1542                 p_ptr->dis_to_d[0] -= 20;
1543                 p_ptr->dis_to_d[1] -= 20;
1544         }
1545         else if (p_ptr->stun)
1546         {
1547                 p_ptr->to_h[0] -= 5;
1548                 p_ptr->to_h[1] -= 5;
1549                 p_ptr->to_h_b -= 5;
1550                 p_ptr->to_h_m -= 5;
1551                 p_ptr->dis_to_h[0] -= 5;
1552                 p_ptr->dis_to_h[1] -= 5;
1553                 p_ptr->dis_to_h_b -= 5;
1554                 p_ptr->to_d[0] -= 5;
1555                 p_ptr->to_d[1] -= 5;
1556                 p_ptr->to_d_m -= 5;
1557                 p_ptr->dis_to_d[0] -= 5;
1558                 p_ptr->dis_to_d[1] -= 5;
1559         }
1560
1561         /* Wraith form */
1562         if (p_ptr->wraith_form)
1563         {
1564                 p_ptr->reflect = TRUE;
1565                 p_ptr->pass_wall = TRUE;
1566         }
1567
1568         if (p_ptr->kabenuke)
1569         {
1570                 p_ptr->pass_wall = TRUE;
1571         }
1572
1573         /* Temporary blessing */
1574         if (IS_BLESSED())
1575         {
1576                 p_ptr->to_a += 5;
1577                 p_ptr->dis_to_a += 5;
1578                 p_ptr->to_h[0] += 10;
1579                 p_ptr->to_h[1] += 10;
1580                 p_ptr->to_h_b += 10;
1581                 p_ptr->to_h_m += 10;
1582                 p_ptr->dis_to_h[0] += 10;
1583                 p_ptr->dis_to_h[1] += 10;
1584                 p_ptr->dis_to_h_b += 10;
1585         }
1586
1587         if (p_ptr->magicdef)
1588         {
1589                 p_ptr->resist_blind = TRUE;
1590                 p_ptr->resist_conf = TRUE;
1591                 p_ptr->reflect = TRUE;
1592                 p_ptr->free_act = TRUE;
1593                 p_ptr->levitation = TRUE;
1594         }
1595
1596         /* Temporary "Hero" */
1597         if (IS_HERO())
1598         {
1599                 p_ptr->to_h[0] += 12;
1600                 p_ptr->to_h[1] += 12;
1601                 p_ptr->to_h_b += 12;
1602                 p_ptr->to_h_m += 12;
1603                 p_ptr->dis_to_h[0] += 12;
1604                 p_ptr->dis_to_h[1] += 12;
1605                 p_ptr->dis_to_h_b += 12;
1606         }
1607
1608         /* Temporary "Beserk" */
1609         if (p_ptr->shero)
1610         {
1611                 p_ptr->to_h[0] += 12;
1612                 p_ptr->to_h[1] += 12;
1613                 p_ptr->to_h_b -= 12;
1614                 p_ptr->to_h_m += 12;
1615                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1616                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1617                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1618                 p_ptr->dis_to_h[0] += 12;
1619                 p_ptr->dis_to_h[1] += 12;
1620                 p_ptr->dis_to_h_b -= 12;
1621                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1622                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1623                 p_ptr->to_a -= 10;
1624                 p_ptr->dis_to_a -= 10;
1625                 p_ptr->skill_stl -= 7;
1626                 p_ptr->skill_dev -= 20;
1627                 p_ptr->skill_sav -= 30;
1628                 p_ptr->skill_srh -= 15;
1629                 p_ptr->skill_fos -= 15;
1630                 p_ptr->skill_tht -= 20;
1631                 p_ptr->skill_dig += 30;
1632         }
1633
1634         /* Temporary "fast" */
1635         if (IS_FAST())
1636         {
1637                 new_speed += 10;
1638         }
1639
1640         /* Temporary "slow" */
1641         if (p_ptr->slow)
1642         {
1643                 new_speed -= 10;
1644         }
1645
1646         /* Temporary "telepathy" */
1647         if (IS_TIM_ESP())
1648         {
1649                 p_ptr->telepathy = TRUE;
1650         }
1651
1652         if (p_ptr->ele_immune)
1653         {
1654                 if (p_ptr->special_defense & DEFENSE_ACID)
1655                         p_ptr->immune_acid = TRUE;
1656                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1657                         p_ptr->immune_elec = TRUE;
1658                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1659                         p_ptr->immune_fire = TRUE;
1660                 else if (p_ptr->special_defense & DEFENSE_COLD)
1661                         p_ptr->immune_cold = TRUE;
1662         }
1663
1664         /* Temporary see invisible */
1665         if (p_ptr->tim_invis)
1666         {
1667                 p_ptr->see_inv = TRUE;
1668         }
1669
1670         /* Temporary infravision boost */
1671         if (p_ptr->tim_infra)
1672         {
1673                 p_ptr->see_infra += 3;
1674         }
1675
1676         /* Temporary regeneration boost */
1677         if (p_ptr->tim_regen)
1678         {
1679                 p_ptr->regenerate = TRUE;
1680         }
1681
1682         /* Temporary levitation */
1683         if (p_ptr->tim_levitation)
1684         {
1685                 p_ptr->levitation = TRUE;
1686         }
1687
1688         /* Temporary reflection */
1689         if (p_ptr->tim_reflect)
1690         {
1691                 p_ptr->reflect = TRUE;
1692         }
1693
1694         /* Hack -- Hero/Shero -> Res fear */
1695         if (IS_HERO() || p_ptr->shero)
1696         {
1697                 p_ptr->resist_fear = TRUE;
1698         }
1699
1700
1701         /* Hack -- Telepathy Change */
1702         if (p_ptr->telepathy != old_telepathy)
1703         {
1704                 p_ptr->update |= (PU_MONSTERS);
1705         }
1706
1707         if ((p_ptr->esp_animal != old_esp_animal) ||
1708                 (p_ptr->esp_undead != old_esp_undead) ||
1709                 (p_ptr->esp_demon != old_esp_demon) ||
1710                 (p_ptr->esp_orc != old_esp_orc) ||
1711                 (p_ptr->esp_troll != old_esp_troll) ||
1712                 (p_ptr->esp_giant != old_esp_giant) ||
1713                 (p_ptr->esp_dragon != old_esp_dragon) ||
1714                 (p_ptr->esp_human != old_esp_human) ||
1715                 (p_ptr->esp_evil != old_esp_evil) ||
1716                 (p_ptr->esp_good != old_esp_good) ||
1717                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1718                 (p_ptr->esp_unique != old_esp_unique))
1719         {
1720                 p_ptr->update |= (PU_MONSTERS);
1721         }
1722
1723         /* Hack -- See Invis Change */
1724         if (p_ptr->see_inv != old_see_inv)
1725         {
1726                 p_ptr->update |= (PU_MONSTERS);
1727         }
1728
1729         /* Bloating slows the player down (a little) */
1730         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1731
1732         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1733
1734         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1735                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1736         {
1737                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1738                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1739         }
1740
1741         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1742         {
1743                 int penalty1, penalty2;
1744                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1745                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1746                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1747                 {
1748                         penalty1 = penalty1 / 2 - 5;
1749                         penalty2 = penalty2 / 2 - 5;
1750                         new_speed += 7;
1751                         p_ptr->to_a += 10;
1752                         p_ptr->dis_to_a += 10;
1753                 }
1754                 if (easy_2weapon)
1755                 {
1756                         if (penalty1 > 0) penalty1 /= 2;
1757                         if (penalty2 > 0) penalty2 /= 2;
1758                 }
1759                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1760                 {
1761                         penalty1 = MAX(0, penalty1 - 10);
1762                         penalty2 = MAX(0, penalty2 - 10);
1763                 }
1764                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1765                 {
1766                         penalty1 = MIN(0, penalty1);
1767                         penalty2 = MIN(0, penalty2);
1768                         p_ptr->to_a += 10;
1769                         p_ptr->dis_to_a += 10;
1770                 }
1771                 else
1772                 {
1773                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1774                                 penalty1 /= 2;
1775                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1776                                 penalty2 /= 2;
1777                 }
1778                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1779                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1780                 p_ptr->to_h[0] -= (s16b)penalty1;
1781                 p_ptr->to_h[1] -= (s16b)penalty2;
1782                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1783                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1784         }
1785
1786         /* Extract the current weight (in tenth pounds) */
1787         j = p_ptr->total_weight;
1788
1789         if (!p_ptr->riding)
1790         {
1791                 /* Extract the "weight limit" (in tenth pounds) */
1792                 i = (int)weight_limit();
1793         }
1794         else
1795         {
1796                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1797                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1798                 SPEED speed = riding_m_ptr->mspeed;
1799
1800                 if (riding_m_ptr->mspeed > 110)
1801                 {
1802                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1803                         if (new_speed < 110) new_speed = 110;
1804                 }
1805                 else
1806                 {
1807                         new_speed = speed;
1808                 }
1809                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1810                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1811                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1812                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1813                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1814
1815                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1816                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1817
1818                 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;
1819
1820                 /* Extract the "weight limit" */
1821                 i = 1500 + riding_r_ptr->level * 25;
1822         }
1823
1824         /* Apply "encumbrance" from weight */
1825         if (j > i) new_speed -= ((j - i) / (i / 5));
1826
1827         /* Searching slows the player down */
1828         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1829
1830         /* Feature bonus */
1831         if (p_ptr->prace == RACE_MERFOLK)
1832         {
1833                 if (have_flag(f_ptr->flags, FF_WATER))
1834                 {
1835                         new_speed += (2 + p_ptr->lev / 10);
1836                 }
1837                 else if (!p_ptr->levitation)
1838                 {
1839                         new_speed -= 2;
1840                 }
1841         }
1842
1843
1844         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1845         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1846         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1847         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1848         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1849         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1850         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1851         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1852         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1853         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1854         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1855         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1856         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1857
