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[Refactor] #37353 cmd5.c を cmd-spell.c へ統合。 / Integrate cmd5.c to cmd-spell.c.
[hengband/hengband.git] / src / player-status.c
1 #include "angband.h"
2 #include "player-status.h"
3
4 #include "artifact.h"
5 #include "avatar.h"
6
7 /*
8  * Return alignment title
9  */
10 concptr your_alignment(void)
11 {
12         if (p_ptr->align > 150) return _("大善", "Lawful");
13         else if (p_ptr->align > 50) return _("中善", "Good");
14         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
15         else if (p_ptr->align > -11) return _("中立", "Neutral");
16         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
17         else if (p_ptr->align > -151) return _("中悪", "Evil");
18         else return _("大悪", "Chaotic");
19 }
20
21
22 /*
23  * Return proficiency level of weapons and misc. skills (except riding)
24  */
25 int weapon_exp_level(int weapon_exp)
26 {
27         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
28         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
29         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
30         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
31         else return EXP_LEVEL_MASTER;
32 }
33
34
35 /*
36  * Return proficiency level of riding
37  */
38 int riding_exp_level(int riding_exp)
39 {
40         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
41         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
42         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
43         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
44         else return EXP_LEVEL_MASTER;
45 }
46
47
48 /*
49  * Return proficiency level of spells
50  */
51 int spell_exp_level(int spell_exp)
52 {
53         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
54         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
55         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
56         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
57         else return EXP_LEVEL_MASTER;
58 }
59
60 /*!
61  * @brief プレイヤーの全ステータスを更新する /
62  * Calculate the players current "state", taking into account
63  * not only race/class intrinsics, but also objects being worn
64  * and temporary spell effects.
65  * @return なし
66  * @details
67  * <pre>
68  * See also calc_mana() and calc_hitpoints().
69  *
70  * Take note of the new "speed code", in particular, a very strong
71  * player will start slowing down as soon as he reaches 150 pounds,
72  * but not until he reaches 450 pounds will he be half as fast as
73  * a normal kobold.  This both hurts and helps the player, hurts
74  * because in the old days a player could just avoid 300 pounds,
75  * and helps because now carrying 300 pounds is not very painful.
76  *
77  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
78  * damage, since that would affect non-combat things.  These values
79  * are actually added in later, at the appropriate place.
80  *
81  * This function induces various "status" messages.
82  * </pre>
83  */
84 void calc_bonuses(void)
85 {
86         int i, j, hold, neutral[2];
87         int new_speed;
88         int default_hand = 0;
89         int empty_hands_status = empty_hands(TRUE);
90         int extra_blows[2];
91         object_type *o_ptr;
92         BIT_FLAGS flgs[TR_FLAG_SIZE];
93         bool omoi = FALSE;
94         bool yoiyami = FALSE;
95         bool down_saving = FALSE;
96 #if 0
97         bool have_dd_s = FALSE, have_dd_t = FALSE;
98 #endif
99         bool have_sw = FALSE, have_kabe = FALSE;
100         bool easy_2weapon = FALSE;
101         bool riding_levitation = FALSE;
102         OBJECT_IDX this_o_idx, next_o_idx = 0;
103         const player_race *tmp_rp_ptr;
104
105         /* Save the old vision stuff */
106         bool old_telepathy = p_ptr->telepathy;
107         bool old_esp_animal = p_ptr->esp_animal;
108         bool old_esp_undead = p_ptr->esp_undead;
109         bool old_esp_demon = p_ptr->esp_demon;
110         bool old_esp_orc = p_ptr->esp_orc;
111         bool old_esp_troll = p_ptr->esp_troll;
112         bool old_esp_giant = p_ptr->esp_giant;
113         bool old_esp_dragon = p_ptr->esp_dragon;
114         bool old_esp_human = p_ptr->esp_human;
115         bool old_esp_evil = p_ptr->esp_evil;
116         bool old_esp_good = p_ptr->esp_good;
117         bool old_esp_nonliving = p_ptr->esp_nonliving;
118         bool old_esp_unique = p_ptr->esp_unique;
119         bool old_see_inv = p_ptr->see_inv;
120         bool old_mighty_throw = p_ptr->mighty_throw;
121
122         /* Current feature under player. */
123         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
124
125         /* Save the old armor class */
126         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
127         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
128
129
130         /* Clear extra blows/shots */
131         extra_blows[0] = extra_blows[1] = 0;
132
133         /* Clear the stat modifiers */
134         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
135
136
137         /* Clear the Displayed/Real armor class */
138         p_ptr->dis_ac = p_ptr->ac = 0;
139
140         /* Clear the Displayed/Real Bonuses */
141         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
142         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
143         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
144         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
145         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
146         p_ptr->dis_to_a = p_ptr->to_a = 0;
147         p_ptr->to_h_m = 0;
148         p_ptr->to_d_m = 0;
149
150         p_ptr->to_m_chance = 0;
151
152         /* Clear the Extra Dice Bonuses */
153         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
154         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
155
156         /* Start with "normal" speed */
157         new_speed = 110;
158
159         /* Start with a single blow per turn */
160         p_ptr->num_blow[0] = 1;
161         p_ptr->num_blow[1] = 1;
162
163         /* Start with a single shot per turn */
164         p_ptr->num_fire = 100;
165
166         /* Reset the "xtra" tval */
167         p_ptr->tval_xtra = 0;
168
169         /* Reset the "ammo" tval */
170         p_ptr->tval_ammo = 0;
171
172         /* Clear all the flags */
173         p_ptr->cursed = 0L;
174         p_ptr->bless_blade = FALSE;
175         p_ptr->xtra_might = FALSE;
176         p_ptr->impact[0] = FALSE;
177         p_ptr->impact[1] = FALSE;
178         p_ptr->pass_wall = FALSE;
179         p_ptr->kill_wall = FALSE;
180         p_ptr->dec_mana = FALSE;
181         p_ptr->easy_spell = FALSE;
182         p_ptr->heavy_spell = FALSE;
183         p_ptr->see_inv = FALSE;
184         p_ptr->free_act = FALSE;
185         p_ptr->slow_digest = FALSE;
186         p_ptr->regenerate = FALSE;
187         p_ptr->can_swim = FALSE;
188         p_ptr->levitation = FALSE;
189         p_ptr->hold_exp = FALSE;
190         p_ptr->telepathy = FALSE;
191         p_ptr->esp_animal = FALSE;
192         p_ptr->esp_undead = FALSE;
193         p_ptr->esp_demon = FALSE;
194         p_ptr->esp_orc = FALSE;
195         p_ptr->esp_troll = FALSE;
196         p_ptr->esp_giant = FALSE;
197         p_ptr->esp_dragon = FALSE;
198         p_ptr->esp_human = FALSE;
199         p_ptr->esp_evil = FALSE;
200         p_ptr->esp_good = FALSE;
201         p_ptr->esp_nonliving = FALSE;
202         p_ptr->esp_unique = FALSE;
203         p_ptr->lite = FALSE;
204         p_ptr->sustain_str = FALSE;
205         p_ptr->sustain_int = FALSE;
206         p_ptr->sustain_wis = FALSE;
207         p_ptr->sustain_con = FALSE;
208         p_ptr->sustain_dex = FALSE;
209         p_ptr->sustain_chr = FALSE;
210         p_ptr->resist_acid = FALSE;
211         p_ptr->resist_elec = FALSE;
212         p_ptr->resist_fire = FALSE;
213         p_ptr->resist_cold = FALSE;
214         p_ptr->resist_pois = FALSE;
215         p_ptr->resist_conf = FALSE;
216         p_ptr->resist_sound = FALSE;
217         p_ptr->resist_lite = FALSE;
218         p_ptr->resist_dark = FALSE;
219         p_ptr->resist_chaos = FALSE;
220         p_ptr->resist_disen = FALSE;
221         p_ptr->resist_shard = FALSE;
222         p_ptr->resist_nexus = FALSE;
223         p_ptr->resist_blind = FALSE;
224         p_ptr->resist_neth = FALSE;
225         p_ptr->resist_time = FALSE;
226         p_ptr->resist_water = FALSE;
227         p_ptr->resist_fear = FALSE;
228         p_ptr->reflect = FALSE;
229         p_ptr->sh_fire = FALSE;
230         p_ptr->sh_elec = FALSE;
231         p_ptr->sh_cold = FALSE;
232         p_ptr->anti_magic = FALSE;
233         p_ptr->anti_tele = FALSE;
234         p_ptr->warning = FALSE;
235         p_ptr->mighty_throw = FALSE;
236         p_ptr->see_nocto = FALSE;
237
238         p_ptr->immune_acid = FALSE;
239         p_ptr->immune_elec = FALSE;
240         p_ptr->immune_fire = FALSE;
241         p_ptr->immune_cold = FALSE;
242
243         p_ptr->ryoute = FALSE;
244         p_ptr->migite = FALSE;
245         p_ptr->hidarite = FALSE;
246         p_ptr->no_flowed = FALSE;
247
248         p_ptr->align = friend_align;
249
250         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
251         else tmp_rp_ptr = &race_info[p_ptr->prace];
252
253         /* Base infravision (purely racial) */
254         p_ptr->see_infra = tmp_rp_ptr->infra;
255
256         /* Base skill -- disarming */
257         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
258
259         /* Base skill -- magic devices */
260         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
261
262         /* Base skill -- saving throw */
263         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
264
265         /* Base skill -- stealth */
266         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
267
268         /* Base skill -- searching ability */
269         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
270
271         /* Base skill -- searching frequency */
272         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
273
274         /* Base skill -- combat (normal) */
275         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
276
277         /* Base skill -- combat (shooting) */
278         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
279
280         /* Base skill -- combat (throwing) */
281         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
282
283         /* Base skill -- digging */
284         p_ptr->skill_dig = 0;
285
286         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
287         if (has_melee_weapon(INVEN_LARM))
288         {
289                 p_ptr->hidarite = TRUE;
290                 if (!p_ptr->migite) default_hand = 1;
291         }
292
293         if (CAN_TWO_HANDS_WIELDING())
294         {
295                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
296                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
297                 {
298                         p_ptr->ryoute = TRUE;
299                 }
300                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
301                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
302                 {
303                         p_ptr->ryoute = TRUE;
304                 }
305                 else
306                 {
307                         switch (p_ptr->pclass)
308                         {
309                         case CLASS_MONK:
310                         case CLASS_FORCETRAINER:
311                         case CLASS_BERSERKER:
312                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
313                                 {
314                                         p_ptr->migite = TRUE;
315                                         p_ptr->ryoute = TRUE;
316                                 }
317                                 break;
318                         }
319                 }
320         }
321
322         if (!p_ptr->migite && !p_ptr->hidarite)
323         {
324                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
325                 else if (empty_hands_status == EMPTY_HAND_LARM)
326                 {
327                         p_ptr->hidarite = TRUE;
328                         default_hand = 1;
329                 }
330         }
331
332         if (p_ptr->special_defense & KAMAE_MASK)
333         {
334                 if (!(empty_hands_status & EMPTY_HAND_RARM))
335                 {
336                         set_action(ACTION_NONE);
337                 }
338         }
339
340         switch (p_ptr->pclass)
341         {
342         case CLASS_WARRIOR:
343                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
344                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
345                 break;
346         case CLASS_PALADIN:
347                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
348                 break;
349         case CLASS_CHAOS_WARRIOR:
350                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
351                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
352                 break;
353         case CLASS_MINDCRAFTER:
354                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
355                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
356                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
357                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
358                 break;
359         case CLASS_MONK:
360         case CLASS_FORCETRAINER:
361                 /* Unencumbered Monks become faster every 10 levels */
362                 if (!(heavy_armor()))
363                 {
364                         if (!(prace_is_(RACE_KLACKON) ||
365                                 prace_is_(RACE_SPRITE) ||
366                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
367                                 new_speed += (p_ptr->lev) / 10;
368
369                         /* Free action if unencumbered at level 25 */
370                         if (p_ptr->lev > 24)
371                                 p_ptr->free_act = TRUE;
372                 }
373                 break;
374         case CLASS_SORCERER:
375                 p_ptr->to_a -= 50;
376                 p_ptr->dis_to_a -= 50;
377                 break;
378         case CLASS_BARD:
379                 p_ptr->resist_sound = TRUE;
380                 break;
381         case CLASS_SAMURAI:
382                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
383                 break;
384         case CLASS_BERSERKER:
385                 p_ptr->shero = 1;
386                 p_ptr->sustain_str = TRUE;
387                 p_ptr->sustain_dex = TRUE;
388                 p_ptr->sustain_con = TRUE;
389                 p_ptr->regenerate = TRUE;
390                 p_ptr->free_act = TRUE;
391                 new_speed += 2;
392                 if (p_ptr->lev > 29) new_speed++;
393                 if (p_ptr->lev > 39) new_speed++;
394                 if (p_ptr->lev > 44) new_speed++;
395                 if (p_ptr->lev > 49) new_speed++;
396                 p_ptr->to_a += 10 + p_ptr->lev / 2;
397                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
398                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
399                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
400                 p_ptr->redraw |= PR_STATUS;
401                 break;
402         case CLASS_MIRROR_MASTER:
403                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
404                 break;
405         case CLASS_NINJA:
406                 /* Unencumbered Ninjas become faster every 10 levels */
407                 if (heavy_armor())
408                 {
409                         new_speed -= (p_ptr->lev) / 10;
410                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
411                 }
412                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
413                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
414                 {
415                         new_speed += 3;
416                         if (!(prace_is_(RACE_KLACKON) ||
417                                 prace_is_(RACE_SPRITE) ||
418                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
419                                 new_speed += (p_ptr->lev) / 10;
420                         p_ptr->skill_stl += (p_ptr->lev) / 10;
421
422                         /* Free action if unencumbered at level 25 */
423                         if (p_ptr->lev > 24)
424                                 p_ptr->free_act = TRUE;
425                 }
426                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
427                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
428                 {
429                         p_ptr->to_a += p_ptr->lev / 2 + 5;
430                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
431                 }
432                 p_ptr->slow_digest = TRUE;
433                 p_ptr->resist_fear = TRUE;
434                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
435                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
436                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
437                 if (p_ptr->lev > 44)
438                 {
439                         p_ptr->oppose_pois = 1;
440                         p_ptr->redraw |= PR_STATUS;
441                 }
442                 p_ptr->see_nocto = TRUE;
443                 break;
444         }
445
446         /***** Races ****/
447         if (p_ptr->mimic_form)
448         {
449                 switch (p_ptr->mimic_form)
450                 {
451                 case MIMIC_DEMON:
452                         p_ptr->hold_exp = TRUE;
453                         p_ptr->resist_chaos = TRUE;
454                         p_ptr->resist_neth = TRUE;
455                         p_ptr->resist_fire = TRUE;
456                         p_ptr->oppose_fire = 1;
457                         p_ptr->see_inv = TRUE;
458                         new_speed += 3;
459                         p_ptr->redraw |= PR_STATUS;
460                         p_ptr->to_a += 10;
461                         p_ptr->dis_to_a += 10;
462                         p_ptr->align -= 200;
463                         break;
464                 case MIMIC_DEMON_LORD:
465                         p_ptr->hold_exp = TRUE;
466                         p_ptr->resist_chaos = TRUE;
467                         p_ptr->resist_neth = TRUE;
468                         p_ptr->immune_fire = TRUE;
469                         p_ptr->resist_acid = TRUE;
470                         p_ptr->resist_fire = TRUE;
471                         p_ptr->resist_cold = TRUE;
472                         p_ptr->resist_elec = TRUE;
473                         p_ptr->resist_pois = TRUE;
474                         p_ptr->resist_conf = TRUE;
475                         p_ptr->resist_disen = TRUE;
476                         p_ptr->resist_nexus = TRUE;
477                         p_ptr->resist_fear = TRUE;
478                         p_ptr->sh_fire = TRUE;
479                         p_ptr->see_inv = TRUE;
480                         p_ptr->telepathy = TRUE;
481                         p_ptr->levitation = TRUE;
482                         p_ptr->kill_wall = TRUE;
483                         new_speed += 5;
484                         p_ptr->to_a += 20;
485                         p_ptr->dis_to_a += 20;
486                         p_ptr->align -= 200;
487                         break;
488                 case MIMIC_VAMPIRE:
489                         p_ptr->resist_dark = TRUE;
490                         p_ptr->hold_exp = TRUE;
491                         p_ptr->resist_neth = TRUE;
492                         p_ptr->resist_cold = TRUE;
493                         p_ptr->resist_pois = TRUE;
494                         p_ptr->see_inv = TRUE;
