OSDN Git Service

[Refactor] #37353 check_experience() to player-status.c.
[hengband/hengband.git] / src / player-status.c
1 #include "angband.h"
2 #include "player-status.h"
3
4 #include "artifact.h"
5 #include "avatar.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monsterrace-hook.h"
9 #include "mutation.h"
10 #include "patron.h"
11
12 /* Hack, monk armour */
13 static bool monk_armour_aux;
14 static bool monk_notify_aux;
15
16 /*
17  * Return alignment title
18  */
19 concptr your_alignment(void)
20 {
21         if (p_ptr->align > 150) return _("大善", "Lawful");
22         else if (p_ptr->align > 50) return _("中善", "Good");
23         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
24         else if (p_ptr->align > -11) return _("中立", "Neutral");
25         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
26         else if (p_ptr->align > -151) return _("中悪", "Evil");
27         else return _("大悪", "Chaotic");
28 }
29
30
31 /*
32  * Return proficiency level of weapons and misc. skills (except riding)
33  */
34 int weapon_exp_level(int weapon_exp)
35 {
36         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
37         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
38         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
39         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
40         else return EXP_LEVEL_MASTER;
41 }
42
43
44 /*
45  * Return proficiency level of riding
46  */
47 int riding_exp_level(int riding_exp)
48 {
49         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
50         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
51         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
52         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
53         else return EXP_LEVEL_MASTER;
54 }
55
56
57 /*
58  * Return proficiency level of spells
59  */
60 int spell_exp_level(int spell_exp)
61 {
62         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
63         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
64         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
65         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
66         else return EXP_LEVEL_MASTER;
67 }
68
69 /*!
70  * @brief プレイヤーの全ステータスを更新する /
71  * Calculate the players current "state", taking into account
72  * not only race/class intrinsics, but also objects being worn
73  * and temporary spell effects.
74  * @return なし
75  * @details
76  * <pre>
77  * See also calc_mana() and calc_hitpoints().
78  *
79  * Take note of the new "speed code", in particular, a very strong
80  * player will start slowing down as soon as he reaches 150 pounds,
81  * but not until he reaches 450 pounds will he be half as fast as
82  * a normal kobold.  This both hurts and helps the player, hurts
83  * because in the old days a player could just avoid 300 pounds,
84  * and helps because now carrying 300 pounds is not very painful.
85  *
86  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
87  * damage, since that would affect non-combat things.  These values
88  * are actually added in later, at the appropriate place.
89  *
90  * This function induces various "status" messages.
91  * </pre>
92  */
93 void calc_bonuses(void)
94 {
95         int i, j, hold, neutral[2];
96         int new_speed;
97         int default_hand = 0;
98         int empty_hands_status = empty_hands(TRUE);
99         int extra_blows[2];
100         object_type *o_ptr;
101         BIT_FLAGS flgs[TR_FLAG_SIZE];
102         bool omoi = FALSE;
103         bool yoiyami = FALSE;
104         bool down_saving = FALSE;
105 #if 0
106         bool have_dd_s = FALSE, have_dd_t = FALSE;
107 #endif
108         bool have_sw = FALSE, have_kabe = FALSE;
109         bool easy_2weapon = FALSE;
110         bool riding_levitation = FALSE;
111         OBJECT_IDX this_o_idx, next_o_idx = 0;
112         const player_race *tmp_rp_ptr;
113
114         /* Save the old vision stuff */
115         bool old_telepathy = p_ptr->telepathy;
116         bool old_esp_animal = p_ptr->esp_animal;
117         bool old_esp_undead = p_ptr->esp_undead;
118         bool old_esp_demon = p_ptr->esp_demon;
119         bool old_esp_orc = p_ptr->esp_orc;
120         bool old_esp_troll = p_ptr->esp_troll;
121         bool old_esp_giant = p_ptr->esp_giant;
122         bool old_esp_dragon = p_ptr->esp_dragon;
123         bool old_esp_human = p_ptr->esp_human;
124         bool old_esp_evil = p_ptr->esp_evil;
125         bool old_esp_good = p_ptr->esp_good;
126         bool old_esp_nonliving = p_ptr->esp_nonliving;
127         bool old_esp_unique = p_ptr->esp_unique;
128         bool old_see_inv = p_ptr->see_inv;
129         bool old_mighty_throw = p_ptr->mighty_throw;
130
131         /* Current feature under player. */
132         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
133
134         /* Save the old armor class */