1858         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1859         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1860         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1861         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1862         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1863         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1864         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1865         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1866         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1867         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1868
1869
1870         /* Obtain the "hold" value */
1871         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1872
1873
1874         /* Examine the "current bow" */
1875         o_ptr = &inventory[INVEN_BOW];
1876
1877         /* It is hard to carholdry a heavy bow */
1878         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1879         if (p_ptr->heavy_shoot)
1880         {
1881                 /* Hard to wield a heavy bow */
1882                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1883                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1884         }
1885
1886         /* Compute "extra shots" if needed */
1887         if (o_ptr->k_idx)
1888         {
1889                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1890
1891                 /* Apply special flags */
1892                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1893                 {
1894                         /* Extra shots */
1895                         p_ptr->num_fire = calc_num_fire(o_ptr);
1896
1897                         /* Snipers love Cross bows */
1898                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1899                                 (p_ptr->tval_ammo == TV_BOLT))
1900                         {
1901                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1902                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1903                         }
1904                 }
1905         }
1906
1907         if (p_ptr->ryoute) hold *= 2;
1908
1909         for (i = 0; i < 2; i++)
1910         {
1911                 /* Examine the "main weapon" */
1912                 o_ptr = &inventory[INVEN_RARM + i];
1913
1914                 object_flags(o_ptr, flgs);
1915
1916                 /* Assume not heavy */
1917                 p_ptr->heavy_wield[i] = FALSE;
1918                 p_ptr->icky_wield[i] = FALSE;
1919                 p_ptr->riding_wield[i] = FALSE;
1920
1921                 if (!has_melee_weapon(INVEN_RARM + i))
1922                 {
1923                         p_ptr->num_blow[i] = 1;
1924                         continue;
1925                 }
1926                 /* It is hard to hold a heavy weapon */
1927                 if (hold < o_ptr->weight / 10)
1928                 {
1929                         /* Hard to wield a heavy weapon */
1930                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1931                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1932
1933                         /* Heavy weapon */
1934                         p_ptr->heavy_wield[i] = TRUE;
1935                 }
1936                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1937
1938                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1939                 {
1940                         p_ptr->to_a += 5;
1941                         p_ptr->dis_to_a += 5;
1942                 }
1943
1944                 /* Normal weapons */
1945                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1946                 {
1947                         int str_index, dex_index;
1948
1949                         int num = 0, wgt = 0, mul = 0, div = 0;
1950
1951                         /* Analyze the class */
1952                         switch (p_ptr->pclass)
1953                         {
1954                         case CLASS_WARRIOR:
1955                                 num = 6; wgt = 70; mul = 5; break;
1956
1957                         case CLASS_BERSERKER:
1958                                 num = 6; wgt = 70; mul = 7; break;
1959
1960                         case CLASS_MAGE:
1961                         case CLASS_HIGH_MAGE:
1962                         case CLASS_BLUE_MAGE:
1963                                 num = 3; wgt = 100; mul = 2; break;
1964
1965                         case CLASS_PRIEST:
1966                         case CLASS_MAGIC_EATER:
1967                         case CLASS_MINDCRAFTER:
1968                                 num = 5; wgt = 100; mul = 3; break;
1969
1970                         case CLASS_ROGUE:
1971                                 num = 5; wgt = 40; mul = 3; break;
1972
1973                         case CLASS_RANGER:
1974                                 num = 5; wgt = 70; mul = 4; break;
1975
1976                         case CLASS_PALADIN:
1977                         case CLASS_SAMURAI:
1978                                 num = 5; wgt = 70; mul = 4; break;
1979
1980                         case CLASS_SMITH:
1981                                 num = 5; wgt = 150; mul = 5; break;
1982
1983                         case CLASS_WARRIOR_MAGE:
1984                         case CLASS_RED_MAGE:
1985                                 num = 5; wgt = 70; mul = 3; break;
1986
1987                         case CLASS_CHAOS_WARRIOR:
1988                                 num = 5; wgt = 70; mul = 4; break;
1989
1990                         case CLASS_MONK:
1991                                 num = 5; wgt = 60; mul = 3; break;
1992
1993                         case CLASS_TOURIST:
1994                                 num = 4; wgt = 100; mul = 3; break;
1995
1996                         case CLASS_IMITATOR:
1997                                 num = 5; wgt = 70; mul = 4; break;
1998
1999                         case CLASS_BEASTMASTER:
2000                                 num = 5; wgt = 70; mul = 3; break;
2001
2002                         case CLASS_CAVALRY:
2003                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2004                                 else { num = 5; wgt = 100; mul = 3; }
2005                                 break;
2006
2007                         case CLASS_SORCERER:
2008                                 num = 1; wgt = 1; mul = 1; break;
2009
2010                         case CLASS_ARCHER:
2011                         case CLASS_BARD:
2012                         case CLASS_SNIPER:
2013                                 num = 4; wgt = 70; mul = 2; break;
2014
2015                         case CLASS_FORCETRAINER:
2016                                 num = 4; wgt = 60; mul = 2; break;
2017
2018                         case CLASS_MIRROR_MASTER:
2019                                 num = 3; wgt = 100; mul = 3; break;
2020
2021                         case CLASS_NINJA:
2022                                 num = 4; wgt = 20; mul = 1; break;
2023                         }
2024
2025                         /* Hex - extra mights gives +1 bonus to max blows */
2026                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2027
2028                         /* Enforce a minimum "weight" (tenth pounds) */
2029                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2030
2031                         /* Access the strength vs weight */
2032                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2033
2034                         if (p_ptr->ryoute && !omoi) str_index++;
2035                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2036
2037                         /* Maximal value */
2038                         if (str_index > 11) str_index = 11;
2039
2040                         /* Index by dexterity */
2041                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2042
2043                         /* Maximal value */
2044                         if (dex_index > 11) dex_index = 11;
2045
2046                         /* Use the blows table */
2047                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2048
2049                         /* Maximal value */
2050                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2051
2052                         /* Add in the "bonus blows" */
2053                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2054
2055
2056                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2057                         else if (p_ptr->pclass == CLASS_BERSERKER)
2058                         {
2059                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2060                         }
2061                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2062
2063                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2064
2065                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2066
2067
2068                         /* Require at least one blow */
2069                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2070
2071                         /* Boost digging skill by weapon weight */
2072                         p_ptr->skill_dig += (o_ptr->weight / 10);
2073                 }
2074
2075                 /* Assume okay */
2076                 /* Priest weapon penalty for non-blessed edged weapons */
2077                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2078                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2079                 {
2080                         /* Reduce the real bonuses */
2081                         p_ptr->to_h[i] -= 2;
2082                         p_ptr->to_d[i] -= 2;
2083
2084                         /* Reduce the mental bonuses */
2085                         p_ptr->dis_to_h[i] -= 2;
2086                         p_ptr->dis_to_d[i] -= 2;
2087
2088                         /* Icky weapon */
2089                         p_ptr->icky_wield[i] = TRUE;
2090                 }
2091                 else if (p_ptr->pclass == CLASS_BERSERKER)
2092                 {
2093                         p_ptr->to_h[i] += p_ptr->lev / 5;
2094                         p_ptr->to_d[i] += p_ptr->lev / 6;
2095                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2096                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2097                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2098                         {
2099                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2100                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2101                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2102                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2103                         }
2104                 }
2105                 else if (p_ptr->pclass == CLASS_SORCERER)
2106                 {
2107                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2108                         {
2109                                 /* Reduce the real bonuses */
2110                                 p_ptr->to_h[i] -= 200;
2111                                 p_ptr->to_d[i] -= 200;
2112
2113                                 /* Reduce the mental bonuses */
2114                                 p_ptr->dis_to_h[i] -= 200;
2115                                 p_ptr->dis_to_d[i] -= 200;
2116
2117                                 /* Icky weapon */
2118                                 p_ptr->icky_wield[i] = TRUE;
2119                         }
2120                         else
2121                         {
2122                                 /* Reduce the real bonuses */
2123                                 p_ptr->to_h[i] -= 30;