495                         new_speed += 3;
496                         p_ptr->to_a += 10;
497                         p_ptr->dis_to_a += 10;
498                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
499                         break;
500                 }
501         }
502         else
503         {
504                 switch (p_ptr->prace)
505                 {
506                 case RACE_ELF:
507                         p_ptr->resist_lite = TRUE;
508                         break;
509                 case RACE_HOBBIT:
510                         p_ptr->hold_exp = TRUE;
511                         break;
512                 case RACE_GNOME:
513                         p_ptr->free_act = TRUE;
514                         break;
515                 case RACE_DWARF:
516                         p_ptr->resist_blind = TRUE;
517                         break;
518                 case RACE_HALF_ORC:
519                         p_ptr->resist_dark = TRUE;
520                         break;
521                 case RACE_HALF_TROLL:
522                         p_ptr->sustain_str = TRUE;
523
524                         if (p_ptr->lev > 14)
525                         {
526                                 /* High level trolls heal fast... */
527                                 p_ptr->regenerate = TRUE;
528
529                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
530                                 {
531                                         p_ptr->slow_digest = TRUE;
532                                         /* Let's not make Regeneration
533                                          * a disadvantage for the poor warriors who can
534                                          * never learn a spell that satisfies hunger (actually
535                                          * neither can rogues, but half-trolls are not
536                                          * supposed to play rogues) */
537                                 }
538                         }
539                         break;
540                 case RACE_AMBERITE:
541                         p_ptr->sustain_con = TRUE;
542                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
543                         break;
544                 case RACE_HIGH_ELF:
545                         p_ptr->resist_lite = TRUE;
546                         p_ptr->see_inv = TRUE;
547                         break;
548                 case RACE_BARBARIAN:
549                         p_ptr->resist_fear = TRUE;
550                         break;
551                 case RACE_HALF_OGRE:
552                         p_ptr->resist_dark = TRUE;
553                         p_ptr->sustain_str = TRUE;
554                         break;
555                 case RACE_HALF_GIANT:
556                         p_ptr->sustain_str = TRUE;
557                         p_ptr->resist_shard = TRUE;
558                         break;
559                 case RACE_HALF_TITAN:
560                         p_ptr->resist_chaos = TRUE;
561                         break;
562                 case RACE_CYCLOPS:
563                         p_ptr->resist_sound = TRUE;
564                         break;
565                 case RACE_YEEK:
566                         p_ptr->resist_acid = TRUE;
567                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
568                         break;
569                 case RACE_KLACKON:
570                         p_ptr->resist_conf = TRUE;
571                         p_ptr->resist_acid = TRUE;
572
573                         /* Klackons become faster */
574                         new_speed += (p_ptr->lev) / 10;
575                         break;
576                 case RACE_KOBOLD:
577                         p_ptr->resist_pois = TRUE;
578                         break;
579                 case RACE_NIBELUNG:
580                         p_ptr->resist_disen = TRUE;
581                         p_ptr->resist_dark = TRUE;
582                         break;
583                 case RACE_DARK_ELF:
584                         p_ptr->resist_dark = TRUE;
585                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
586                         break;
587                 case RACE_DRACONIAN:
588                         p_ptr->levitation = TRUE;
589                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
590                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
591                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
592                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
593                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
594                         break;
595                 case RACE_MIND_FLAYER:
596                         p_ptr->sustain_int = TRUE;
597                         p_ptr->sustain_wis = TRUE;
598                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
599                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
600                         break;
601                 case RACE_IMP:
602                         p_ptr->resist_fire = TRUE;
603                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
604                         break;
605                 case RACE_GOLEM:
606                         p_ptr->slow_digest = TRUE;
607                         p_ptr->free_act = TRUE;
608                         p_ptr->see_inv = TRUE;
609                         p_ptr->resist_pois = TRUE;
610                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
611                         break;
612                 case RACE_SKELETON:
613                         p_ptr->resist_shard = TRUE;
614                         p_ptr->hold_exp = TRUE;
615                         p_ptr->see_inv = TRUE;
616                         p_ptr->resist_pois = TRUE;
617                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
618                         break;
619                 case RACE_ZOMBIE:
620                         p_ptr->resist_neth = TRUE;
621                         p_ptr->hold_exp = TRUE;
622                         p_ptr->see_inv = TRUE;
623                         p_ptr->resist_pois = TRUE;
624                         p_ptr->slow_digest = TRUE;
625                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
626                         break;
627                 case RACE_VAMPIRE:
628                         p_ptr->resist_dark = TRUE;
629                         p_ptr->hold_exp = TRUE;
630                         p_ptr->resist_neth = TRUE;
631                         p_ptr->resist_cold = TRUE;
632                         p_ptr->resist_pois = TRUE;
633                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
634                         break;
635                 case RACE_SPECTRE:
636                         p_ptr->levitation = TRUE;
637                         p_ptr->free_act = TRUE;
638                         p_ptr->resist_neth = TRUE;
639                         p_ptr->hold_exp = TRUE;
640                         p_ptr->see_inv = TRUE;
641                         p_ptr->resist_pois = TRUE;
642                         p_ptr->slow_digest = TRUE;
643                         p_ptr->resist_cold = TRUE;
644                         p_ptr->pass_wall = TRUE;
645                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
646                         break;
647                 case RACE_SPRITE:
648                         p_ptr->levitation = TRUE;
649                         p_ptr->resist_lite = TRUE;
650
651                         /* Sprites become faster */
652                         new_speed += (p_ptr->lev) / 10;
653                         break;
654                 case RACE_BEASTMAN:
655                         p_ptr->resist_conf = TRUE;
656                         p_ptr->resist_sound = TRUE;
657                         break;
658                 case RACE_ENT:
659                         /* Ents dig like maniacs, but only with their hands. */
660                         if (!inventory[INVEN_RARM].k_idx)
661                                 p_ptr->skill_dig += p_ptr->lev * 10;
662                         /* Ents get tougher and stronger as they age, but lose dexterity. */
663                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
664                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
665                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
666
667                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
668                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
669                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
670
671                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
672                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
673                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
674                         break;
675                 case RACE_ANGEL:
676                         p_ptr->levitation = TRUE;
677                         p_ptr->see_inv = TRUE;
678                         p_ptr->align += 200;
679                         break;
680                 case RACE_DEMON:
681                         p_ptr->resist_fire = TRUE;
682                         p_ptr->resist_neth = TRUE;
683                         p_ptr->hold_exp = TRUE;
684                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
685                         if (p_ptr->lev > 44)
686                         {
687                                 p_ptr->oppose_fire = 1;
688                                 p_ptr->redraw |= PR_STATUS;
689                         }
690                         p_ptr->align -= 200;
691                         break;
692                 case RACE_DUNADAN:
693                         p_ptr->sustain_con = TRUE;
694                         break;
695                 case RACE_S_FAIRY:
696                         p_ptr->levitation = TRUE;
697                         break;
698                 case RACE_KUTAR:
699                         p_ptr->resist_conf = TRUE;
700                         break;
701                 case RACE_ANDROID:
702                         p_ptr->slow_digest = TRUE;
703                         p_ptr->free_act = TRUE;
704                         p_ptr->resist_pois = TRUE;
705                         p_ptr->hold_exp = TRUE;
706                         break;
707                 case RACE_MERFOLK:
708                         p_ptr->resist_water = TRUE;
709                         break;
710                 default:
711                         /* Do nothing */
712                         ;
713                 }
714         }
715
716         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
717         {
718                 p_ptr->see_inv = TRUE;
719                 p_ptr->free_act = TRUE;
720                 p_ptr->slow_digest = TRUE;
721                 p_ptr->regenerate = TRUE;
722                 p_ptr->levitation = TRUE;
723                 p_ptr->hold_exp = TRUE;
724                 p_ptr->telepathy = TRUE;
725                 p_ptr->lite = TRUE;
726                 p_ptr->sustain_str = TRUE;
727                 p_ptr->sustain_int = TRUE;
728                 p_ptr->sustain_wis = TRUE;
729                 p_ptr->sustain_con = TRUE;
730                 p_ptr->sustain_dex = TRUE;
731                 p_ptr->sustain_chr = TRUE;
732                 p_ptr->resist_acid = TRUE;
733                 p_ptr->resist_elec = TRUE;
734                 p_ptr->resist_fire = TRUE;
735                 p_ptr->resist_cold = TRUE;
736                 p_ptr->resist_pois = TRUE;
737                 p_ptr->resist_conf = TRUE;
738                 p_ptr->resist_sound = TRUE;
739                 p_ptr->resist_lite = TRUE;
740                 p_ptr->resist_dark = TRUE;
741                 p_ptr->resist_chaos = TRUE;
742                 p_ptr->resist_disen = TRUE;
743                 p_ptr->resist_shard = TRUE;
744                 p_ptr->resist_nexus = TRUE;
745                 p_ptr->resist_blind = TRUE;
746                 p_ptr->resist_neth = TRUE;
747                 p_ptr->resist_fear = TRUE;
748                 p_ptr->reflect = TRUE;
749                 p_ptr->sh_fire = TRUE;
750                 p_ptr->sh_elec = TRUE;
751                 p_ptr->sh_cold = TRUE;
752                 p_ptr->to_a += 100;
753                 p_ptr->dis_to_a += 100;
754         }
755         /* Temporary shield */
756         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
757         {
758                 p_ptr->to_a += 50;
759                 p_ptr->dis_to_a += 50;
760         }
761
762         if (p_ptr->tim_res_nether)
763         {
764                 p_ptr->resist_neth = TRUE;
765         }
766         if (p_ptr->tim_sh_fire)
767         {
768                 p_ptr->sh_fire = TRUE;
769         }
770         if (p_ptr->tim_res_time)
771         {
772                 p_ptr->resist_time = TRUE;
773         }
774
775         /* Sexy Gal */
776         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
777
778         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
779         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
780         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
781
782         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
783         {
784                 p_ptr->to_m_chance += 5;
785                 p_ptr->resist_conf = TRUE;
786         }
787
788         /* Lucky man */
789         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
790
791         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
792         {
793                 p_ptr->resist_blind = TRUE;
794                 p_ptr->resist_conf = TRUE;
795                 p_ptr->hold_exp = TRUE;
796                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
797
798                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
799                         /* Munchkin become faster */
800                         new_speed += (p_ptr->lev) / 10 + 5;
801         }
802
803         if (music_singing(MUSIC_WALL))
804         {
805                 p_ptr->kill_wall = TRUE;
806         }
807
808         /* Hack -- apply racial/class stat maxes */
809         /* Apply the racial modifiers */
810         for (i = 0; i < A_MAX; i++)
811         {
812                 /* Modify the stats for "race" */
813                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
814         }
815
816
817         /* I'm adding the mutations here for the lack of a better place... */
818         if (p_ptr->muta3)
819         {
820                 /* Hyper Strength */
821                 if (p_ptr->muta3 & MUT3_HYPER_STR)
822                 {
823                         p_ptr->stat_add[A_STR] += 4;
824                 }
825
826                 /* Puny */
827                 if (p_ptr->muta3 & MUT3_PUNY)
828                 {
829                         p_ptr->stat_add[A_STR] -= 4;
830                 }
831
832                 /* Living computer */
833                 if (p_ptr->muta3 & MUT3_HYPER_INT)
834                 {
835                         p_ptr->stat_add[A_INT] += 4;
836                         p_ptr->stat_add[A_WIS] += 4;
837                 }
838
839                 /* Moronic */
840                 if (p_ptr->muta3 & MUT3_MORONIC)
841                 {
842                         p_ptr->stat_add[A_INT] -= 4;
843                         p_ptr->stat_add[A_WIS] -= 4;
844                 }
845
846                 if (p_ptr->muta3 & MUT3_RESILIENT)
847                 {
848                         p_ptr->stat_add[A_CON] += 4;
849                 }
850
851                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
852                 {
853                         p_ptr->stat_add[A_CON] += 2;
854                         new_speed -= 2;
855                 }
856
857                 if (p_ptr->muta3 & MUT3_ALBINO)
858                 {
859                         p_ptr->stat_add[A_CON] -= 4;
860                 }
861
862                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
863                 {
864                         p_ptr->stat_add[A_CON] -= 2;
865                         p_ptr->stat_add[A_CHR] -= 1;
866                         p_ptr->regenerate = FALSE;
867                         /* Cancel innate regeneration */
868                 }
869
870                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
871                 {
872                         p_ptr->stat_add[A_CHR] -= 4;
873                 }
874
875                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
876                 {
877                         p_ptr->stat_add[A_CHR] -= 1;
878                 }
879
880                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
881                 {
882                         p_ptr->skill_fos += 15;
883                         p_ptr->skill_srh += 15;
884                 }
885
886                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
887                 {
888                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
889                 }
890
891                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
892                 {
893                         p_ptr->skill_stl -= 3;
894                 }
895
896                 if (p_ptr->muta3 & MUT3_INFRAVIS)
897                 {
898                         p_ptr->see_infra += 3;
899                 }
900
901                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
902                 {
903                         new_speed += 3;
904                 }
905
906                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
907                 {
908                         new_speed -= 3;
909                 }
910
911                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
912                 {
913                         p_ptr->sh_elec = TRUE;
914                 }
915
916                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
917                 {
918                         p_ptr->sh_fire = TRUE;
919                         p_ptr->lite = TRUE;
920                 }
921
922                 if (p_ptr->muta3 & MUT3_WART_SKIN)
923                 {
924                         p_ptr->stat_add[A_CHR] -= 2;
925                         p_ptr->to_a += 5;
926                         p_ptr->dis_to_a += 5;
927                 }
928
929                 if (p_ptr->muta3 & MUT3_SCALES)
930                 {
931                         p_ptr->stat_add[A_CHR] -= 1;
932                         p_ptr->to_a += 10;
933                         p_ptr->dis_to_a += 10;
934                 }
935
936                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
937                 {
938                         p_ptr->stat_add[A_DEX] -= 1;
939                         p_ptr->to_a += 25;
940                         p_ptr->dis_to_a += 25;
941                 }
942
943                 if (p_ptr->muta3 & MUT3_WINGS)
944                 {
945                         p_ptr->levitation = TRUE;
946                 }
947
948                 if (p_ptr->muta3 & MUT3_FEARLESS)
949                 {
950                         p_ptr->resist_fear = TRUE;
951                 }
952
953                 if (p_ptr->muta3 & MUT3_REGEN)
954                 {
955                         p_ptr->regenerate = TRUE;
956                 }
957
958                 if (p_ptr->muta3 & MUT3_ESP)
959                 {
960                         p_ptr->telepathy = TRUE;
961                 }
962
963                 if (p_ptr->muta3 & MUT3_LIMBER)
964                 {
965                         p_ptr->stat_add[A_DEX] += 3;
966                 }
967
968                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
969                 {
970                         p_ptr->stat_add[A_DEX] -= 3;
971                 }
972
973                 if (p_ptr->muta3 & MUT3_MOTION)
974                 {