135         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
136         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
137
138
139         /* Clear extra blows/shots */
140         extra_blows[0] = extra_blows[1] = 0;
141
142         /* Clear the stat modifiers */
143         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
144
145
146         /* Clear the Displayed/Real armor class */
147         p_ptr->dis_ac = p_ptr->ac = 0;
148
149         /* Clear the Displayed/Real Bonuses */
150         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
151         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
152         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
153         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
154         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
155         p_ptr->dis_to_a = p_ptr->to_a = 0;
156         p_ptr->to_h_m = 0;
157         p_ptr->to_d_m = 0;
158
159         p_ptr->to_m_chance = 0;
160
161         /* Clear the Extra Dice Bonuses */
162         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
163         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
164
165         /* Start with "normal" speed */
166         new_speed = 110;
167
168         /* Start with a single blow per current_world_ptr->game_turn */
169         p_ptr->num_blow[0] = 1;
170         p_ptr->num_blow[1] = 1;
171
172         /* Start with a single shot per current_world_ptr->game_turn */
173         p_ptr->num_fire = 100;
174
175         /* Reset the "xtra" tval */
176         p_ptr->tval_xtra = 0;
177
178         /* Reset the "ammo" tval */
179         p_ptr->tval_ammo = 0;
180
181         /* Clear all the flags */
182         p_ptr->cursed = 0L;
183         p_ptr->bless_blade = FALSE;
184         p_ptr->xtra_might = FALSE;
185         p_ptr->impact[0] = FALSE;
186         p_ptr->impact[1] = FALSE;
187         p_ptr->pass_wall = FALSE;
188         p_ptr->kill_wall = FALSE;
189         p_ptr->dec_mana = FALSE;
190         p_ptr->easy_spell = FALSE;
191         p_ptr->heavy_spell = FALSE;
192         p_ptr->see_inv = FALSE;
193         p_ptr->free_act = FALSE;
194         p_ptr->slow_digest = FALSE;
195         p_ptr->regenerate = FALSE;
196         p_ptr->can_swim = FALSE;
197         p_ptr->levitation = FALSE;
198         p_ptr->hold_exp = FALSE;
199         p_ptr->telepathy = FALSE;
200         p_ptr->esp_animal = FALSE;
201         p_ptr->esp_undead = FALSE;
202         p_ptr->esp_demon = FALSE;
203         p_ptr->esp_orc = FALSE;
204         p_ptr->esp_troll = FALSE;
205         p_ptr->esp_giant = FALSE;
206         p_ptr->esp_dragon = FALSE;
207         p_ptr->esp_human = FALSE;
208         p_ptr->esp_evil = FALSE;
209         p_ptr->esp_good = FALSE;
210         p_ptr->esp_nonliving = FALSE;
211         p_ptr->esp_unique = FALSE;
212         p_ptr->lite = FALSE;
213         p_ptr->sustain_str = FALSE;
214         p_ptr->sustain_int = FALSE;
215         p_ptr->sustain_wis = FALSE;
216         p_ptr->sustain_con = FALSE;
217         p_ptr->sustain_dex = FALSE;
218         p_ptr->sustain_chr = FALSE;
219         p_ptr->resist_acid = FALSE;
220         p_ptr->resist_elec = FALSE;
221         p_ptr->resist_fire = FALSE;
222         p_ptr->resist_cold = FALSE;
223         p_ptr->resist_pois = FALSE;
224         p_ptr->resist_conf = FALSE;
225         p_ptr->resist_sound = FALSE;
226         p_ptr->resist_lite = FALSE;
227         p_ptr->resist_dark = FALSE;
228         p_ptr->resist_chaos = FALSE;
229         p_ptr->resist_disen = FALSE;
230         p_ptr->resist_shard = FALSE;
231         p_ptr->resist_nexus = FALSE;
232         p_ptr->resist_blind = FALSE;
233         p_ptr->resist_neth = FALSE;
234         p_ptr->resist_time = FALSE;
235         p_ptr->resist_water = FALSE;
236         p_ptr->resist_fear = FALSE;
237         p_ptr->reflect = FALSE;
238         p_ptr->sh_fire = FALSE;
239         p_ptr->sh_elec = FALSE;
240         p_ptr->sh_cold = FALSE;
241         p_ptr->anti_magic = FALSE;
242         p_ptr->anti_tele = FALSE;
243         p_ptr->warning = FALSE;
244         p_ptr->mighty_throw = FALSE;
245         p_ptr->see_nocto = FALSE;
246
247         p_ptr->immune_acid = FALSE;
248         p_ptr->immune_elec = FALSE;
249         p_ptr->immune_fire = FALSE;
250         p_ptr->immune_cold = FALSE;
251
252         p_ptr->ryoute = FALSE;
253         p_ptr->migite = FALSE;
254         p_ptr->hidarite = FALSE;
255         p_ptr->no_flowed = FALSE;
256
257         p_ptr->align = friend_align;
258
259         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
260         else tmp_rp_ptr = &race_info[p_ptr->prace];
261
262         /* Base infravision (purely racial) */
263         p_ptr->see_infra = tmp_rp_ptr->infra;
264
265         /* Base skill -- disarming */
266         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