2124                                 p_ptr->to_d[i] -= 10;
2125
2126                                 /* Reduce the mental bonuses */
2127                                 p_ptr->dis_to_h[i] -= 30;
2128                                 p_ptr->dis_to_d[i] -= 10;
2129                         }
2130                 }
2131                 /* Hex bonuses */
2132                 if (p_ptr->realm1 == REALM_HEX)
2133                 {
2134                         if (object_is_cursed(o_ptr))
2135                         {
2136                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2137                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2138                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2139                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2140                                 if (hex_spelling(HEX_RUNESWORD))
2141                                 {
2142                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2143                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2144                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2145                                 }
2146                         }
2147                 }
2148                 if (p_ptr->riding)
2149                 {
2150                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2151                         {
2152                                 p_ptr->to_h[i] += 15;
2153                                 p_ptr->dis_to_h[i] += 15;
2154                                 p_ptr->to_dd[i] += 2;
2155                         }
2156                         else if (!(have_flag(flgs, TR_RIDING)))
2157                         {
2158                                 int penalty;
2159                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2160                                 {
2161                                         penalty = 5;
2162                                 }
2163                                 else
2164                                 {
2165                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2166                                         penalty += 30;
2167                                         if (penalty < 30) penalty = 30;
2168                                 }
2169                                 p_ptr->to_h[i] -= (s16b)penalty;
2170                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2171
2172                                 /* Riding weapon */
2173                                 p_ptr->riding_wield[i] = TRUE;
2174                         }
2175                 }
2176         }
2177
2178         if (p_ptr->riding)
2179         {
2180                 int penalty = 0;
2181
2182                 p_ptr->riding_ryoute = FALSE;
2183
2184                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2185                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2186                 {
2187                         switch (p_ptr->pclass)
2188                         {
2189                         case CLASS_MONK:
2190                         case CLASS_FORCETRAINER:
2191                         case CLASS_BERSERKER:
2192                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2193                                         p_ptr->riding_ryoute = TRUE;
2194                                 break;
2195                         }
2196                 }
2197
2198                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2199                 {
2200                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2201                 }
2202                 else
2203                 {
2204                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2205                         penalty += 30;
2206                         if (penalty < 30) penalty = 30;
2207                 }
2208                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2209                 p_ptr->to_h_b -= (s16b)penalty;
2210                 p_ptr->dis_to_h_b -= (s16b)penalty;
2211         }
2212
2213         /* Different calculation for monks with empty hands */
2214         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2215                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2216         {
2217                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2218                 p_ptr->num_blow[0] = 0;
2219
2220                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2221                 {
2222                         if (blow_base > 18) p_ptr->num_blow[0]++;
2223                         if (blow_base > 31) p_ptr->num_blow[0]++;
2224                         if (blow_base > 44) p_ptr->num_blow[0]++;
2225                         if (blow_base > 58) p_ptr->num_blow[0]++;
2226                         if (P_PTR_KI)
2227                         {
2228                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2229                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2230                         }
2231                 }
2232                 else
2233                 {
2234                         if (blow_base > 12) p_ptr->num_blow[0]++;
2235                         if (blow_base > 22) p_ptr->num_blow[0]++;
2236                         if (blow_base > 31) p_ptr->num_blow[0]++;
2237                         if (blow_base > 39) p_ptr->num_blow[0]++;
2238                         if (blow_base > 46) p_ptr->num_blow[0]++;
2239                         if (blow_base > 53) p_ptr->num_blow[0]++;
2240                         if (blow_base > 59) p_ptr->num_blow[0]++;
2241                 }
2242
2243                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2244                         p_ptr->num_blow[0] /= 2;
2245                 else
2246                 {
2247                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2248                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2249
2250                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2251                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2252                 }
2253
2254                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2255                 {
2256                         p_ptr->to_a -= 40;
2257                         p_ptr->dis_to_a -= 40;
2258
2259                 }
2260                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2261                 {
2262                         p_ptr->to_a -= 50;
2263                         p_ptr->dis_to_a -= 50;
2264                         p_ptr->resist_acid = TRUE;
2265                         p_ptr->resist_fire = TRUE;
2266                         p_ptr->resist_elec = TRUE;
2267                         p_ptr->resist_cold = TRUE;
2268                         p_ptr->resist_pois = TRUE;
2269                         p_ptr->sh_fire = TRUE;
2270                         p_ptr->sh_elec = TRUE;
2271                         p_ptr->sh_cold = TRUE;
2272                         p_ptr->levitation = TRUE;
2273                 }
2274                 else if (p_ptr->special_defense & KAMAE_GENBU)
2275                 {
2276                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2277                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2278                         p_ptr->reflect = TRUE;
2279                         p_ptr->num_blow[0] -= 2;
2280                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2281                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2282                 }
2283                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2284                 {
2285                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2286                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2287
2288                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2289                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2290                         p_ptr->num_blow[0] /= 2;
2291                         p_ptr->levitation = TRUE;
2292                 }
2293
2294                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2295         }
2296
2297         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2298
2299         monk_armour_aux = FALSE;
2300
2301         if (heavy_armor())
2302         {
2303                 monk_armour_aux = TRUE;
2304         }
2305
2306         for (i = 0; i < 2; i++)
2307         {
2308                 if (has_melee_weapon(INVEN_RARM + i))
2309                 {
2310                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2311                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2312
2313                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2314                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2315                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2316                         {
2317                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2318                                 {
2319                                         p_ptr->to_h[i] -= 40;
2320                                         p_ptr->dis_to_h[i] -= 40;
2321                                         p_ptr->icky_wield[i] = TRUE;
2322                                 }
2323                         }
2324                         else if (p_ptr->pclass == CLASS_NINJA)
2325                         {
2326                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2327                                 {
2328                                         p_ptr->to_h[i] -= 40;
2329                                         p_ptr->dis_to_h[i] -= 40;
2330                                         p_ptr->icky_wield[i] = TRUE;
2331                                         p_ptr->num_blow[i] /= 2;
2332                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2333                                 }
2334                         }
2335
2336                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2337                 }
2338         }
2339
2340         /* Maximum speed is (+99). (internally it's 110 + 99) */
2341         /* Temporary lightspeed forces to be maximum speed */
2342         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2343         {
2344                 new_speed = 209;
2345         }
2346
2347         /* Minimum speed is (-99). (internally it's 110 - 99) */
2348         if (new_speed < 11) new_speed = 11;
2349
2350         /* Display the speed (if needed) */
2351         if (p_ptr->pspeed != (byte)new_speed)
2352         {
2353                 p_ptr->pspeed = (byte)new_speed;
2354                 p_ptr->redraw |= (PR_SPEED);
2355         }
2356
2357         if (yoiyami)
2358         {
2359                 if (p_ptr->to_a > (0 - p_ptr->ac))
2360                         p_ptr->to_a = 0 - p_ptr->ac;
2361                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2362                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2363         }
2364
2365         /* Redraw armor (if needed) */
2366         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2367         {
2368                 p_ptr->redraw |= (PR_ARMOR);
2369                 p_ptr->window |= (PW_PLAYER);
2370         }
2371
2372         if (p_ptr->ryoute && !omoi)
2373         {
2374                 int bonus_to_h = 0, bonus_to_d = 0;
2375                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2376                 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);
2377
2378                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2379                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2380                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2381                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2382         }
2383
2384         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;
2385
2386         /* Affect Skill -- stealth (bonus one) */
2387         p_ptr->skill_stl += 1;
2388