975                         p_ptr->free_act = TRUE;
976                         p_ptr->skill_stl += 1;
977                 }
978
979                 if (p_ptr->muta3 & MUT3_ILL_NORM)
980                 {
981                         p_ptr->stat_add[A_CHR] = 0;
982                 }
983         }
984
985         if (p_ptr->tsuyoshi)
986         {
987                 p_ptr->stat_add[A_STR] += 4;
988                 p_ptr->stat_add[A_CON] += 4;
989         }
990
991         /* Scan the usable inventory */
992         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
993         {
994                 int bonus_to_h, bonus_to_d;
995                 o_ptr = &inventory[i];
996
997                 /* Skip non-objects */
998                 if (!o_ptr->k_idx) continue;
999
1000                 /* Extract the item flags */
1001                 object_flags(o_ptr, flgs);
1002
1003                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1004                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1005
1006                 /* Affect stats */
1007                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1008                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1009                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1010                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1011                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1012                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1013
1014                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1015
1016                 /* Affect stealth */
1017                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1018
1019                 /* Affect searching ability (factor of five) */
1020                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1021
1022                 /* Affect searching frequency (factor of five) */
1023                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1024
1025                 /* Affect infravision */
1026                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1027
1028                 /* Affect digging (factor of 20) */
1029                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1030
1031                 /* Affect speed */
1032                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1033
1034                 /* Affect blows */
1035                 if (have_flag(flgs, TR_BLOWS))
1036                 {
1037                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1038                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1039                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1040                 }
1041
1042                 /* Hack -- cause earthquakes */
1043                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1044
1045                 /* Various flags */
1046                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1047                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1048                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1049                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1050                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1051                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1052                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1053                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1054                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1055                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1056                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1057                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1058                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1059                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1060                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1061                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1062                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1063                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1064                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1065                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1066                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1067                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1068                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1069                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1070                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1071                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1072                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1073                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1074                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1075                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1076                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1077                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1078                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1079                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1080                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1081
1082                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1083                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1084                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1085                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1086                 if (have_flag(flgs, TR_WARNING)) {
1087                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1088                                 p_ptr->warning = TRUE;
1089                 }
1090
1091                 if (have_flag(flgs, TR_TELEPORT))
1092                 {
1093                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1094                         else
1095                         {
1096                                 concptr insc = quark_str(o_ptr->inscription);
1097
1098                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1099                                 {
1100                                         /*
1101                                          * {.} will stop random teleportation.
1102                                          */
1103                                 }
1104                                 else
1105                                 {
1106                                         /* Controlled random teleportation */
1107                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1108                                 }
1109                         }
1110                 }
1111
1112                 /* Immunity flags */
1113                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1114                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1115                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1116                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1117
1118                 /* Resistance flags */
1119                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1120                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1121                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1122                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1123                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1124                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1125                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1126                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1127                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1128                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1129                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1130                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1131                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1132                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1133                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1134                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1135
1136                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1137                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1138                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1139                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1140                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1141                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1142
1143                 /* Sustain flags */
1144                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1145                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1146                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1147                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1148                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1149                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1150
1151                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1152                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1153                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1154                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1155                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1156                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1157                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1158
1159                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1160                 {
1161                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1162                         {
1163                                 p_ptr->to_m_chance += 10;
1164                         }
1165                         else
1166                         {
1167                                 p_ptr->to_m_chance += 3;
1168                         }
1169                 }
1170
1171                 if (o_ptr->tval == TV_CAPTURE) continue;
1172
1173                 /* Modify the base armor class */
1174                 p_ptr->ac += o_ptr->ac;
1175
1176                 /* The base armor class is always known */
1177                 p_ptr->dis_ac += o_ptr->ac;
1178
1179                 /* Apply the bonuses to armor class */
1180                 p_ptr->to_a += o_ptr->to_a;
1181
1182                 /* Apply the mental bonuses to armor class, if known */
1183                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1184
1185                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1186                 {
1187                         int slot = i - INVEN_RARM;
1188                         if (slot < 2)
1189                         {
1190                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1191                                 {
1192                                         p_ptr->to_h[slot] -= 15;
1193                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1194                                 }
1195                                 else
1196                                 {
1197                                         p_ptr->to_h[slot] -= 5;
1198                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1199                                 }
1200                         }
1201                         else
1202                         {
1203                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1204                                 {
1205                                         p_ptr->to_h_b -= 15;
1206                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1207                                 }
1208                                 else
1209                                 {
1210                                         p_ptr->to_h_b -= 5;
1211                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1212                                 }
1213                         }
1214                 }
1215
1216                 if (o_ptr->curse_flags & TRC_LOW_AC)
1217                 {
1218                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1219                         {
1220                                 p_ptr->to_a -= 30;
1221                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1222                         }
1223                         else
1224                         {
1225                                 p_ptr->to_a -= 10;
1226                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1227                         }
1228                 }
1229
1230                 /* Hack -- do not apply "weapon" bonuses */
1231                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1232                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1233
1234                 /* Hack -- do not apply "bow" bonuses */
1235                 if (i == INVEN_BOW) continue;
1236
1237                 bonus_to_h = o_ptr->to_h;
1238                 bonus_to_d = o_ptr->to_d;
1239
1240                 if (p_ptr->pclass == CLASS_NINJA)
1241                 {
1242                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1243                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1244                 }
1245
1246                 /* To Bow and Natural attack */
1247
1248                 /* Apply the bonuses to hit/damage */
1249                 p_ptr->to_h_b += (s16b)bonus_to_h;
1250                 p_ptr->to_h_m += (s16b)bonus_to_h;
1251                 p_ptr->to_d_m += (s16b)bonus_to_d;
1252
1253                 /* Apply the mental bonuses tp hit/damage, if known */
1254                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1255
1256                 /* To Melee */
1257                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1258                 {
1259                         /* Apply the bonuses to hit/damage */
1260                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1261                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1262
1263                         /* Apply the mental bonuses tp hit/damage, if known */
1264                         if (object_is_known(o_ptr))
1265                         {
1266                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1267                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1268                         }
1269                 }
1270                 else if (p_ptr->migite && p_ptr->hidarite)
1271                 {
1272                         /* Apply the bonuses to hit/damage */
1273                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1274                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1275                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1276                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1277
1278                         /* Apply the mental bonuses tp hit/damage, if known */
1279                         if (object_is_known(o_ptr))
1280                         {
1281                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1282                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1283                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1284                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1285                         }
1286                 }
1287                 else
1288                 {
1289                         /* Apply the bonuses to hit/damage */
1290                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1291                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1292
1293                         /* Apply the mental bonuses to hit/damage, if known */
1294                         if (object_is_known(o_ptr))
1295                         {
1296                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1297                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1298                         }
1299                 }
1300         }
1301
1302         /* Shield skill bonus */
1303         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1304         {
1305                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1306                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1307         }
1308
1309         if (old_mighty_throw != p_ptr->mighty_throw)
1310         {
1311                 /* Redraw average damege display of Shuriken */
1312                 p_ptr->window |= PW_INVEN;
1313         }
1314
1315         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1316
1317         /* Monks get extra ac for armour _not worn_ */
1318         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1319         {
1320                 if (!(inventory[INVEN_BODY].k_idx))
1321                 {
1322                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1323                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1324                 }
1325                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1326                 {
1327                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1328                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1329                 }
1330                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1331                 {
1332                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1333                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1334                 }
1335                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1336                 {
1337                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1338                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1339                 }
1340                 if (!(inventory[INVEN_HANDS].k_idx))
1341                 {
1342                         p_ptr->to_a += (p_ptr->lev / 2);
1343                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1344                 }
1345                 if (!(inventory[INVEN_FEET].k_idx))
1346                 {
1347                         p_ptr->to_a += (p_ptr->lev / 3);
1348                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1349                 }
1350                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1351                 {
1352                         p_ptr->stat_add[A_STR] += 2;
1353                         p_ptr->stat_add[A_DEX] += 2;
1354                         p_ptr->stat_add[A_CON] -= 3;
1355                 }
1356                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1357                 {
1358                 }
1359                 else if (p_ptr->special_defense & KAMAE_GENBU)
1360                 {
1361                         p_ptr->stat_add[A_INT] -= 1;
1362                         p_ptr->stat_add[A_WIS] -= 1;
1363                         p_ptr->stat_add[A_DEX] -= 2;
1364                         p_ptr->stat_add[A_CON] += 3;
1365                 }
1366                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1367                 {
1368                         p_ptr->stat_add[A_STR] -= 2;
1369                         p_ptr->stat_add[A_INT] += 1;
1370                         p_ptr->stat_add[A_WIS] += 1;
1371                         p_ptr->stat_add[A_DEX] += 2;
1372                         p_ptr->stat_add[A_CON] -= 2;
1373                 }
1374         }
1375
1376         if (p_ptr->special_defense & KATA_KOUKIJIN)
1377         {
1378                 for (i = 0; i < A_MAX; i++)
1379                         p_ptr->stat_add[i] += 5;