267
268         /* Base skill -- magic devices */
269         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
270
271         /* Base skill -- saving throw */
272         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
273
274         /* Base skill -- stealth */
275         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
276
277         /* Base skill -- searching ability */
278         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
279
280         /* Base skill -- searching frequency */
281         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
282
283         /* Base skill -- combat (normal) */
284         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
285
286         /* Base skill -- combat (shooting) */
287         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
288
289         /* Base skill -- combat (throwing) */
290         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
291
292         /* Base skill -- digging */
293         p_ptr->skill_dig = 0;
294
295         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
296         if (has_melee_weapon(INVEN_LARM))
297         {
298                 p_ptr->hidarite = TRUE;
299                 if (!p_ptr->migite) default_hand = 1;
300         }
301
302         if (CAN_TWO_HANDS_WIELDING())
303         {
304                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
305                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
306                 {
307                         p_ptr->ryoute = TRUE;
308                 }
309                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
310                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
311                 {
312                         p_ptr->ryoute = TRUE;
313                 }
314                 else
315                 {
316                         switch (p_ptr->pclass)
317                         {
318                         case CLASS_MONK:
319                         case CLASS_FORCETRAINER:
320                         case CLASS_BERSERKER:
321                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
322                                 {
323                                         p_ptr->migite = TRUE;
324                                         p_ptr->ryoute = TRUE;
325                                 }
326                                 break;
327                         }
328                 }
329         }
330
331         if (!p_ptr->migite && !p_ptr->hidarite)
332         {
333                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
334                 else if (empty_hands_status == EMPTY_HAND_LARM)
335                 {
336                         p_ptr->hidarite = TRUE;
337                         default_hand = 1;
338                 }
339         }
340
341         if (p_ptr->special_defense & KAMAE_MASK)
342         {
343                 if (!(empty_hands_status & EMPTY_HAND_RARM))
344                 {
345                         set_action(ACTION_NONE);
346                 }
347         }
348
349         switch (p_ptr->pclass)
350         {
351         case CLASS_WARRIOR:
352                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
353                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
354                 break;
355         case CLASS_PALADIN:
356                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
357                 break;
358         case CLASS_CHAOS_WARRIOR:
359                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
360                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
361                 break;
362         case CLASS_MINDCRAFTER:
363                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
364                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
365                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
366                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
367                 break;
368         case CLASS_MONK:
369         case CLASS_FORCETRAINER:
370                 /* Unencumbered Monks become faster every 10 levels */
371                 if (!(heavy_armor()))
372                 {
373                         if (!(prace_is_(RACE_KLACKON) ||
374                                 prace_is_(RACE_SPRITE) ||
375                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
376                                 new_speed += (p_ptr->lev) / 10;
377
378                         /* Free action if unencumbered at level 25 */
379                         if (p_ptr->lev > 24)
380                                 p_ptr->free_act = TRUE;
381                 }
382                 break;
383         case CLASS_SORCERER:
384                 p_ptr->to_a -= 50;
385                 p_ptr->dis_to_a -= 50;