2389         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2390
2391         /* Affect Skill -- disarming (DEX and INT) */
2392         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2393         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2394
2395         /* Affect Skill -- magic devices (INT) */
2396         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2397
2398         /* Affect Skill -- saving throw (WIS) */
2399         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2400
2401         /* Affect Skill -- digging (STR) */
2402         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2403
2404         /* Affect Skill -- disarming (Level, by Class) */
2405         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2406
2407         /* Affect Skill -- magic devices (Level, by Class) */
2408         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2409
2410         /* Affect Skill -- saving throw (Level, by Class) */
2411         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2412
2413         /* Affect Skill -- stealth (Level, by Class) */
2414         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2415
2416         /* Affect Skill -- search ability (Level, by Class) */
2417         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2418
2419         /* Affect Skill -- search frequency (Level, by Class) */
2420         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2421
2422         /* Affect Skill -- combat (normal) (Level, by Class) */
2423         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2424
2425         /* Affect Skill -- combat (shooting) (Level, by Class) */
2426         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2427
2428         /* Affect Skill -- combat (throwing) (Level, by Class) */
2429         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2430
2431
2432         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2433         {
2434                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2435                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2436         }
2437
2438         /* Limit Skill -- stealth from 0 to 30 */
2439         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2440         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2441
2442         /* Limit Skill -- digging from 1 up */
2443         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2444
2445         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2446
2447         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2448
2449         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;
2450
2451         if (down_saving) p_ptr->skill_sav /= 2;
2452
2453         /* Hack -- Each elemental immunity includes resistance */
2454         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2455         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2456         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2457         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2458
2459         /* Determine player alignment */
2460         for (i = 0, j = 0; i < 8; i++)
2461         {
2462                 switch (p_ptr->vir_types[i])
2463                 {
2464                 case V_JUSTICE:
2465                         p_ptr->align += p_ptr->virtues[i] * 2;
2466                         break;
2467                 case V_CHANCE:
2468                         /* Do nothing */
2469                         break;
2470                 case V_NATURE:
2471                 case V_HARMONY:
2472                         neutral[j++] = i;
2473                         break;
2474                 case V_UNLIFE:
2475                         p_ptr->align -= p_ptr->virtues[i];
2476                         break;
2477                 default:
2478                         p_ptr->align += p_ptr->virtues[i];
2479                         break;
2480                 }
2481         }
2482
2483         for (i = 0; i < j; i++)
2484         {
2485                 if (p_ptr->align > 0)
2486                 {
2487                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2488                         if (p_ptr->align < 0) p_ptr->align = 0;
2489                 }
2490                 else if (p_ptr->align < 0)
2491                 {
2492                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2493                         if (p_ptr->align > 0) p_ptr->align = 0;
2494                 }
2495         }
2496
2497         /* Hack -- handle "xtra" mode */
2498         if (character_xtra) return;
2499
2500         /* Take note when "heavy bow" changes */
2501         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2502         {
2503                 if (p_ptr->heavy_shoot)
2504                 {
2505                         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."));
2506                 }
2507                 else if (inventory[INVEN_BOW].k_idx)
2508                 {
2509                         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."));
2510                 }
2511                 else
2512                 {
2513                         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."));
2514                 }
2515
2516                 /* Save it */
2517                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2518         }
2519
2520         for (i = 0; i < 2; i++)
2521         {
2522                 /* Take note when "heavy weapon" changes */
2523                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2524                 {
2525                         if (p_ptr->heavy_wield[i])
2526                         {
2527                                 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."));
2528                         }
2529                         else if (has_melee_weapon(INVEN_RARM + i))
2530                         {
2531                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2532                         }
2533                         else if (p_ptr->heavy_wield[1 - i])
2534                         {
2535                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2536                         }
2537                         else
2538                         {
2539                                 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."));
2540                         }
2541
2542                         /* Save it */
2543                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2544                 }
2545
2546                 /* Take note when "heavy weapon" changes */
2547                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2548                 {
2549                         if (p_ptr->riding_wield[i])
2550                         {
2551                                 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."));
2552                         }
2553                         else if (!p_ptr->riding)
2554                         {
2555                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2556                         }
2557                         else if (has_melee_weapon(INVEN_RARM + i))
2558                         {
2559                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2560                         }
2561                         /* Save it */
2562                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2563                 }
2564
2565                 /* Take note when "illegal weapon" changes */
2566                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2567                 {
2568                         if (p_ptr->icky_wield[i])
2569                         {
2570                                 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."));
2571                                 if (is_loading_now)
2572                                 {
2573                                         chg_virtue(V_FAITH, -1);
2574                                 }
2575                         }
2576                         else if (has_melee_weapon(INVEN_RARM + i))
2577                         {
2578                                 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."));
2579                         }
2580                         else
2581                         {
2582                                 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."));
2583                         }
2584
2585                         /* Save it */
2586                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2587                 }
2588         }
2589
2590         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2591         {
2592                 if (p_ptr->riding_ryoute)
2593                 {
2594 #ifdef JP
2595                         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" : "");
2596 #else
2597                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2598 #endif
2599                 }
2600                 else
2601                 {
2602 #ifdef JP
2603                         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" : "");
2604 #else
2605                         msg_print("You began to control riding pet with one hand.");
2606 #endif
2607                 }
2608
2609                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2610         }
2611
2612         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2613         {
2614                 if (heavy_armor())
2615                 {
2616                         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."));
2617                         if (is_loading_now)
2618                         {
2619                                 chg_virtue(V_HARMONY, -1);
2620                         }
2621                 }
2622                 else
2623                 {
2624                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2625                 }
2626
2627                 monk_notify_aux = monk_armour_aux;
2628         }
2629
2630         for (i = 0; i < INVEN_PACK; i++)
2631         {
2632 #if 0
2633                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2634                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2635 #endif
2636                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2637                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2638         }
2639
2640         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2641         {
2642                 o_ptr = &o_list[this_o_idx];
2643
2644                 /* Acquire next object */
2645                 next_o_idx = o_ptr->next_o_idx;
2646
2647 #if 0
2648                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2649                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2650 #endif
2651                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2652                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2653         }
2654
2655         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2656 #if 0
2657         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2658         {
2659                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2660                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2661         }
2662
2663         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)))
2664         {
2665                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2666                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2667         }
2668 #endif
2669         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2670         {
2671                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2672                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2673         }
2674
2675         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2676         {
2677                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2678                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2679         }
2680 }
2681
2682
2683 /*!