1380                 p_ptr->to_a -= 50;
1381                 p_ptr->dis_to_a -= 50;
1382         }
1383
1384         /* Hack -- aura of fire also provides light */
1385         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1386
1387         /* Golems also get an intrinsic AC bonus */
1388         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1389         {
1390                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1391                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1392         }
1393
1394         /* Hex bonuses */
1395         if (p_ptr->realm1 == REALM_HEX)
1396         {
1397                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1398                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1399                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1400                 if (hex_spelling(HEX_BUILDING))
1401                 {
1402                         p_ptr->stat_add[A_STR] += 4;
1403                         p_ptr->stat_add[A_DEX] += 4;
1404                         p_ptr->stat_add[A_CON] += 4;
1405                 }
1406                 if (hex_spelling(HEX_DEMON_AURA))
1407                 {
1408                         p_ptr->sh_fire = TRUE;
1409                         p_ptr->regenerate = TRUE;
1410                 }
1411                 if (hex_spelling(HEX_ICE_ARMOR))
1412                 {
1413                         p_ptr->sh_cold = TRUE;
1414                         p_ptr->to_a += 30;
1415                         p_ptr->dis_to_a += 30;
1416                 }
1417                 if (hex_spelling(HEX_SHOCK_CLOAK))
1418                 {
1419                         p_ptr->sh_elec = TRUE;
1420                         new_speed += 3;
1421                 }
1422                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1423                 {
1424                         ARMOUR_CLASS ac = 0;
1425                         o_ptr = &inventory[i];
1426                         if (!o_ptr->k_idx) continue;
1427                         if (!object_is_armour(o_ptr)) continue;
1428                         if (!object_is_cursed(o_ptr)) continue;
1429                         ac += 5;
1430                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1431                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1432                         p_ptr->to_a += (s16b)ac;
1433                         p_ptr->dis_to_a += (s16b)ac;
1434                 }
1435         }
1436
1437         /* Calculate stats */
1438         for (i = 0; i < A_MAX; i++)
1439         {
1440                 int top, use, ind;
1441
1442                 /* Extract the new "stat_use" value for the stat */
1443                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1444
1445                 /* Notice changes */
1446                 if (p_ptr->stat_top[i] != top)
1447                 {
1448                         /* Save the new value */
1449                         p_ptr->stat_top[i] = (s16b)top;
1450                         p_ptr->redraw |= (PR_STATS);
1451                         p_ptr->window |= (PW_PLAYER);
1452                 }
1453
1454
1455                 /* Extract the new "stat_use" value for the stat */
1456                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1457
1458                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1459                 {
1460                         /* 10 to 18/90 charisma, guaranteed, based on level */
1461                         if (use < 8 + 2 * p_ptr->lev)
1462                         {
1463                                 use = 8 + 2 * p_ptr->lev;
1464                         }
1465                 }
1466
1467                 /* Notice changes */
1468                 if (p_ptr->stat_use[i] != use)
1469                 {
1470                         /* Save the new value */
1471                         p_ptr->stat_use[i] = (s16b)use;
1472                         p_ptr->redraw |= (PR_STATS);
1473                         p_ptr->window |= (PW_PLAYER);
1474                 }
1475
1476
1477                 /* Values: 3, 4, ..., 17 */
1478                 if (use <= 18) ind = (use - 3);
1479
1480                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1481                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1482
1483                 /* Range: 18/220+ */
1484                 else ind = (37);
1485
1486                 /* Notice changes */
1487                 if (p_ptr->stat_ind[i] != ind)
1488                 {
1489                         /* Save the new index */
1490                         p_ptr->stat_ind[i] = (s16b)ind;
1491
1492                         /* Change in CON affects Hitpoints */
1493                         if (i == A_CON)
1494                         {
1495                                 p_ptr->update |= (PU_HP);
1496                         }
1497
1498                         /* Change in INT may affect Mana/Spells */
1499                         else if (i == A_INT)
1500                         {
1501                                 if (mp_ptr->spell_stat == A_INT)
1502                                 {
1503                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1504                                 }
1505                         }
1506
1507                         /* Change in WIS may affect Mana/Spells */
1508                         else if (i == A_WIS)
1509                         {
1510                                 if (mp_ptr->spell_stat == A_WIS)
1511                                 {
1512                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1513                                 }
1514                         }
1515
1516                         /* Change in WIS may affect Mana/Spells */
1517                         else if (i == A_CHR)
1518                         {
1519                                 if (mp_ptr->spell_stat == A_CHR)
1520                                 {
1521                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1522                                 }
1523                         }
1524
1525                         p_ptr->window |= (PW_PLAYER);
1526                 }
1527         }
1528
1529
1530         /* Apply temporary "stun" */
1531         if (p_ptr->stun > 50)
1532         {
1533                 p_ptr->to_h[0] -= 20;
1534                 p_ptr->to_h[1] -= 20;
1535                 p_ptr->to_h_b -= 20;
1536                 p_ptr->to_h_m -= 20;
1537                 p_ptr->dis_to_h[0] -= 20;
1538                 p_ptr->dis_to_h[1] -= 20;
1539                 p_ptr->dis_to_h_b -= 20;
1540                 p_ptr->to_d[0] -= 20;
1541                 p_ptr->to_d[1] -= 20;
1542                 p_ptr->to_d_m -= 20;
1543                 p_ptr->dis_to_d[0] -= 20;
1544                 p_ptr->dis_to_d[1] -= 20;
1545         }
1546         else if (p_ptr->stun)
1547         {
1548                 p_ptr->to_h[0] -= 5;
1549                 p_ptr->to_h[1] -= 5;
1550                 p_ptr->to_h_b -= 5;
1551                 p_ptr->to_h_m -= 5;
1552                 p_ptr->dis_to_h[0] -= 5;
1553                 p_ptr->dis_to_h[1] -= 5;
1554                 p_ptr->dis_to_h_b -= 5;
1555                 p_ptr->to_d[0] -= 5;
1556                 p_ptr->to_d[1] -= 5;
1557                 p_ptr->to_d_m -= 5;
1558                 p_ptr->dis_to_d[0] -= 5;
1559                 p_ptr->dis_to_d[1] -= 5;
1560         }
1561
1562         /* Wraith form */
1563         if (p_ptr->wraith_form)
1564         {
1565                 p_ptr->reflect = TRUE;
1566                 p_ptr->pass_wall = TRUE;
1567         }
1568
1569         if (p_ptr->kabenuke)
1570         {
1571                 p_ptr->pass_wall = TRUE;
1572         }
1573
1574         /* Temporary blessing */
1575         if (IS_BLESSED())
1576         {
1577                 p_ptr->to_a += 5;
1578                 p_ptr->dis_to_a += 5;
1579                 p_ptr->to_h[0] += 10;
1580                 p_ptr->to_h[1] += 10;
1581                 p_ptr->to_h_b += 10;
1582                 p_ptr->to_h_m += 10;
1583                 p_ptr->dis_to_h[0] += 10;
1584                 p_ptr->dis_to_h[1] += 10;
1585                 p_ptr->dis_to_h_b += 10;
1586         }
1587
1588         if (p_ptr->magicdef)
1589         {
1590                 p_ptr->resist_blind = TRUE;
1591                 p_ptr->resist_conf = TRUE;
1592                 p_ptr->reflect = TRUE;
1593                 p_ptr->free_act = TRUE;
1594                 p_ptr->levitation = TRUE;
1595         }
1596
1597         /* Temporary "Hero" */
1598         if (IS_HERO())
1599         {
1600                 p_ptr->to_h[0] += 12;
1601                 p_ptr->to_h[1] += 12;
1602                 p_ptr->to_h_b += 12;
1603                 p_ptr->to_h_m += 12;
1604                 p_ptr->dis_to_h[0] += 12;
1605                 p_ptr->dis_to_h[1] += 12;
1606                 p_ptr->dis_to_h_b += 12;
1607         }
1608
1609         /* Temporary "Beserk" */
1610         if (p_ptr->shero)
1611         {
1612                 p_ptr->to_h[0] += 12;
1613                 p_ptr->to_h[1] += 12;
1614                 p_ptr->to_h_b -= 12;
1615                 p_ptr->to_h_m += 12;
1616                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1617                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1618                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1619                 p_ptr->dis_to_h[0] += 12;
1620                 p_ptr->dis_to_h[1] += 12;
1621                 p_ptr->dis_to_h_b -= 12;
1622                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1623                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1624                 p_ptr->to_a -= 10;
1625                 p_ptr->dis_to_a -= 10;
1626                 p_ptr->skill_stl -= 7;
1627                 p_ptr->skill_dev -= 20;
1628                 p_ptr->skill_sav -= 30;
1629                 p_ptr->skill_srh -= 15;
1630                 p_ptr->skill_fos -= 15;
1631                 p_ptr->skill_tht -= 20;
1632                 p_ptr->skill_dig += 30;
1633         }
1634
1635         /* Temporary "fast" */
1636         if (IS_FAST())
1637         {
1638                 new_speed += 10;
1639         }
1640
1641         /* Temporary "slow" */
1642         if (p_ptr->slow)
1643         {
1644                 new_speed -= 10;
1645         }
1646
1647         /* Temporary "telepathy" */
1648         if (IS_TIM_ESP())
1649         {
1650                 p_ptr->telepathy = TRUE;
1651         }
1652
1653         if (p_ptr->ele_immune)
1654         {
1655                 if (p_ptr->special_defense & DEFENSE_ACID)
1656                         p_ptr->immune_acid = TRUE;
1657                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1658                         p_ptr->immune_elec = TRUE;
1659                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1660                         p_ptr->immune_fire = TRUE;
1661                 else if (p_ptr->special_defense & DEFENSE_COLD)
1662                         p_ptr->immune_cold = TRUE;
1663         }
1664
1665         /* Temporary see invisible */
1666         if (p_ptr->tim_invis)
1667         {
1668                 p_ptr->see_inv = TRUE;
1669         }
1670
1671         /* Temporary infravision boost */
1672         if (p_ptr->tim_infra)
1673         {
1674                 p_ptr->see_infra += 3;
1675         }
1676
1677         /* Temporary regeneration boost */
1678         if (p_ptr->tim_regen)
1679         {
1680                 p_ptr->regenerate = TRUE;
1681         }
1682
1683         /* Temporary levitation */
1684         if (p_ptr->tim_levitation)
1685         {
1686                 p_ptr->levitation = TRUE;
1687         }
1688
1689         /* Temporary reflection */
1690         if (p_ptr->tim_reflect)
1691         {
1692                 p_ptr->reflect = TRUE;
1693         }
1694
1695         /* Hack -- Hero/Shero -> Res fear */
1696         if (IS_HERO() || p_ptr->shero)
1697         {
1698                 p_ptr->resist_fear = TRUE;
1699         }
1700
1701
1702         /* Hack -- Telepathy Change */
1703         if (p_ptr->telepathy != old_telepathy)
1704         {
1705                 p_ptr->update |= (PU_MONSTERS);
1706         }
1707
1708         if ((p_ptr->esp_animal != old_esp_animal) ||
1709                 (p_ptr->esp_undead != old_esp_undead) ||
1710                 (p_ptr->esp_demon != old_esp_demon) ||
1711                 (p_ptr->esp_orc != old_esp_orc) ||
1712                 (p_ptr->esp_troll != old_esp_troll) ||
1713                 (p_ptr->esp_giant != old_esp_giant) ||
1714                 (p_ptr->esp_dragon != old_esp_dragon) ||
1715                 (p_ptr->esp_human != old_esp_human) ||
1716                 (p_ptr->esp_evil != old_esp_evil) ||
1717                 (p_ptr->esp_good != old_esp_good) ||
1718                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1719                 (p_ptr->esp_unique != old_esp_unique))
1720         {
1721                 p_ptr->update |= (PU_MONSTERS);
1722         }
1723
1724         /* Hack -- See Invis Change */
1725         if (p_ptr->see_inv != old_see_inv)
1726         {
1727                 p_ptr->update |= (PU_MONSTERS);
1728         }
1729
1730         /* Bloating slows the player down (a little) */
1731         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1732
1733         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1734
1735         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1736                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1737         {
1738                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1739                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1740         }
1741
1742         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1743         {
1744                 int penalty1, penalty2;
1745                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1746                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1747                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1748                 {
1749                         penalty1 = penalty1 / 2 - 5;
1750                         penalty2 = penalty2 / 2 - 5;
1751                         new_speed += 7;
1752                         p_ptr->to_a += 10;
1753                         p_ptr->dis_to_a += 10;
1754                 }
1755                 if (easy_2weapon)
1756                 {
1757                         if (penalty1 > 0) penalty1 /= 2;
1758                         if (penalty2 > 0) penalty2 /= 2;
1759                 }
1760                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1761                 {
1762                         penalty1 = MAX(0, penalty1 - 10);
1763                         penalty2 = MAX(0, penalty2 - 10);
1764                 }
1765                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1766                 {
1767                         penalty1 = MIN(0, penalty1);
1768                         penalty2 = MIN(0, penalty2);
1769                         p_ptr->to_a += 10;
1770                         p_ptr->dis_to_a += 10;
1771                 }
1772                 else
1773                 {
1774                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1775                                 penalty1 /= 2;
1776                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1777                                 penalty2 /= 2;
1778                 }
1779                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1780                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1781                 p_ptr->to_h[0] -= (s16b)penalty1;
1782                 p_ptr->to_h[1] -= (s16b)penalty2;
1783                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1784                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1785         }
1786
1787         /* Extract the current weight (in tenth pounds) */
1788         j = p_ptr->total_weight;
1789
1790         if (!p_ptr->riding)
1791         {
1792                 /* Extract the "weight limit" (in tenth pounds) */
1793                 i = (int)weight_limit();
1794         }
1795         else
1796         {
1797                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1798                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1799                 SPEED speed = riding_m_ptr->mspeed;
1800
1801                 if (riding_m_ptr->mspeed > 110)
1802                 {
1803                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1804                         if (new_speed < 110) new_speed = 110;
1805                 }
1806                 else
1807                 {
1808                         new_speed = speed;
1809                 }
1810                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1811                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1812                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1813                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1814                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1815
1816                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1817                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1818
1819                 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;
1820
1821                 /* Extract the "weight limit" */
1822                 i = 1500 + riding_r_ptr->level * 25;
1823         }
1824
1825         /* Apply "encumbrance" from weight */
1826         if (j > i) new_speed -= ((j - i) / (i / 5));
1827
1828         /* Searching slows the player down */
1829         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1830
1831         /* Feature bonus */
1832         if (p_ptr->prace == RACE_MERFOLK)
1833         {
1834                 if (have_flag(f_ptr->flags, FF_WATER))
1835                 {
1836                         new_speed += (2 + p_ptr->lev / 10);
1837                 }
1838                 else if (!p_ptr->levitation)
1839                 {
1840                         new_speed -= 2;
1841                 }
1842         }
1843
1844
1845         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1846         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1847         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1848         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1849         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1850         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1851         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1852         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1853         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1854         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1855         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1856         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1857         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1858
1859         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1860         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1861         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1862         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1863         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1864         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1865         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1866         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1867         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1868         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1869
1870
1871         /* Obtain the "hold" value */
1872         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1873
1874
1875         /* Examine the "current bow" */
1876         o_ptr = &inventory[INVEN_BOW];