386                 break;
387         case CLASS_BARD:
388                 p_ptr->resist_sound = TRUE;
389                 break;
390         case CLASS_SAMURAI:
391                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
392                 break;
393         case CLASS_BERSERKER:
394                 p_ptr->shero = 1;
395                 p_ptr->sustain_str = TRUE;
396                 p_ptr->sustain_dex = TRUE;
397                 p_ptr->sustain_con = TRUE;
398                 p_ptr->regenerate = TRUE;
399                 p_ptr->free_act = TRUE;
400                 new_speed += 2;
401                 if (p_ptr->lev > 29) new_speed++;
402                 if (p_ptr->lev > 39) new_speed++;
403                 if (p_ptr->lev > 44) new_speed++;
404                 if (p_ptr->lev > 49) new_speed++;
405                 p_ptr->to_a += 10 + p_ptr->lev / 2;
406                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
407                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
408                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
409                 p_ptr->redraw |= PR_STATUS;
410                 break;
411         case CLASS_MIRROR_MASTER:
412                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
413                 break;
414         case CLASS_NINJA:
415                 /* Unencumbered Ninjas become faster every 10 levels */
416                 if (heavy_armor())
417                 {
418                         new_speed -= (p_ptr->lev) / 10;
419                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
420                 }
421                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
422                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
423                 {
424                         new_speed += 3;
425                         if (!(prace_is_(RACE_KLACKON) ||
426                                 prace_is_(RACE_SPRITE) ||
427                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
428                                 new_speed += (p_ptr->lev) / 10;
429                         p_ptr->skill_stl += (p_ptr->lev) / 10;
430
431                         /* Free action if unencumbered at level 25 */
432                         if (p_ptr->lev > 24)
433                                 p_ptr->free_act = TRUE;
434                 }
435                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
436                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
437                 {
438                         p_ptr->to_a += p_ptr->lev / 2 + 5;
439                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
440                 }
441                 p_ptr->slow_digest = TRUE;
442                 p_ptr->resist_fear = TRUE;
443                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
444                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
445                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
446                 if (p_ptr->lev > 44)
447                 {
448                         p_ptr->oppose_pois = 1;
449                         p_ptr->redraw |= PR_STATUS;
450                 }
451                 p_ptr->see_nocto = TRUE;
452                 break;
453         }
454
455         /***** Races ****/
456         if (p_ptr->mimic_form)
457         {
458                 switch (p_ptr->mimic_form)
459                 {
460                 case MIMIC_DEMON:
461                         p_ptr->hold_exp = TRUE;
462                         p_ptr->resist_chaos = TRUE;
463                         p_ptr->resist_neth = TRUE;
464                         p_ptr->resist_fire = TRUE;
465                         p_ptr->oppose_fire = 1;
466                         p_ptr->see_inv = TRUE;
467                         new_speed += 3;
468                         p_ptr->redraw |= PR_STATUS;
469                         p_ptr->to_a += 10;
470                         p_ptr->dis_to_a += 10;
471                         p_ptr->align -= 200;
472                         break;
473                 case MIMIC_DEMON_LORD:
474                         p_ptr->hold_exp = TRUE;
475                         p_ptr->resist_chaos = TRUE;
476                         p_ptr->resist_neth = TRUE;
477                         p_ptr->immune_fire = TRUE;
478                         p_ptr->resist_acid = TRUE;
479                         p_ptr->resist_fire = TRUE;
480                         p_ptr->resist_cold = TRUE;
481                         p_ptr->resist_elec = TRUE;
482                         p_ptr->resist_pois = TRUE;
483                         p_ptr->resist_conf = TRUE;
484                         p_ptr->resist_disen = TRUE;
485                         p_ptr->resist_nexus = TRUE;
486                         p_ptr->resist_fear = TRUE;
487                         p_ptr->sh_fire = TRUE;