2684  * @brief プレイヤーの最大HPを計算する /
2685  * Calculate the players (maximal) hit points
2686  * Adjust current hitpoints if necessary
2687  * @return なし
2688  * @details
2689  */
2690 static void calc_hitpoints(void)
2691 {
2692         int bonus, mhp;
2693         byte tmp_hitdie;
2694
2695         /* Un-inflate "half-hitpoint bonus per level" value */
2696         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2697
2698         /* Calculate hitpoints */
2699         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2700
2701         if (p_ptr->mimic_form)
2702         {
2703                 if (p_ptr->pclass == CLASS_SORCERER)
2704                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2705                 else
2706                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2707                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2708         }
2709
2710         if (p_ptr->pclass == CLASS_SORCERER)
2711         {
2712                 if (p_ptr->lev < 30)
2713                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2714                 else
2715                         mhp = (mhp * 75 / 100);
2716                 bonus = (bonus * 65 / 100);
2717         }
2718
2719         mhp += bonus;
2720
2721         if (p_ptr->pclass == CLASS_BERSERKER)
2722         {
2723                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2724         }
2725
2726         /* Always have at least one hitpoint per level */
2727         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2728
2729         /* Factor in the hero / superhero settings */
2730         if (IS_HERO()) mhp += 10;
2731         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2732         if (p_ptr->tsuyoshi) mhp += 50;
2733
2734         /* Factor in the hex spell settings */
2735         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2736         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2737
2738         /* New maximum hitpoints */
2739         if (p_ptr->mhp != mhp)
2740         {
2741                 /* Enforce maximum */
2742                 if (p_ptr->chp >= mhp)
2743                 {
2744                         p_ptr->chp = mhp;
2745                         p_ptr->chp_frac = 0;
2746                 }
2747
2748 #ifdef JP
2749                 /* レベルアップの時は上昇量を表示する */
2750                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2751                 {
2752                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2753                 }
2754 #endif
2755                 /* Save the new max-hitpoints */
2756                 p_ptr->mhp = mhp;
2757
2758                 /* Display hitpoints (later) */
2759                 p_ptr->redraw |= (PR_HP);
2760
2761                 p_ptr->window |= (PW_PLAYER);
2762         }
2763 }
2764
2765 /*!
2766  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2767  * @return なし
2768  * @details
2769  * SWD: Experimental modification: multiple light sources have additive effect.
2770  */
2771 static void calc_torch(void)
2772 {
2773         int i, rad;
2774         object_type *o_ptr;
2775         BIT_FLAGS flgs[TR_FLAG_SIZE];
2776
2777         /* Assume no light */
2778         p_ptr->cur_lite = 0;
2779
2780         /* Loop through all wielded items */
2781         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2782         {
2783                 o_ptr = &inventory[i];
2784                 /* Skip empty slots */
2785                 if (!o_ptr->k_idx) continue;
2786
2787                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2788
2789                 /* Need Fuels */
2790                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2791                 {
2792                         if (o_ptr->tval == TV_LITE)
2793                         {
2794                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2795                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2796                         }
2797                 }
2798                 object_flags(o_ptr, flgs);
2799
2800                 /* calc the lite_radius */
2801
2802                 rad = 0;
2803                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2804                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2805                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2806                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2807                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2808                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2809                 p_ptr->cur_lite += (s16b)rad;
2810         }
2811
2812         /* max radius is 14 (was 5) without rewriting other code -- */
2813         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2814         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2815                 p_ptr->cur_lite = 1;
2816
2817         /*
2818          * check if the player doesn't have light radius,
2819          * but does weakly glow as an intrinsic.
2820          */
2821         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2822
2823         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2824         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2825
2826         /* end experimental mods */
2827
2828         /* Notice changes in the "lite radius" */
2829         if (p_ptr->old_lite != p_ptr->cur_lite)
2830         {
2831                 /* Hack -- PU_MON_LITE for monsters' darkness */
2832                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2833
2834                 /* Remember the old lite */
2835                 p_ptr->old_lite = p_ptr->cur_lite;
2836
2837                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2838                         set_superstealth(FALSE);
2839         }
2840 }
2841
2842 /*!
2843  * @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。 /
2844  * Calculate number of spells player should have, and forget,
2845  * or remember, spells until that number is properly reflected.
2846  * @return なし
2847  * @details
2848  * Note that this function induces various "status" messages,
2849  * which must be bypasses until the character is created.
2850  */
2851 static void calc_spells(void)
2852 {
2853         int i, j, k, levels;
2854         int num_allowed;
2855         int num_boukyaku = 0;
2856
2857         const magic_type        *s_ptr;
2858         REALM_IDX which;
2859         int bonus = 0;
2860
2861
2862         concptr p;
2863
2864         /* Hack -- must be literate */
2865         if (!mp_ptr->spell_book) return;
2866
2867         /* Hack -- wait for creation */
2868         if (!character_generated) return;
2869
2870         /* Hack -- handle "xtra" mode */
2871         if (character_xtra) return;
2872
2873         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2874         {
2875                 p_ptr->new_spells = 0;
2876                 return;
2877         }
2878
2879         p = spell_category_name(mp_ptr->spell_book);
2880
2881         /* Determine the number of spells allowed */
2882         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2883
2884         /* Hack -- no negative spells */
2885         if (levels < 0) levels = 0;
2886
2887         /* Extract total allowed spells */
2888         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2889
2890         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2891         {
2892                 bonus = 4;
2893         }
2894         if (p_ptr->pclass == CLASS_SAMURAI)
2895         {
2896                 num_allowed = 32;
2897         }
2898         else if (p_ptr->realm2 == REALM_NONE)
2899         {
2900                 num_allowed = (num_allowed + 1) / 2;
2901                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2902         }
2903         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2904         {
2905                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2906         }
2907         else
2908         {
2909                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2910         }
2911
2912         /* Count the number of spells we know */
2913         for (j = 0; j < 64; j++)
2914         {
2915                 /* Count known spells */
2916                 if ((j < 32) ?
2917                         (p_ptr->spell_forgotten1 & (1L << j)) :
2918                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2919                 {
2920                         num_boukyaku++;
2921                 }
2922         }
2923
2924         /* See how many spells we must forget or may learn */
2925         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2926
2927         /* Forget spells which are too hard */
2928         for (i = 63; i >= 0; i--)
2929         {
2930                 /* Efficiency -- all done */
2931                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2932
2933                 /* Access the spell */
2934                 j = p_ptr->spell_order[i];
2935
2936                 /* Skip non-spells */
2937                 if (j >= 99) continue;
2938
2939
2940                 /* Get the spell */
2941                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2942                 {
2943                         if (j < 32)
2944                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2945                         else
2946                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2947                 }
2948                 else if (j < 32)
2949                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2950                 else
2951                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2952
2953                 /* Skip spells we are allowed to know */
2954                 if (s_ptr->slevel <= p_ptr->lev) continue;
2955
2956                 /* Is it known? */
2957                 if ((j < 32) ?