1877
1878         /* It is hard to carholdry a heavy bow */
1879         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1880         if (p_ptr->heavy_shoot)
1881         {
1882                 /* Hard to wield a heavy bow */
1883                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1884                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1885         }
1886
1887         /* Compute "extra shots" if needed */
1888         if (o_ptr->k_idx)
1889         {
1890                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1891
1892                 /* Apply special flags */
1893                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1894                 {
1895                         /* Extra shots */
1896                         p_ptr->num_fire = calc_num_fire(o_ptr);
1897
1898                         /* Snipers love Cross bows */
1899                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1900                                 (p_ptr->tval_ammo == TV_BOLT))
1901                         {
1902                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1903                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1904                         }
1905                 }
1906         }
1907
1908         if (p_ptr->ryoute) hold *= 2;
1909
1910         for (i = 0; i < 2; i++)
1911         {
1912                 /* Examine the "main weapon" */
1913                 o_ptr = &inventory[INVEN_RARM + i];
1914
1915                 object_flags(o_ptr, flgs);
1916
1917                 /* Assume not heavy */
1918                 p_ptr->heavy_wield[i] = FALSE;
1919                 p_ptr->icky_wield[i] = FALSE;
1920                 p_ptr->riding_wield[i] = FALSE;
1921
1922                 if (!has_melee_weapon(INVEN_RARM + i))
1923                 {
1924                         p_ptr->num_blow[i] = 1;
1925                         continue;
1926                 }
1927                 /* It is hard to hold a heavy weapon */
1928                 if (hold < o_ptr->weight / 10)
1929                 {
1930                         /* Hard to wield a heavy weapon */
1931                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1932                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1933
1934                         /* Heavy weapon */
1935                         p_ptr->heavy_wield[i] = TRUE;
1936                 }
1937                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1938
1939                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1940                 {
1941                         p_ptr->to_a += 5;
1942                         p_ptr->dis_to_a += 5;
1943                 }
1944
1945                 /* Normal weapons */
1946                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1947                 {
1948                         int str_index, dex_index;
1949
1950                         int num = 0, wgt = 0, mul = 0, div = 0;
1951
1952                         /* Analyze the class */
1953                         switch (p_ptr->pclass)
1954                         {
1955                         case CLASS_WARRIOR:
1956                                 num = 6; wgt = 70; mul = 5; break;
1957
1958                         case CLASS_BERSERKER:
1959                                 num = 6; wgt = 70; mul = 7; break;
1960
1961                         case CLASS_MAGE:
1962                         case CLASS_HIGH_MAGE:
1963                         case CLASS_BLUE_MAGE:
1964                                 num = 3; wgt = 100; mul = 2; break;
1965
1966                         case CLASS_PRIEST:
1967                         case CLASS_MAGIC_EATER:
1968                         case CLASS_MINDCRAFTER:
1969                                 num = 5; wgt = 100; mul = 3; break;
1970
1971                         case CLASS_ROGUE:
1972                                 num = 5; wgt = 40; mul = 3; break;
1973
1974                         case CLASS_RANGER:
1975                                 num = 5; wgt = 70; mul = 4; break;
1976
1977                         case CLASS_PALADIN:
1978                         case CLASS_SAMURAI:
1979                                 num = 5; wgt = 70; mul = 4; break;
1980
1981                         case CLASS_SMITH:
1982                                 num = 5; wgt = 150; mul = 5; break;
1983
1984                         case CLASS_WARRIOR_MAGE:
1985                         case CLASS_RED_MAGE:
1986                                 num = 5; wgt = 70; mul = 3; break;
1987
1988                         case CLASS_CHAOS_WARRIOR:
1989                                 num = 5; wgt = 70; mul = 4; break;
1990
1991                         case CLASS_MONK:
1992                                 num = 5; wgt = 60; mul = 3; break;
1993
1994                         case CLASS_TOURIST:
1995                                 num = 4; wgt = 100; mul = 3; break;
1996
1997                         case CLASS_IMITATOR:
1998                                 num = 5; wgt = 70; mul = 4; break;
1999
2000                         case CLASS_BEASTMASTER:
2001                                 num = 5; wgt = 70; mul = 3; break;
2002
2003                         case CLASS_CAVALRY:
2004                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2005                                 else { num = 5; wgt = 100; mul = 3; }
2006                                 break;
2007
2008                         case CLASS_SORCERER:
2009                                 num = 1; wgt = 1; mul = 1; break;
2010
2011                         case CLASS_ARCHER:
2012                         case CLASS_BARD:
2013                         case CLASS_SNIPER:
2014                                 num = 4; wgt = 70; mul = 2; break;
2015
2016                         case CLASS_FORCETRAINER:
2017                                 num = 4; wgt = 60; mul = 2; break;
2018
2019                         case CLASS_MIRROR_MASTER:
2020                                 num = 3; wgt = 100; mul = 3; break;
2021
2022                         case CLASS_NINJA:
2023                                 num = 4; wgt = 20; mul = 1; break;
2024                         }
2025
2026                         /* Hex - extra mights gives +1 bonus to max blows */
2027                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2028
2029                         /* Enforce a minimum "weight" (tenth pounds) */
2030                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2031
2032                         /* Access the strength vs weight */
2033                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2034
2035                         if (p_ptr->ryoute && !omoi) str_index++;
2036                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2037
2038                         /* Maximal value */
2039                         if (str_index > 11) str_index = 11;
2040
2041                         /* Index by dexterity */
2042                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2043
2044                         /* Maximal value */
2045                         if (dex_index > 11) dex_index = 11;
2046
2047                         /* Use the blows table */
2048                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2049
2050                         /* Maximal value */
2051                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2052
2053                         /* Add in the "bonus blows" */
2054                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2055
2056
2057                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2058                         else if (p_ptr->pclass == CLASS_BERSERKER)
2059                         {
2060                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2061                         }
2062                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2063
2064                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2065
2066                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2067
2068
2069                         /* Require at least one blow */
2070                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2071
2072                         /* Boost digging skill by weapon weight */
2073                         p_ptr->skill_dig += (o_ptr->weight / 10);
2074                 }
2075
2076                 /* Assume okay */
2077                 /* Priest weapon penalty for non-blessed edged weapons */
2078                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2079                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2080                 {
2081                         /* Reduce the real bonuses */
2082                         p_ptr->to_h[i] -= 2;
2083                         p_ptr->to_d[i] -= 2;
2084
2085                         /* Reduce the mental bonuses */
2086                         p_ptr->dis_to_h[i] -= 2;
2087                         p_ptr->dis_to_d[i] -= 2;
2088
2089                         /* Icky weapon */
2090                         p_ptr->icky_wield[i] = TRUE;
2091                 }
2092                 else if (p_ptr->pclass == CLASS_BERSERKER)
2093                 {
2094                         p_ptr->to_h[i] += p_ptr->lev / 5;
2095                         p_ptr->to_d[i] += p_ptr->lev / 6;
2096                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2097                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2098                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2099                         {
2100                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2101                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2102                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2103                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2104                         }
2105                 }
2106                 else if (p_ptr->pclass == CLASS_SORCERER)
2107                 {
2108                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2109                         {
2110                                 /* Reduce the real bonuses */
2111                                 p_ptr->to_h[i] -= 200;
2112                                 p_ptr->to_d[i] -= 200;
2113
2114                                 /* Reduce the mental bonuses */
2115                                 p_ptr->dis_to_h[i] -= 200;
2116                                 p_ptr->dis_to_d[i] -= 200;
2117
2118                                 /* Icky weapon */
2119                                 p_ptr->icky_wield[i] = TRUE;
2120                         }
2121                         else
2122                         {
2123                                 /* Reduce the real bonuses */
2124                                 p_ptr->to_h[i] -= 30;
2125                                 p_ptr->to_d[i] -= 10;
2126
2127                                 /* Reduce the mental bonuses */
2128                                 p_ptr->dis_to_h[i] -= 30;
2129                                 p_ptr->dis_to_d[i] -= 10;
2130                         }
2131                 }
2132                 /* Hex bonuses */
2133                 if (p_ptr->realm1 == REALM_HEX)
2134                 {
2135                         if (object_is_cursed(o_ptr))
2136                         {
2137                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2138                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2139                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2140                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2141                                 if (hex_spelling(HEX_RUNESWORD))
2142                                 {
2143                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2144                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2145                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2146                                 }
2147                         }
2148                 }
2149                 if (p_ptr->riding)
2150                 {
2151                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2152                         {
2153                                 p_ptr->to_h[i] += 15;
2154                                 p_ptr->dis_to_h[i] += 15;
2155                                 p_ptr->to_dd[i] += 2;
2156                         }
2157                         else if (!(have_flag(flgs, TR_RIDING)))
2158                         {
2159                                 int penalty;
2160                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2161                                 {
2162                                         penalty = 5;
2163                                 }
2164                                 else
2165                                 {
2166                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2167                                         penalty += 30;
2168                                         if (penalty < 30) penalty = 30;
2169                                 }
2170                                 p_ptr->to_h[i] -= (s16b)penalty;
2171                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2172
2173                                 /* Riding weapon */
2174                                 p_ptr->riding_wield[i] = TRUE;
2175                         }
2176                 }
2177         }
2178
2179         if (p_ptr->riding)
2180         {
2181                 int penalty = 0;
2182
2183                 p_ptr->riding_ryoute = FALSE;
2184
2185                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2186                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2187                 {
2188                         switch (p_ptr->pclass)
2189                         {
2190                         case CLASS_MONK:
2191                         case CLASS_FORCETRAINER:
2192                         case CLASS_BERSERKER:
2193                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2194                                         p_ptr->riding_ryoute = TRUE;
2195                                 break;
2196                         }
2197                 }
2198
2199                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2200                 {
2201                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2202                 }
2203                 else
2204                 {
2205                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2206                         penalty += 30;
2207                         if (penalty < 30) penalty = 30;
2208                 }
2209                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2210                 p_ptr->to_h_b -= (s16b)penalty;
2211                 p_ptr->dis_to_h_b -= (s16b)penalty;
2212         }
2213
2214         /* Different calculation for monks with empty hands */
2215         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2216                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2217         {
2218                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2219                 p_ptr->num_blow[0] = 0;
2220
2221                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2222                 {
2223                         if (blow_base > 18) p_ptr->num_blow[0]++;
2224                         if (blow_base > 31) p_ptr->num_blow[0]++;
2225                         if (blow_base > 44) p_ptr->num_blow[0]++;
2226                         if (blow_base > 58) p_ptr->num_blow[0]++;
2227                         if (P_PTR_KI)
2228                         {
2229                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2230                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2231                         }
2232                 }
2233                 else
2234                 {
2235                         if (blow_base > 12) p_ptr->num_blow[0]++;
2236                         if (blow_base > 22) p_ptr->num_blow[0]++;
2237                         if (blow_base > 31) p_ptr->num_blow[0]++;
2238                         if (blow_base > 39) p_ptr->num_blow[0]++;
2239                         if (blow_base > 46) p_ptr->num_blow[0]++;
2240                         if (blow_base > 53) p_ptr->num_blow[0]++;
2241                         if (blow_base > 59) p_ptr->num_blow[0]++;
2242                 }
2243
2244                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2245                         p_ptr->num_blow[0] /= 2;
2246                 else
2247                 {
2248                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2249                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2250
2251                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2252                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2253                 }
2254
2255                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2256                 {
2257                         p_ptr->to_a -= 40;
2258                         p_ptr->dis_to_a -= 40;
2259
2260                 }
2261                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2262                 {
2263                         p_ptr->to_a -= 50;
2264                         p_ptr->dis_to_a -= 50;
2265                         p_ptr->resist_acid = TRUE;
2266                         p_ptr->resist_fire = TRUE;
2267                         p_ptr->resist_elec = TRUE;
2268                         p_ptr->resist_cold = TRUE;
2269                         p_ptr->resist_pois = TRUE;
2270                         p_ptr->sh_fire = TRUE;
2271                         p_ptr->sh_elec = TRUE;
2272                         p_ptr->sh_cold = TRUE;
2273                         p_ptr->levitation = TRUE;
2274                 }
2275                 else if (p_ptr->special_defense & KAMAE_GENBU)
2276                 {
2277                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2278                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2279                         p_ptr->reflect = TRUE;
2280                         p_ptr->num_blow[0] -= 2;
2281                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2282                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2283                 }
2284                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2285                 {
2286                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2287                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2288
2289                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2290                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2291                         p_ptr->num_blow[0] /= 2;
2292                         p_ptr->levitation = TRUE;
2293                 }
2294
2295                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2296         }
2297
2298         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2299
2300         monk_armour_aux = FALSE;
2301
2302         if (heavy_armor())
2303         {
2304                 monk_armour_aux = TRUE;
2305         }
2306
2307         for (i = 0; i < 2; i++)
2308         {
2309                 if (has_melee_weapon(INVEN_RARM + i))
2310                 {
2311                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2312                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2313
2314                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2315                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2316                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2317                         {
2318                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2319                                 {
2320                                         p_ptr->to_h[i] -= 40;