2958                         (p_ptr->spell_learned1 & (1L << j)) :
2959                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2960                 {
2961                         /* Mark as forgotten */
2962                         if (j < 32)
2963                         {
2964                                 p_ptr->spell_forgotten1 |= (1L << j);
2965                                 which = p_ptr->realm1;
2966                         }
2967                         else
2968                         {
2969                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2970                                 which = p_ptr->realm2;
2971                         }
2972
2973                         /* No longer known */
2974                         if (j < 32)
2975                         {
2976                                 p_ptr->spell_learned1 &= ~(1L << j);
2977                                 which = p_ptr->realm1;
2978                         }
2979                         else
2980                         {
2981                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2982                                 which = p_ptr->realm2;
2983                         }
2984
2985 #ifdef JP
2986                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2987 #else
2988                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2989 #endif
2990
2991
2992                         /* One more can be learned */
2993                         p_ptr->new_spells++;
2994                 }
2995         }
2996
2997
2998         /* Forget spells if we know too many spells */
2999         for (i = 63; i >= 0; i--)
3000         {
3001                 /* Stop when possible */
3002                 if (p_ptr->new_spells >= 0) break;
3003
3004                 /* Efficiency -- all done */
3005                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3006
3007                 /* Get the (i+1)th spell learned */
3008                 j = p_ptr->spell_order[i];
3009
3010                 /* Skip unknown spells */
3011                 if (j >= 99) continue;
3012
3013                 /* Forget it (if learned) */
3014                 if ((j < 32) ?
3015                         (p_ptr->spell_learned1 & (1L << j)) :
3016                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3017                 {
3018                         /* Mark as forgotten */
3019                         if (j < 32)
3020                         {
3021                                 p_ptr->spell_forgotten1 |= (1L << j);
3022                                 which = p_ptr->realm1;
3023                         }
3024                         else
3025                         {
3026                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3027                                 which = p_ptr->realm2;
3028                         }
3029
3030                         /* No longer known */
3031                         if (j < 32)
3032                         {
3033                                 p_ptr->spell_learned1 &= ~(1L << j);
3034                                 which = p_ptr->realm1;
3035                         }
3036                         else
3037                         {
3038                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3039                                 which = p_ptr->realm2;
3040                         }
3041
3042 #ifdef JP
3043                         msg_format("%sの%sを忘れてしまった。",
3044                                 do_spell(which, j % 32, SPELL_NAME), p);
3045 #else
3046                         msg_format("You have forgotten the %s of %s.", p,
3047                                 do_spell(which, j % 32, SPELL_NAME));
3048 #endif
3049
3050
3051                         /* One more can be learned */
3052                         p_ptr->new_spells++;
3053                 }
3054         }
3055
3056
3057         /* Check for spells to remember */
3058         for (i = 0; i < 64; i++)
3059         {
3060                 /* None left to remember */
3061                 if (p_ptr->new_spells <= 0) break;
3062
3063                 /* Efficiency -- all done */
3064                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3065
3066                 /* Get the next spell we learned */
3067                 j = p_ptr->spell_order[i];
3068
3069                 /* Skip unknown spells */
3070                 if (j >= 99) break;
3071
3072                 /* Access the spell */
3073                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3074                 {
3075                         if (j < 32)
3076                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3077                         else
3078                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3079                 }
3080                 else if (j < 32)
3081                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3082                 else
3083                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3084
3085                 /* Skip spells we cannot remember */
3086                 if (s_ptr->slevel > p_ptr->lev) continue;
3087
3088                 /* First set of spells */
3089                 if ((j < 32) ?
3090                         (p_ptr->spell_forgotten1 & (1L << j)) :
3091                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3092                 {
3093                         /* No longer forgotten */
3094                         if (j < 32)
3095                         {
3096                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3097                                 which = p_ptr->realm1;
3098                         }
3099                         else
3100                         {
3101                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3102                                 which = p_ptr->realm2;
3103                         }
3104
3105                         /* Known once more */
3106                         if (j < 32)
3107                         {
3108                                 p_ptr->spell_learned1 |= (1L << j);
3109                                 which = p_ptr->realm1;
3110                         }
3111                         else
3112                         {
3113                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3114                                 which = p_ptr->realm2;
3115                         }
3116
3117 #ifdef JP
3118                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3119 #else
3120                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3121 #endif
3122
3123
3124                         /* One less can be learned */
3125                         p_ptr->new_spells--;
3126                 }
3127         }
3128
3129         k = 0;
3130
3131         if (p_ptr->realm2 == REALM_NONE)
3132         {
3133                 /* Count spells that can be learned */
3134                 for (j = 0; j < 32; j++)
3135                 {
3136                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3137                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3138
3139                         /* Skip spells we cannot remember */
3140                         if (s_ptr->slevel > p_ptr->lev) continue;
3141
3142                         /* Skip spells we already know */
3143                         if (p_ptr->spell_learned1 & (1L << j))
3144                         {
3145                                 continue;
3146                         }
3147
3148                         /* Count it */
3149                         k++;
3150                 }
3151                 if (k > 32) k = 32;
3152                 if ((p_ptr->new_spells > k) &&
3153                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3154                 {
3155                         p_ptr->new_spells = (s16b)k;
3156                 }
3157         }
3158
3159         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3160
3161         /* Spell count changed */
3162         if (p_ptr->old_spells != p_ptr->new_spells)
3163         {
3164                 /* Message if needed */
3165                 if (p_ptr->new_spells)
3166                 {
3167 #ifdef JP
3168                         if (p_ptr->new_spells < 10) {
3169                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3170                         }
3171                         else {
3172                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3173                         }
3174 #else
3175                         msg_format("You can learn %d more %s%s.",
3176                                 p_ptr->new_spells, p,
3177                                 (p_ptr->new_spells != 1) ? "s" : "");
3178 #endif
3179
3180                 }
3181
3182                 /* Save the new_spells value */
3183                 p_ptr->old_spells = p_ptr->new_spells;
3184
3185                 /* Redraw Study Status */
3186                 p_ptr->redraw |= (PR_STUDY);
3187
3188                 /* Redraw object recall */
3189                 p_ptr->window |= (PW_OBJECT);
3190         }
3191 }
3192
3193 /*!
3194  * @brief プレイヤーの最大MPを計算する /
3195  * Calculate maximum mana.  You do not need to know any spells.
3196  * Note that mana is lowered by heavy (or inappropriate) armor.
3197  * @return なし
3198  * @details
3199  * This function induces status messages.