2321                                         p_ptr->dis_to_h[i] -= 40;
2322                                         p_ptr->icky_wield[i] = TRUE;
2323                                 }
2324                         }
2325                         else if (p_ptr->pclass == CLASS_NINJA)
2326                         {
2327                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2328                                 {
2329                                         p_ptr->to_h[i] -= 40;
2330                                         p_ptr->dis_to_h[i] -= 40;
2331                                         p_ptr->icky_wield[i] = TRUE;
2332                                         p_ptr->num_blow[i] /= 2;
2333                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2334                                 }
2335                         }
2336
2337                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2338                 }
2339         }
2340
2341         /* Maximum speed is (+99). (internally it's 110 + 99) */
2342         /* Temporary lightspeed forces to be maximum speed */
2343         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2344         {
2345                 new_speed = 209;
2346         }
2347
2348         /* Minimum speed is (-99). (internally it's 110 - 99) */
2349         if (new_speed < 11) new_speed = 11;
2350
2351         /* Display the speed (if needed) */
2352         if (p_ptr->pspeed != (byte)new_speed)
2353         {
2354                 p_ptr->pspeed = (byte)new_speed;
2355                 p_ptr->redraw |= (PR_SPEED);
2356         }
2357
2358         if (yoiyami)
2359         {
2360                 if (p_ptr->to_a > (0 - p_ptr->ac))
2361                         p_ptr->to_a = 0 - p_ptr->ac;
2362                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2363                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2364         }
2365
2366         /* Redraw armor (if needed) */
2367         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2368         {
2369                 p_ptr->redraw |= (PR_ARMOR);
2370                 p_ptr->window |= (PW_PLAYER);
2371         }
2372
2373         if (p_ptr->ryoute && !omoi)
2374         {
2375                 int bonus_to_h = 0, bonus_to_d = 0;
2376                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2377                 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);
2378
2379                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2380                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2381                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2382                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2383         }
2384
2385         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;
2386
2387         /* Affect Skill -- stealth (bonus one) */
2388         p_ptr->skill_stl += 1;
2389
2390         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2391
2392         /* Affect Skill -- disarming (DEX and INT) */
2393         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2394         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2395
2396         /* Affect Skill -- magic devices (INT) */
2397         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2398
2399         /* Affect Skill -- saving throw (WIS) */
2400         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2401
2402         /* Affect Skill -- digging (STR) */
2403         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2404
2405         /* Affect Skill -- disarming (Level, by Class) */
2406         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2407
2408         /* Affect Skill -- magic devices (Level, by Class) */
2409         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2410
2411         /* Affect Skill -- saving throw (Level, by Class) */
2412         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2413
2414         /* Affect Skill -- stealth (Level, by Class) */
2415         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2416
2417         /* Affect Skill -- search ability (Level, by Class) */
2418         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2419
2420         /* Affect Skill -- search frequency (Level, by Class) */
2421         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2422
2423         /* Affect Skill -- combat (normal) (Level, by Class) */
2424         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2425
2426         /* Affect Skill -- combat (shooting) (Level, by Class) */
2427         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2428
2429         /* Affect Skill -- combat (throwing) (Level, by Class) */
2430         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2431
2432
2433         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2434         {
2435                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2436                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2437         }
2438
2439         /* Limit Skill -- stealth from 0 to 30 */
2440         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2441         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2442
2443         /* Limit Skill -- digging from 1 up */
2444         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2445
2446         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2447
2448         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2449
2450         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;
2451
2452         if (down_saving) p_ptr->skill_sav /= 2;
2453
2454         /* Hack -- Each elemental immunity includes resistance */
2455         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2456         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2457         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2458         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2459
2460         /* Determine player alignment */
2461         for (i = 0, j = 0; i < 8; i++)
2462         {
2463                 switch (p_ptr->vir_types[i])
2464                 {
2465                 case V_JUSTICE:
2466                         p_ptr->align += p_ptr->virtues[i] * 2;
2467                         break;
2468                 case V_CHANCE:
2469                         /* Do nothing */
2470                         break;
2471                 case V_NATURE:
2472                 case V_HARMONY:
2473                         neutral[j++] = i;
2474                         break;
2475                 case V_UNLIFE:
2476                         p_ptr->align -= p_ptr->virtues[i];
2477                         break;
2478                 default:
2479                         p_ptr->align += p_ptr->virtues[i];
2480                         break;
2481                 }
2482         }
2483
2484         for (i = 0; i < j; i++)
2485         {
2486                 if (p_ptr->align > 0)
2487                 {
2488                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2489                         if (p_ptr->align < 0) p_ptr->align = 0;
2490                 }
2491                 else if (p_ptr->align < 0)
2492                 {
2493                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2494                         if (p_ptr->align > 0) p_ptr->align = 0;
2495                 }
2496         }
2497
2498         /* Hack -- handle "xtra" mode */
2499         if (character_xtra) return;
2500
2501         /* Take note when "heavy bow" changes */
2502         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2503         {
2504                 if (p_ptr->heavy_shoot)
2505                 {
2506                         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."));
2507                 }
2508                 else if (inventory[INVEN_BOW].k_idx)
2509                 {
2510                         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."));
2511                 }
2512                 else
2513                 {
2514                         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."));
2515                 }
2516
2517                 /* Save it */
2518                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2519         }
2520
2521         for (i = 0; i < 2; i++)
2522         {
2523                 /* Take note when "heavy weapon" changes */
2524                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2525                 {
2526                         if (p_ptr->heavy_wield[i])
2527                         {
2528                                 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."));
2529                         }
2530                         else if (has_melee_weapon(INVEN_RARM + i))
2531                         {
2532                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2533                         }
2534                         else if (p_ptr->heavy_wield[1 - i])
2535                         {
2536                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2537                         }
2538                         else
2539                         {
2540                                 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."));
2541                         }
2542
2543                         /* Save it */
2544                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2545                 }
2546
2547                 /* Take note when "heavy weapon" changes */
2548                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2549                 {
2550                         if (p_ptr->riding_wield[i])
2551                         {
2552                                 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."));
2553                         }
2554                         else if (!p_ptr->riding)
2555                         {
2556                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2557                         }
2558                         else if (has_melee_weapon(INVEN_RARM + i))
2559                         {
2560                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2561                         }
2562                         /* Save it */
2563                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2564                 }
2565
2566                 /* Take note when "illegal weapon" changes */
2567                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2568                 {
2569                         if (p_ptr->icky_wield[i])
2570                         {
2571                                 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."));
2572                                 if (is_loading_now)
2573                                 {
2574                                         chg_virtue(V_FAITH, -1);
2575                                 }
2576                         }
2577                         else if (has_melee_weapon(INVEN_RARM + i))
2578                         {
2579                                 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."));
2580                         }
2581                         else
2582                         {
2583                                 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."));
2584                         }
2585
2586                         /* Save it */
2587                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2588                 }
2589         }
2590
2591         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2592         {
2593                 if (p_ptr->riding_ryoute)
2594                 {
2595 #ifdef JP
2596                         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" : "");
2597 #else
2598                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2599 #endif
2600                 }
2601                 else
2602                 {
2603 #ifdef JP
2604                         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" : "");
2605 #else
2606                         msg_print("You began to control riding pet with one hand.");
2607 #endif
2608                 }
2609
2610                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2611         }
2612
2613         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2614         {
2615                 if (heavy_armor())
2616                 {
2617                         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."));
2618                         if (is_loading_now)
2619                         {
2620                                 chg_virtue(V_HARMONY, -1);
2621                         }
2622                 }
2623                 else
2624                 {
2625                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2626                 }
2627
2628                 monk_notify_aux = monk_armour_aux;
2629         }
2630
2631         for (i = 0; i < INVEN_PACK; i++)
2632         {
2633 #if 0
2634                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2635                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2636 #endif
2637                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2638                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2639         }
2640
2641         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2642         {
2643                 o_ptr = &o_list[this_o_idx];
2644
2645                 /* Acquire next object */
2646                 next_o_idx = o_ptr->next_o_idx;
2647
2648 #if 0
2649                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2650                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2651 #endif
2652                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2653                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2654         }
2655
2656         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2657 #if 0
2658         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2659         {
2660                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2661                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2662         }
2663
2664         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)))
2665         {
2666                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2667                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2668         }
2669 #endif
2670         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2671         {
2672                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2673                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2674         }
2675
2676         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2677         {
2678                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2679                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2680         }
2681 }
2682
2683
2684 /*!
2685  * @brief プレイヤーの最大HPを計算する /
2686  * Calculate the players (maximal) hit points
2687  * Adjust current hitpoints if necessary
2688  * @return なし
2689  * @details
2690  */
2691 static void calc_hitpoints(void)
2692 {
2693         int bonus, mhp;
2694         byte tmp_hitdie;
2695
2696         /* Un-inflate "half-hitpoint bonus per level" value */
2697         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2698
2699         /* Calculate hitpoints */
2700         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2701
2702         if (p_ptr->mimic_form)
2703         {
2704                 if (p_ptr->pclass == CLASS_SORCERER)
2705                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2706                 else
2707                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2708                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2709         }
2710
2711         if (p_ptr->pclass == CLASS_SORCERER)
2712         {
2713                 if (p_ptr->lev < 30)
2714                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2715                 else
2716                         mhp = (mhp * 75 / 100);
2717                 bonus = (bonus * 65 / 100);
2718         }
2719
2720         mhp += bonus;
2721
2722         if (p_ptr->pclass == CLASS_BERSERKER)
2723         {
2724                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2725         }
2726
2727         /* Always have at least one hitpoint per level */
2728         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2729
2730         /* Factor in the hero / superhero settings */
2731         if (IS_HERO()) mhp += 10;
2732         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2733         if (p_ptr->tsuyoshi) mhp += 50;
2734
2735         /* Factor in the hex spell settings */
2736         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2737         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2738
2739         /* New maximum hitpoints */
2740         if (p_ptr->mhp != mhp)
2741         {
2742                 /* Enforce maximum */
2743                 if (p_ptr->chp >= mhp)
2744                 {
2745                         p_ptr->chp = mhp;
2746                         p_ptr->chp_frac = 0;
2747                 }
2748
2749 #ifdef JP
2750                 /* レベルアップの時は上昇量を表示する */
2751                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2752                 {
2753                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2754                 }
2755 #endif
2756                 /* Save the new max-hitpoints */
2757                 p_ptr->mhp = mhp;
2758
2759                 /* Display hitpoints (later) */
2760                 p_ptr->redraw |= (PR_HP);
2761
2762                 p_ptr->window |= (PW_PLAYER);
2763         }
2764 }
2765
2766 /*!
2767  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2768  * @return なし
2769  * @details
2770  * SWD: Experimental modification: multiple light sources have additive effect.
2771  */
2772 static void calc_torch(void)
2773 {
2774         int i, rad;
2775         object_type *o_ptr;
2776         BIT_FLAGS flgs[TR_FLAG_SIZE];
2777
2778         /* Assume no light */
2779         p_ptr->cur_lite = 0;
2780
2781         /* Loop through all wielded items */
2782         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2783         {
2784                 o_ptr = &inventory[i];
2785                 /* Skip empty slots */
2786                 if (!o_ptr->k_idx) continue;
2787
2788                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2789
2790                 /* Need Fuels */
2791                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2792                 {
2793                         if (o_ptr->tval == TV_LITE)
2794                         {
2795                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2796                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2797                         }
2798                 }
2799                 object_flags(o_ptr, flgs);
2800
2801                 /* calc the lite_radius */
2802
2803                 rad = 0;
2804                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2805                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2806                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2807                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2808                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2809                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2810                 p_ptr->cur_lite += (s16b)rad;
2811         }
2812
2813         /* max radius is 14 (was 5) without rewriting other code -- */
2814         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2815         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2816                 p_ptr->cur_lite = 1;
2817
2818         /*
2819          * check if the player doesn't have light radius,
2820          * but does weakly glow as an intrinsic.
2821          */
2822         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2823
2824         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2825         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2826
2827         /* end experimental mods */
2828
2829         /* Notice changes in the "lite radius" */
2830         if (p_ptr->old_lite != p_ptr->cur_lite)
2831         {
2832                 /* Hack -- PU_MON_LITE for monsters' darkness */
2833                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2834
2835                 /* Remember the old lite */
2836                 p_ptr->old_lite = p_ptr->cur_lite;
2837
2838                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2839                         set_superstealth(FALSE);
2840         }
2841 }
2842
2843 /*!
2844  * @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。 /
2845  * Calculate number of spells player should have, and forget,
2846  * or remember, spells until that number is properly reflected.
2847  * @return なし
2848  * @details
2849  * Note that this function induces various "status" messages,
2850  * which must be bypasses until the character is created.
2851  */
2852 static void calc_spells(void)
2853 {
2854         int i, j, k, levels;
2855         int num_allowed;
2856         int num_boukyaku = 0;
2857
2858         const magic_type        *s_ptr;
2859         REALM_IDX which;
2860         int bonus = 0;
2861
2862
2863         concptr p;
2864
2865         /* Hack -- must be literate */
2866         if (!mp_ptr->spell_book) return;
2867
2868         /* Hack -- wait for creation */
2869         if (!character_generated) return;
2870
2871         /* Hack -- handle "xtra" mode */
2872         if (character_xtra) return;
2873
2874         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2875         {
2876                 p_ptr->new_spells = 0;
2877                 return;
2878         }
2879
2880         p = spell_category_name(mp_ptr->spell_book);
2881
2882         /* Determine the number of spells allowed */
2883         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2884
2885         /* Hack -- no negative spells */
2886         if (levels < 0) levels = 0;
2887
2888         /* Extract total allowed spells */
2889         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2890
2891         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2892         {
2893                 bonus = 4;
2894         }
2895         if (p_ptr->pclass == CLASS_SAMURAI)
2896         {
2897                 num_allowed = 32;
2898         }
2899         else if (p_ptr->realm2 == REALM_NONE)
2900         {
2901                 num_allowed = (num_allowed + 1) / 2;
2902                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2903         }
2904         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2905         {
2906                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2907         }
2908         else
2909         {
2910                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2911         }
2912
2913         /* Count the number of spells we know */
2914         for (j = 0; j < 64; j++)
2915         {
2916                 /* Count known spells */
2917                 if ((j < 32) ?
2918                         (p_ptr->spell_forgotten1 & (1L << j)) :
2919                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2920                 {
2921                         num_boukyaku++;
2922                 }
2923         }
2924
2925         /* See how many spells we must forget or may learn */
2926         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2927
2928         /* Forget spells which are too hard */
2929         for (i = 63; i >= 0; i--)
2930         {
2931                 /* Efficiency -- all done */
2932                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2933
2934                 /* Access the spell */
2935                 j = p_ptr->spell_order[i];
2936
2937                 /* Skip non-spells */
2938                 if (j >= 99) continue;
2939
2940
2941                 /* Get the spell */
2942                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2943                 {
2944                         if (j < 32)
2945                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2946                         else
2947                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2948                 }
2949                 else if (j < 32)
2950                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2951                 else
2952                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2953
2954                 /* Skip spells we are allowed to know */
2955                 if (s_ptr->slevel <= p_ptr->lev) continue;
2956
2957                 /* Is it known? */
2958                 if ((j < 32) ?
2959                         (p_ptr->spell_learned1 & (1L << j)) :
2960                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2961                 {
2962                         /* Mark as forgotten */
2963                         if (j < 32)
2964                         {
2965                                 p_ptr->spell_forgotten1 |= (1L << j);
2966                                 which = p_ptr->realm1;
2967                         }
2968                         else
2969                         {
2970                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2971                                 which = p_ptr->realm2;
2972                         }
2973
2974                         /* No longer known */
2975                         if (j < 32)
2976                         {
2977                                 p_ptr->spell_learned1 &= ~(1L << j);
2978                                 which = p_ptr->realm1;
2979                         }
2980                         else
2981                         {
2982                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2983                                 which = p_ptr->realm2;
2984                         }
2985
2986 #ifdef JP
2987                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2988 #else
2989                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2990 #endif
2991
2992
2993                         /* One more can be learned */
2994                         p_ptr->new_spells++;
2995                 }
2996         }
2997
2998
2999         /* Forget spells if we know too many spells */
3000         for (i = 63; i >= 0; i--)
3001         {
3002                 /* Stop when possible */
3003                 if (p_ptr->new_spells >= 0) break;
3004
3005                 /* Efficiency -- all done */
3006                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3007
3008                 /* Get the (i+1)th spell learned */
3009                 j = p_ptr->spell_order[i];
3010
3011                 /* Skip unknown spells */
3012                 if (j >= 99) continue;
3013
3014                 /* Forget it (if learned) */
3015                 if ((j < 32) ?
3016                         (p_ptr->spell_learned1 & (1L << j)) :
3017                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3018                 {
3019                         /* Mark as forgotten */
3020                         if (j < 32)
3021                         {
3022                                 p_ptr->spell_forgotten1 |= (1L << j);
3023                                 which = p_ptr->realm1;
3024                         }
3025                         else
3026                         {
3027                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3028                                 which = p_ptr->realm2;
3029                         }
3030
3031                         /* No longer known */
3032                         if (j < 32)
3033                         {
3034                                 p_ptr->spell_learned1 &= ~(1L << j);
3035                                 which = p_ptr->realm1;
3036                         }
3037                         else
3038                         {
3039                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3040                                 which = p_ptr->realm2;
3041                         }
3042
3043 #ifdef JP
3044                         msg_format("%sの%sを忘れてしまった。",
3045                                 do_spell(which, j % 32, SPELL_NAME), p);
3046 #else
3047                         msg_format("You have forgotten the %s of %s.", p,
3048                                 do_spell(which, j % 32, SPELL_NAME));
3049 #endif
3050
3051
3052                         /* One more can be learned */
3053                         p_ptr->new_spells++;
3054                 }
3055         }
3056
3057
3058         /* Check for spells to remember */
3059         for (i = 0; i < 64; i++)
3060         {
3061                 /* None left to remember */
3062                 if (p_ptr->new_spells <= 0) break;
3063
3064                 /* Efficiency -- all done */
3065                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3066
3067                 /* Get the next spell we learned */
3068                 j = p_ptr->spell_order[i];
3069
3070                 /* Skip unknown spells */
3071                 if (j >= 99) break;
3072
3073                 /* Access the spell */
3074                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3075                 {
3076                         if (j < 32)
3077                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3078                         else
3079                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3080                 }
3081                 else if (j < 32)
3082                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3083                 else
3084                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3085
3086                 /* Skip spells we cannot remember */
3087                 if (s_ptr->slevel > p_ptr->lev) continue;
3088
3089                 /* First set of spells */
3090                 if ((j < 32) ?
3091                         (p_ptr->spell_forgotten1 & (1L << j)) :
3092                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3093                 {
3094                         /* No longer forgotten */
3095                         if (j < 32)
3096                         {
3097                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3098                                 which = p_ptr->realm1;
3099                         }
3100                         else
3101                         {
3102                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3103                                 which = p_ptr->realm2;
3104                         }
3105
3106                         /* Known once more */
3107                         if (j < 32)
3108                         {
3109                                 p_ptr->spell_learned1 |= (1L << j);
3110                                 which = p_ptr->realm1;
3111                         }
3112                         else
3113                         {
3114                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3115                                 which = p_ptr->realm2;
3116                         }
3117
3118 #ifdef JP
3119                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3120 #else
3121                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3122 #endif
3123
3124
3125                         /* One less can be learned */
3126                         p_ptr->new_spells--;
3127                 }
3128         }
3129
3130         k = 0;
3131
3132         if (p_ptr->realm2 == REALM_NONE)
3133         {
3134                 /* Count spells that can be learned */
3135                 for (j = 0; j < 32; j++)
3136                 {
3137                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3138                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3139
3140                         /* Skip spells we cannot remember */
3141                         if (s_ptr->slevel > p_ptr->lev) continue;
3142
3143                         /* Skip spells we already know */
3144                         if (p_ptr->spell_learned1 & (1L << j))
3145                         {
3146                                 continue;
3147                         }
3148
3149                         /* Count it */
3150                         k++;
3151                 }
3152                 if (k > 32) k = 32;
3153                 if ((p_ptr->new_spells > k) &&
3154                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3155                 {
3156                         p_ptr->new_spells = (s16b)k;
3157                 }
3158         }
3159
3160         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3161
3162         /* Spell count changed */
3163         if (p_ptr->old_spells != p_ptr->new_spells)
3164         {
3165                 /* Message if needed */
3166                 if (p_ptr->new_spells)
3167                 {
3168 #ifdef JP
3169                         if (p_ptr->new_spells < 10) {
3170                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3171                         }
3172                         else {
3173                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3174                         }
3175 #else
3176                         msg_format("You can learn %d more %s%s.",
3177                                 p_ptr->new_spells, p,
3178                                 (p_ptr->new_spells != 1) ? "s" : "");
3179 #endif
3180
3181                 }
3182
3183                 /* Save the new_spells value */
3184                 p_ptr->old_spells = p_ptr->new_spells;
3185
3186                 /* Redraw Study Status */
3187                 p_ptr->redraw |= (PR_STUDY);
3188
3189                 /* Redraw object recall */
3190                 p_ptr->window |= (PW_OBJECT);
3191         }
3192 }
3193
3194 /*!
3195  * @brief プレイヤーの最大MPを計算する /
3196  * Calculate maximum mana.  You do not need to know any spells.
3197  * Note that mana is lowered by heavy (or inappropriate) armor.
3198  * @return なし
3199  * @details
3200  * This function induces status messages.