3200  */
3201 static void calc_mana(void)
3202 {
3203         int msp, levels, cur_wgt, max_wgt;
3204
3205         object_type *o_ptr;
3206
3207
3208         /* Hack -- Must be literate */
3209         if (!mp_ptr->spell_book) return;
3210
3211         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3212                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3213                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3214         {
3215                 levels = p_ptr->lev;
3216         }
3217         else
3218         {
3219                 if (mp_ptr->spell_first > p_ptr->lev)
3220                 {
3221                         /* Save new mana */
3222                         p_ptr->msp = 0;
3223
3224                         /* Display mana later */
3225                         p_ptr->redraw |= (PR_MANA);
3226                         return;
3227                 }
3228
3229                 /* Extract "effective" player level */
3230                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3231         }
3232
3233         if (p_ptr->pclass == CLASS_SAMURAI)
3234         {
3235                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3236                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3237         }
3238         else
3239         {
3240                 /* Extract total mana */
3241                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3242
3243                 /* Hack -- usually add one mana */
3244                 if (msp) msp++;
3245
3246                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3247
3248                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3249
3250                 /* Hack: High mages have a 25% mana bonus */
3251                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3252
3253                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3254         }
3255
3256         /* Only mages are affected */
3257         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3258         {
3259                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3260
3261                 /* Assume player is not encumbered by gloves */
3262                 p_ptr->cumber_glove = FALSE;
3263
3264                 /* Get the gloves */
3265                 o_ptr = &inventory[INVEN_HANDS];
3266
3267                 /* Examine the gloves */
3268                 object_flags(o_ptr, flgs);
3269
3270                 /* Normal gloves hurt mage-type spells */
3271                 if (o_ptr->k_idx &&
3272                         !(have_flag(flgs, TR_FREE_ACT)) &&
3273                         !(have_flag(flgs, TR_DEC_MANA)) &&
3274                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3275                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3276                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3277                 {
3278                         /* Encumbered */
3279                         p_ptr->cumber_glove = TRUE;
3280
3281                         /* Reduce mana */
3282                         msp = (3 * msp) / 4;
3283                 }
3284         }
3285
3286
3287         /* Assume player not encumbered by armor */
3288         p_ptr->cumber_armor = FALSE;
3289
3290         /* Weigh the armor */
3291         cur_wgt = 0;
3292         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3293         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3294         cur_wgt += inventory[INVEN_BODY].weight;
3295         cur_wgt += inventory[INVEN_HEAD].weight;
3296         cur_wgt += inventory[INVEN_OUTER].weight;
3297         cur_wgt += inventory[INVEN_HANDS].weight;
3298         cur_wgt += inventory[INVEN_FEET].weight;
3299
3300         /* Subtract a percentage of maximum mana. */
3301         switch (p_ptr->pclass)
3302         {
3303                 /* For these classes, mana is halved if armour
3304                  * is 30 pounds over their weight limit. */
3305         case CLASS_MAGE:
3306         case CLASS_HIGH_MAGE:
3307         case CLASS_BLUE_MAGE:
3308         case CLASS_MONK:
3309         case CLASS_FORCETRAINER:
3310         case CLASS_SORCERER:
3311         {
3312                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3313                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3314                 break;
3315         }
3316
3317         /* Mana halved if armour is 40 pounds over weight limit. */
3318         case CLASS_PRIEST:
3319         case CLASS_BARD:
3320         case CLASS_TOURIST:
3321         {
3322                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3323                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3324                 break;
3325         }
3326
3327         case CLASS_MINDCRAFTER:
3328         case CLASS_BEASTMASTER:
3329         case CLASS_MIRROR_MASTER:
3330         {
3331                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3332                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3333                 break;
3334         }
3335
3336         /* Mana halved if armour is 50 pounds over weight limit. */
3337         case CLASS_ROGUE:
3338         case CLASS_RANGER:
3339         case CLASS_RED_MAGE:
3340         case CLASS_WARRIOR_MAGE:
3341         {
3342                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3343                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3344                 break;
3345         }
3346
3347         /* Mana halved if armour is 60 pounds over weight limit. */
3348         case CLASS_PALADIN:
3349         case CLASS_CHAOS_WARRIOR:
3350         {
3351                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3352                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3353                 break;
3354         }
3355
3356         /* For new classes created, but not yet added to this formula. */
3357         default:
3358         {
3359                 break;
3360         }
3361         }
3362
3363         /* Determine the weight allowance */
3364         max_wgt = mp_ptr->spell_weight;
3365
3366         /* Heavy armor penalizes mana by a percentage.  -LM- */
3367         if ((cur_wgt - max_wgt) > 0)
3368         {
3369                 /* Encumbered */
3370                 p_ptr->cumber_armor = TRUE;
3371
3372                 /* Subtract a percentage of maximum mana. */
3373                 switch (p_ptr->pclass)
3374                 {
3375                         /* For these classes, mana is halved if armour
3376                          * is 30 pounds over their weight limit. */
3377                 case CLASS_MAGE:
3378                 case CLASS_HIGH_MAGE:
3379                 case CLASS_BLUE_MAGE:
3380                 {
3381                         msp -= msp * (cur_wgt - max_wgt) / 600;
3382                         break;
3383                 }
3384
3385                 /* Mana halved if armour is 40 pounds over weight limit. */
3386                 case CLASS_PRIEST:
3387                 case CLASS_MINDCRAFTER:
3388                 case CLASS_BEASTMASTER:
3389                 case CLASS_BARD:
3390                 case CLASS_FORCETRAINER:
3391                 case CLASS_TOURIST:
3392                 case CLASS_MIRROR_MASTER:
3393                 {
3394                         msp -= msp * (cur_wgt - max_wgt) / 800;
3395                         break;
3396                 }
3397
3398                 case CLASS_SORCERER:
3399                 {
3400                         msp -= msp * (cur_wgt - max_wgt) / 900;
3401                         break;
3402                 }
3403
3404                 /* Mana halved if armour is 50 pounds over weight limit. */
3405                 case CLASS_ROGUE:
3406                 case CLASS_RANGER:
3407                 case CLASS_MONK:
3408                 case CLASS_RED_MAGE:
3409                 {
3410                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3411                         break;
3412                 }
3413
3414                 /* Mana halved if armour is 60 pounds over weight limit. */
3415                 case CLASS_PALADIN:
3416                 case CLASS_CHAOS_WARRIOR:
3417                 case CLASS_WARRIOR_MAGE:
3418                 {
3419                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3420                         break;
3421                 }
3422
3423                 case CLASS_SAMURAI:
3424                 {
3425                         p_ptr->cumber_armor = FALSE;
3426                         break;
3427                 }
3428
3429                 /* For new classes created, but not yet added to this formula. */
3430                 default:
3431                 {
3432                         msp -= msp * (cur_wgt - max_wgt) / 800;
3433                         break;
3434                 }
3435                 }
3436         }
3437
3438         /* Mana can never be negative */
3439         if (msp < 0) msp = 0;
3440
3441
3442         /* Maximum mana has changed */
3443         if (p_ptr->msp != msp)
3444         {
3445                 /* Enforce maximum */
3446                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3447                 {
3448                         p_ptr->csp = msp;
3449                         p_ptr->csp_frac = 0;
3450                 }
3451
3452 #ifdef JP
3453                 /* レベルアップの時は上昇量を表示する */
3454                 if ((level_up == 1) && (msp > p_ptr->msp))
3455                 {
3456                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3457                 }
3458 #endif
3459                 /* Save new mana */
3460                 p_ptr->msp = msp;
3461
3462                 /* Display mana later */
3463                 p_ptr->redraw |= (PR_MANA);
3464
3465                 p_ptr->window |= (PW_PLAYER);
3466                 p_ptr->window |= (PW_SPELL);
3467         }
3468
3469
3470         /* Hack -- handle "xtra" mode */
3471         if (character_xtra) return;
3472
3473         /* Take note when "glove state" changes */
3474         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3475         {
3476                 if (p_ptr->cumber_glove)
3477                 {
3478                         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."));
3479                 }
3480                 else
3481                 {
3482                         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."));
3483                 }
3484
3485                 /* Save it */
3486                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3487         }
3488
3489
3490         /* Take note when "armor state" changes */
3491         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3492         {
3493                 if (p_ptr->cumber_armor)
3494                 {
3495                         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."));
3496                 }
3497                 else
3498                 {
3499                         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."));
3500                 }
3501
3502                 /* Save it */
3503                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3504         }
3505 }
3506
3507 /*!