3201  */
3202 static void calc_mana(void)
3203 {
3204         int msp, levels, cur_wgt, max_wgt;
3205
3206         object_type *o_ptr;
3207
3208
3209         /* Hack -- Must be literate */
3210         if (!mp_ptr->spell_book) return;
3211
3212         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3213                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3214                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3215         {
3216                 levels = p_ptr->lev;
3217         }
3218         else
3219         {
3220                 if (mp_ptr->spell_first > p_ptr->lev)
3221                 {
3222                         /* Save new mana */
3223                         p_ptr->msp = 0;
3224
3225                         /* Display mana later */
3226                         p_ptr->redraw |= (PR_MANA);
3227                         return;
3228                 }
3229
3230                 /* Extract "effective" player level */
3231                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3232         }
3233
3234         if (p_ptr->pclass == CLASS_SAMURAI)
3235         {
3236                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3237                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3238         }
3239         else
3240         {
3241                 /* Extract total mana */
3242                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3243
3244                 /* Hack -- usually add one mana */
3245                 if (msp) msp++;
3246
3247                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3248
3249                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3250
3251                 /* Hack: High mages have a 25% mana bonus */
3252                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3253
3254                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3255         }
3256
3257         /* Only mages are affected */
3258         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3259         {
3260                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3261
3262                 /* Assume player is not encumbered by gloves */
3263                 p_ptr->cumber_glove = FALSE;
3264
3265                 /* Get the gloves */
3266                 o_ptr = &inventory[INVEN_HANDS];
3267
3268                 /* Examine the gloves */
3269                 object_flags(o_ptr, flgs);
3270
3271                 /* Normal gloves hurt mage-type spells */
3272                 if (o_ptr->k_idx &&
3273                         !(have_flag(flgs, TR_FREE_ACT)) &&
3274                         !(have_flag(flgs, TR_DEC_MANA)) &&
3275                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3276                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3277                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3278                 {
3279                         /* Encumbered */
3280                         p_ptr->cumber_glove = TRUE;
3281
3282                         /* Reduce mana */
3283                         msp = (3 * msp) / 4;
3284                 }
3285         }
3286
3287
3288         /* Assume player not encumbered by armor */
3289         p_ptr->cumber_armor = FALSE;
3290
3291         /* Weigh the armor */
3292         cur_wgt = 0;
3293         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3294         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3295         cur_wgt += inventory[INVEN_BODY].weight;
3296         cur_wgt += inventory[INVEN_HEAD].weight;
3297         cur_wgt += inventory[INVEN_OUTER].weight;
3298         cur_wgt += inventory[INVEN_HANDS].weight;
3299         cur_wgt += inventory[INVEN_FEET].weight;
3300
3301         /* Subtract a percentage of maximum mana. */
3302         switch (p_ptr->pclass)
3303         {
3304                 /* For these classes, mana is halved if armour
3305                  * is 30 pounds over their weight limit. */
3306         case CLASS_MAGE:
3307         case CLASS_HIGH_MAGE:
3308         case CLASS_BLUE_MAGE:
3309         case CLASS_MONK:
3310         case CLASS_FORCETRAINER:
3311         case CLASS_SORCERER:
3312         {
3313                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3314                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3315                 break;
3316         }
3317
3318         /* Mana halved if armour is 40 pounds over weight limit. */
3319         case CLASS_PRIEST:
3320         case CLASS_BARD:
3321         case CLASS_TOURIST:
3322         {
3323                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3324                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3325                 break;
3326         }
3327
3328         case CLASS_MINDCRAFTER:
3329         case CLASS_BEASTMASTER:
3330         case CLASS_MIRROR_MASTER:
3331         {
3332                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3333                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3334                 break;
3335         }
3336
3337         /* Mana halved if armour is 50 pounds over weight limit. */
3338         case CLASS_ROGUE:
3339         case CLASS_RANGER:
3340         case CLASS_RED_MAGE:
3341         case CLASS_WARRIOR_MAGE:
3342         {
3343                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3344                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3345                 break;
3346         }
3347
3348         /* Mana halved if armour is 60 pounds over weight limit. */
3349         case CLASS_PALADIN:
3350         case CLASS_CHAOS_WARRIOR:
3351         {
3352                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3353                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3354                 break;
3355         }
3356
3357         /* For new classes created, but not yet added to this formula. */
3358         default:
3359         {
3360                 break;
3361         }
3362         }
3363
3364         /* Determine the weight allowance */
3365         max_wgt = mp_ptr->spell_weight;
3366
3367         /* Heavy armor penalizes mana by a percentage.  -LM- */
3368         if ((cur_wgt - max_wgt) > 0)
3369         {
3370                 /* Encumbered */
3371                 p_ptr->cumber_armor = TRUE;
3372
3373                 /* Subtract a percentage of maximum mana. */
3374                 switch (p_ptr->pclass)
3375                 {
3376                         /* For these classes, mana is halved if armour
3377                          * is 30 pounds over their weight limit. */
3378                 case CLASS_MAGE:
3379                 case CLASS_HIGH_MAGE:
3380                 case CLASS_BLUE_MAGE:
3381                 {
3382                         msp -= msp * (cur_wgt - max_wgt) / 600;
3383                         break;
3384                 }
3385
3386                 /* Mana halved if armour is 40 pounds over weight limit. */
3387                 case CLASS_PRIEST:
3388                 case CLASS_MINDCRAFTER:
3389                 case CLASS_BEASTMASTER:
3390                 case CLASS_BARD:
3391                 case CLASS_FORCETRAINER:
3392                 case CLASS_TOURIST:
3393                 case CLASS_MIRROR_MASTER:
3394                 {
3395                         msp -= msp * (cur_wgt - max_wgt) / 800;
3396                         break;
3397                 }
3398
3399                 case CLASS_SORCERER:
3400                 {
3401                         msp -= msp * (cur_wgt - max_wgt) / 900;
3402                         break;
3403                 }
3404
3405                 /* Mana halved if armour is 50 pounds over weight limit. */
3406                 case CLASS_ROGUE:
3407                 case CLASS_RANGER:
3408                 case CLASS_MONK:
3409                 case CLASS_RED_MAGE:
3410                 {
3411                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3412                         break;
3413                 }
3414
3415                 /* Mana halved if armour is 60 pounds over weight limit. */
3416                 case CLASS_PALADIN:
3417                 case CLASS_CHAOS_WARRIOR:
3418                 case CLASS_WARRIOR_MAGE:
3419                 {
3420                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3421                         break;
3422                 }
3423
3424                 case CLASS_SAMURAI:
3425                 {
3426                         p_ptr->cumber_armor = FALSE;
3427                         break;
3428                 }
3429
3430                 /* For new classes created, but not yet added to this formula. */
3431                 default:
3432                 {
3433                         msp -= msp * (cur_wgt - max_wgt) / 800;
3434                         break;
3435                 }
3436                 }
3437         }
3438
3439         /* Mana can never be negative */
3440         if (msp < 0) msp = 0;
3441
3442
3443         /* Maximum mana has changed */
3444         if (p_ptr->msp != msp)
3445         {
3446                 /* Enforce maximum */
3447                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3448                 {
3449                         p_ptr->csp = msp;
3450                         p_ptr->csp_frac = 0;
3451                 }
3452
3453 #ifdef JP
3454                 /* レベルアップの時は上昇量を表示する */
3455                 if ((level_up == 1) && (msp > p_ptr->msp))
3456                 {
3457                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3458                 }
3459 #endif
3460                 /* Save new mana */
3461                 p_ptr->msp = msp;
3462
3463                 /* Display mana later */
3464                 p_ptr->redraw |= (PR_MANA);
3465
3466                 p_ptr->window |= (PW_PLAYER);
3467                 p_ptr->window |= (PW_SPELL);
3468         }
3469
3470
3471         /* Hack -- handle "xtra" mode */
3472         if (character_xtra) return;
3473
3474         /* Take note when "glove state" changes */
3475         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3476         {
3477                 if (p_ptr->cumber_glove)
3478                 {
3479                         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."));
3480                 }
3481                 else
3482                 {
3483                         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."));
3484                 }
3485
3486                 /* Save it */
3487                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3488         }
3489
3490
3491         /* Take note when "armor state" changes */
3492         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3493         {
3494                 if (p_ptr->cumber_armor)
3495                 {
3496                         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."));
3497                 }
3498                 else
3499                 {
3500                         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."));
3501                 }
3502
3503                 /* Save it */
3504                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3505         }
3506 }
3507
3508 /*!
3509  * @brief 装備中の射撃武器の威力倍率を返す /
3510  * calcurate the fire rate of target object
3511  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3512  * @return 射撃倍率の値(100で1.00倍)
3513  */
3514 s16b calc_num_fire(object_type *o_ptr)
3515 {
3516         int extra_shots = 0;
3517         int i;
3518         int num = 0;
3519         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3520         object_type *q_ptr;
3521         BIT_FLAGS flgs[TR_FLAG_SIZE];
3522
3523         /* Scan the usable inventory */
3524         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3525         {
3526                 q_ptr = &inventory[i];
3527
3528                 /* Skip non-objects */
3529                 if (!q_ptr->k_idx) continue;
3530
3531                 /* Do not apply current equip */
3532                 if (i == INVEN_BOW) continue;
3533
3534                 /* Extract the item flags */
3535                 object_flags(q_ptr, flgs);
3536
3537                 /* Boost shots */
3538                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3539         }
3540
3541         object_flags(o_ptr, flgs);
3542         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3543
3544         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3545         {
3546                 num = 100;
3547                 /* Extra shots */
3548                 num += (extra_shots * 100);
3549
3550                 /* Hack -- Rangers love Bows */
3551                 if ((p_ptr->pclass == CLASS_RANGER) &&
3552                         (tval_ammo == TV_ARROW))
3553                 {
3554                         num += (p_ptr->lev * 4);
3555                 }
3556
3557                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3558                         (tval_ammo == TV_ARROW))
3559                 {
3560                         num += (p_ptr->lev * 3);
3561                 }
3562
3563                 if (p_ptr->pclass == CLASS_ARCHER)
3564                 {
3565                         if (tval_ammo == TV_ARROW)
3566                                 num += ((p_ptr->lev * 5) + 50);
3567                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3568                                 num += (p_ptr->lev * 4);
3569                 }
3570
3571                 /*
3572                  * Addendum -- also "Reward" high level warriors,
3573                  * with _any_ missile weapon -- TY
3574                  */
3575                 if (p_ptr->pclass == CLASS_WARRIOR &&
3576                         (tval_ammo <= TV_BOLT) &&
3577                         (tval_ammo >= TV_SHOT))
3578                 {
3579                         num += (p_ptr->lev * 2);
3580                 }
3581                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3582                         (tval_ammo == TV_SHOT))
3583                 {
3584                         num += (p_ptr->lev * 4);
3585                 }
3586         }
3587         return (s16b)num;
3588 }
3589
3590 /*!
3591  * @brief プレイヤーの所持重量制限を計算する /
3592  * Computes current weight limit.
3593  * @return 制限重量(ポンド)
3594  */
3595 WEIGHT weight_limit(void)
3596 {
3597         WEIGHT i;
3598
3599         /* Weight limit based only on strength */
3600         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3601         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3602
3603         /* Return the result */
3604         return i;
3605 }
3606
3607 /*!
3608  * @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 /
3609  * @param i 判定する手のID(右手:0 左手:1)
3610  * @return 持っているならばTRUE
3611  */
3612 bool has_melee_weapon(int i)
3613 {
3614         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3615 }
3616
3617 /*!
3618  * @brief プレイヤーの現在開いている手の状態を返す
3619  * @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。
3620  * @return 開いている手のビットフラグ
3621  */
3622 BIT_FLAGS16 empty_hands(bool riding_control)
3623 {
3624         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3625
3626         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3627         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3628
3629         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3630         {
3631                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3632                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3633         }
3634
3635         return status;
3636 }
3637
3638
3639 /*!
3640  * @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。
3641  * @return ペナルティが適用されるならばTRUE。
3642  */
3643 bool heavy_armor(void)
3644 {
3645         WEIGHT monk_arm_wgt = 0;
3646
3647         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3648
3649         /* Weight the armor */
3650         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3651         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3652         monk_arm_wgt += inventory[INVEN_BODY].weight;
3653         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3654         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3655         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3656         monk_arm_wgt += inventory[INVEN_FEET].weight;
3657
3658         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3659 }
3660
3661 /*!
3662  * @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"
3663  * @return なし
3664  * @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。
3665  */
3666 void update_creature(player_type *creature_ptr)
3667 {
3668         if (!creature_ptr->update) return;
3669
3670         /* Actually do auto-destroy */
3671         if (creature_ptr->update & (PU_AUTODESTROY))
3672         {
3673                 creature_ptr->update &= ~(PU_AUTODESTROY);
3674                 autopick_delayed_alter();
3675         }
3676
3677         /* Combine the pack */
3678         if (creature_ptr->update & (PU_COMBINE))
3679         {
3680                 creature_ptr->update &= ~(PU_COMBINE);
3681                 combine_pack();
3682         }
3683
3684         /* Reorder the pack */
3685         if (creature_ptr->update & (PU_REORDER))
3686         {
3687                 creature_ptr->update &= ~(PU_REORDER);
3688                 reorder_pack();
3689         }
3690
3691         if (creature_ptr->update & (PU_BONUS))
3692         {
3693                 creature_ptr->update &= ~(PU_BONUS);
3694                 calc_bonuses();
3695         }
3696
3697         if (creature_ptr->update & (PU_TORCH))
3698         {
3699                 creature_ptr->update &= ~(PU_TORCH);
3700                 calc_torch();
3701         }
3702
3703         if (creature_ptr->update & (PU_HP))
3704         {
3705                 creature_ptr->update &= ~(PU_HP);
3706                 calc_hitpoints();
3707         }
3708
3709         if (creature_ptr->update & (PU_MANA))
3710         {
3711                 creature_ptr->update &= ~(PU_MANA);
3712                 calc_mana();
3713         }
3714
3715         if (creature_ptr->update & (PU_SPELLS))
3716         {
3717                 creature_ptr->update &= ~(PU_SPELLS);
3718                 calc_spells();
3719         }
3720
3721         /* Character is not ready yet, no screen updates */
3722         if (!character_generated) return;
3723
3724         /* Character is in "icky" mode, no screen updates */
3725         if (character_icky) return;
3726
3727         if (creature_ptr->update & (PU_UN_LITE))
3728         {
3729                 creature_ptr->update &= ~(PU_UN_LITE);
3730                 forget_lite();
3731         }
3732
3733         if (creature_ptr->update & (PU_UN_VIEW))
3734         {
3735                 creature_ptr->update &= ~(PU_UN_VIEW);
3736                 forget_view();
3737         }
3738
3739         if (creature_ptr->update & (PU_VIEW))
3740         {
3741                 creature_ptr->update &= ~(PU_VIEW);
3742                 update_view();
3743         }
3744
3745         if (creature_ptr->update & (PU_LITE))
3746         {
3747                 creature_ptr->update &= ~(PU_LITE);
3748                 update_lite();
3749         }
3750
3751
3752         if (creature_ptr->update & (PU_FLOW))
3753         {
3754                 creature_ptr->update &= ~(PU_FLOW);
3755                 update_flow();
3756         }
3757
3758         if (creature_ptr->update & (PU_DISTANCE))
3759         {
3760                 creature_ptr->update &= ~(PU_DISTANCE);
3761
3762                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3763                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3764
3765                 update_monsters(TRUE);
3766         }
3767
3768         if (creature_ptr->update & (PU_MON_LITE))
3769         {
3770                 creature_ptr->update &= ~(PU_MON_LITE);
3771                 update_mon_lite();
3772         }
3773
3774         /*
3775          * Mega-Hack -- Delayed visual update
3776          * Only used if update_view(), update_lite() or update_mon_lite() was called
3777          */
3778         if (creature_ptr->update & (PU_DELAY_VIS))
3779         {
3780                 creature_ptr->update &= ~(PU_DELAY_VIS);
3781                 delayed_visual_update();
3782         }
3783
3784         if (creature_ptr->update & (PU_MONSTERS))
3785         {
3786                 creature_ptr->update &= ~(PU_MONSTERS);
3787                 update_monsters(FALSE);
3788         }
3789 }
3790
3791 /*!
3792  * @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
3793  * @return 魔道書を一冊も持っていないならTRUEを返す
3794  */
3795 bool player_has_no_spellbooks(void)
3796 {
3797         int i;
3798         object_type *o_ptr;
3799
3800         for (i = 0; i < INVEN_PACK; i++)
3801         {
3802                 o_ptr = &inventory[i];
3803                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3804         }
3805
3806         for (i = cave[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3807         {
3808                 o_ptr = &o_list[i];
3809                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3810         }
3811
3812         return TRUE;
3813 }