3508  * @brief 装備中の射撃武器の威力倍率を返す /
3509  * calcurate the fire rate of target object
3510  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3511  * @return 射撃倍率の値(100で1.00倍)
3512  */
3513 s16b calc_num_fire(object_type *o_ptr)
3514 {
3515         int extra_shots = 0;
3516         int i;
3517         int num = 0;
3518         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3519         object_type *q_ptr;
3520         BIT_FLAGS flgs[TR_FLAG_SIZE];
3521
3522         /* Scan the usable inventory */
3523         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3524         {
3525                 q_ptr = &inventory[i];
3526
3527                 /* Skip non-objects */
3528                 if (!q_ptr->k_idx) continue;
3529
3530                 /* Do not apply current equip */
3531                 if (i == INVEN_BOW) continue;
3532
3533                 /* Extract the item flags */
3534                 object_flags(q_ptr, flgs);
3535
3536                 /* Boost shots */
3537                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3538         }
3539
3540         object_flags(o_ptr, flgs);
3541         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3542
3543         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3544         {
3545                 num = 100;
3546                 /* Extra shots */
3547                 num += (extra_shots * 100);
3548
3549                 /* Hack -- Rangers love Bows */
3550                 if ((p_ptr->pclass == CLASS_RANGER) &&
3551                         (tval_ammo == TV_ARROW))
3552                 {
3553                         num += (p_ptr->lev * 4);
3554                 }
3555
3556                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3557                         (tval_ammo == TV_ARROW))
3558                 {
3559                         num += (p_ptr->lev * 3);
3560                 }
3561
3562                 if (p_ptr->pclass == CLASS_ARCHER)
3563                 {
3564                         if (tval_ammo == TV_ARROW)
3565                                 num += ((p_ptr->lev * 5) + 50);
3566                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3567                                 num += (p_ptr->lev * 4);
3568                 }
3569
3570                 /*
3571                  * Addendum -- also "Reward" high level warriors,
3572                  * with _any_ missile weapon -- TY
3573                  */
3574                 if (p_ptr->pclass == CLASS_WARRIOR &&
3575                         (tval_ammo <= TV_BOLT) &&
3576                         (tval_ammo >= TV_SHOT))
3577                 {
3578                         num += (p_ptr->lev * 2);
3579                 }
3580                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3581                         (tval_ammo == TV_SHOT))
3582                 {
3583                         num += (p_ptr->lev * 4);
3584                 }
3585         }
3586         return (s16b)num;
3587 }
3588
3589 /*!
3590  * @brief プレイヤーの所持重量制限を計算する /
3591  * Computes current weight limit.
3592  * @return 制限重量(ポンド)
3593  */
3594 WEIGHT weight_limit(void)
3595 {
3596         WEIGHT i;
3597
3598         /* Weight limit based only on strength */
3599         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3600         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3601
3602         /* Return the result */
3603         return i;
3604 }
3605
3606 /*!
3607  * @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 /
3608  * @param i 判定する手のID(右手:0 左手:1)
3609  * @return 持っているならばTRUE
3610  */
3611 bool has_melee_weapon(int i)
3612 {
3613         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3614 }
3615
3616 /*!
3617  * @brief プレイヤーの現在開いている手の状態を返す
3618  * @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。
3619  * @return 開いている手のビットフラグ
3620  */
3621 BIT_FLAGS16 empty_hands(bool riding_control)
3622 {
3623         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3624
3625         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3626         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3627
3628         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3629         {
3630                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3631                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3632         }
3633
3634         return status;
3635 }
3636
3637
3638 /*!
3639  * @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。
3640  * @return ペナルティが適用されるならばTRUE。
3641  */
3642 bool heavy_armor(void)
3643 {
3644         WEIGHT monk_arm_wgt = 0;
3645
3646         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3647
3648         /* Weight the armor */
3649         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3650         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3651         monk_arm_wgt += inventory[INVEN_BODY].weight;
3652         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3653         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3654         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3655         monk_arm_wgt += inventory[INVEN_FEET].weight;
3656
3657         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3658 }
3659
3660 /*!
3661  * @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"
3662  * @return なし
3663  * @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。
3664  */
3665 void update_creature(player_type *creature_ptr)
3666 {
3667         if (!creature_ptr->update) return;
3668
3669         /* Actually do auto-destroy */
3670         if (creature_ptr->update & (PU_AUTODESTROY))
3671         {
3672                 creature_ptr->update &= ~(PU_AUTODESTROY);
3673                 autopick_delayed_alter();
3674         }
3675
3676         /* Combine the pack */
3677         if (creature_ptr->update & (PU_COMBINE))
3678         {
3679                 creature_ptr->update &= ~(PU_COMBINE);
3680                 combine_pack();
3681         }
3682
3683         /* Reorder the pack */
3684         if (creature_ptr->update & (PU_REORDER))
3685         {
3686                 creature_ptr->update &= ~(PU_REORDER);
3687                 reorder_pack();
3688         }
3689
3690         if (creature_ptr->update & (PU_BONUS))
3691         {
3692                 creature_ptr->update &= ~(PU_BONUS);
3693                 calc_bonuses();
3694         }
3695
3696         if (creature_ptr->update & (PU_TORCH))
3697         {
3698                 creature_ptr->update &= ~(PU_TORCH);
3699                 calc_torch();
3700         }
3701
3702         if (creature_ptr->update & (PU_HP))
3703         {
3704                 creature_ptr->update &= ~(PU_HP);
3705                 calc_hitpoints();
3706         }
3707
3708         if (creature_ptr->update & (PU_MANA))
3709         {
3710                 creature_ptr->update &= ~(PU_MANA);
3711                 calc_mana();
3712         }
3713
3714         if (creature_ptr->update & (PU_SPELLS))
3715         {
3716                 creature_ptr->update &= ~(PU_SPELLS);
3717                 calc_spells();
3718         }
3719
3720         /* Character is not ready yet, no screen updates */
3721         if (!character_generated) return;
3722
3723         /* Character is in "icky" mode, no screen updates */
3724         if (character_icky) return;
3725
3726         if (creature_ptr->update & (PU_UN_LITE))
3727         {
3728                 creature_ptr->update &= ~(PU_UN_LITE);
3729                 forget_lite();
3730         }
3731
3732         if (creature_ptr->update & (PU_UN_VIEW))
3733         {
3734                 creature_ptr->update &= ~(PU_UN_VIEW);
3735                 forget_view();
3736         }
3737
3738         if (creature_ptr->update & (PU_VIEW))
3739         {
3740                 creature_ptr->update &= ~(PU_VIEW);
3741                 update_view();
3742         }
3743
3744         if (creature_ptr->update & (PU_LITE))
3745         {
3746                 creature_ptr->update &= ~(PU_LITE);
3747                 update_lite();
3748         }
3749
3750
3751         if (creature_ptr->update & (PU_FLOW))
3752         {
3753                 creature_ptr->update &= ~(PU_FLOW);
3754                 update_flow();
3755         }
3756
3757         if (creature_ptr->update & (PU_DISTANCE))
3758         {
3759                 creature_ptr->update &= ~(PU_DISTANCE);
3760
3761                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3762                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3763
3764                 update_monsters(TRUE);
3765         }
3766
3767         if (creature_ptr->update & (PU_MON_LITE))
3768         {
3769                 creature_ptr->update &= ~(PU_MON_LITE);
3770                 update_mon_lite();
3771         }
3772
3773         /*
3774          * Mega-Hack -- Delayed visual update
3775          * Only used if update_view(), update_lite() or update_mon_lite() was called
3776          */
3777         if (creature_ptr->update & (PU_DELAY_VIS))
3778         {
3779                 creature_ptr->update &= ~(PU_DELAY_VIS);
3780                 delayed_visual_update();
3781         }
3782
3783         if (creature_ptr->update & (PU_MONSTERS))
3784         {
3785                 creature_ptr->update &= ~(PU_MONSTERS);
3786                 update_monsters(FALSE);
3787         }
3788 }
3789
3790 /*!
3791  * @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
3792  * @return 魔道書を一冊も持っていないならTRUEを返す
3793  */
3794 bool player_has_no_spellbooks(void)
3795 {
3796         int i;
3797         object_type *o_ptr;
3798
3799         for (i = 0; i < INVEN_PACK; i++)
3800         {
3801                 o_ptr = &inventory[i];
3802                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3803         }
3804
3805         for (i = cave[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3806         {
3807                 o_ptr = &o_list[i];
3808                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3809         }
3810
3811         return TRUE;
3812 }