488                         p_ptr->see_inv = TRUE;
489                         p_ptr->telepathy = TRUE;
490                         p_ptr->levitation = TRUE;
491                         p_ptr->kill_wall = TRUE;
492                         new_speed += 5;
493                         p_ptr->to_a += 20;
494                         p_ptr->dis_to_a += 20;
495                         p_ptr->align -= 200;
496                         break;
497                 case MIMIC_VAMPIRE:
498                         p_ptr->resist_dark = TRUE;
499                         p_ptr->hold_exp = TRUE;
500                         p_ptr->resist_neth = TRUE;
501                         p_ptr->resist_cold = TRUE;
502                         p_ptr->resist_pois = TRUE;
503                         p_ptr->see_inv = TRUE;
504                         new_speed += 3;
505                         p_ptr->to_a += 10;
506                         p_ptr->dis_to_a += 10;
507                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
508                         break;
509                 }
510         }
511         else
512         {
513                 switch (p_ptr->prace)
514                 {
515                 case RACE_ELF:
516                         p_ptr->resist_lite = TRUE;
517                         break;
518                 case RACE_HOBBIT:
519                         p_ptr->hold_exp = TRUE;
520                         break;
521                 case RACE_GNOME:
522                         p_ptr->free_act = TRUE;
523                         break;
524                 case RACE_DWARF:
525                         p_ptr->resist_blind = TRUE;
526                         break;
527                 case RACE_HALF_ORC:
528                         p_ptr->resist_dark = TRUE;
529                         break;
530                 case RACE_HALF_TROLL:
531                         p_ptr->sustain_str = TRUE;
532
533                         if (p_ptr->lev > 14)
534                         {
535                                 /* High level trolls heal fast... */
536                                 p_ptr->regenerate = TRUE;
537
538                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
539                                 {
540                                         p_ptr->slow_digest = TRUE;
541                                         /* Let's not make Regeneration
542                                          * a disadvantage for the poor warriors who can
543                                          * never learn a spell that satisfies hunger (actually
544                                          * neither can rogues, but half-trolls are not
545                                          * supposed to play rogues) */
546                                 }
547                         }
548                         break;
549                 case RACE_AMBERITE:
550                         p_ptr->sustain_con = TRUE;
551                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
552                         break;
553                 case RACE_HIGH_ELF:
554                         p_ptr->resist_lite = TRUE;
555                         p_ptr->see_inv = TRUE;
556                         break;
557                 case RACE_BARBARIAN:
558                         p_ptr->resist_fear = TRUE;
559                         break;
560                 case RACE_HALF_OGRE:
561                         p_ptr->resist_dark = TRUE;
562                         p_ptr->sustain_str = TRUE;
563                         break;
564                 case RACE_HALF_GIANT:
565                         p_ptr->sustain_str = TRUE;
566                         p_ptr->resist_shard = TRUE;
567                         break;
568                 case RACE_HALF_TITAN:
569                         p_ptr->resist_chaos = TRUE;
570                         break;
571                 case RACE_CYCLOPS:
572                         p_ptr->resist_sound = TRUE;
573                         break;
574                 case RACE_YEEK:
575                         p_ptr->resist_acid = TRUE;
576                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
577                         break;
578                 case RACE_KLACKON:
579                         p_ptr->resist_conf = TRUE;
580                         p_ptr->resist_acid = TRUE;
581
582                         /* Klackons become faster */
583                         new_speed += (p_ptr->lev) / 10;
584                         break;
585                 case RACE_KOBOLD:
586                         p_ptr->resist_pois = TRUE;
587                         break;
588                 case RACE_NIBELUNG:
589                         p_ptr->resist_disen = TRUE;
590                         p_ptr->resist_dark = TRUE;
591                         break;
592                 case RACE_DARK_ELF:
593                         p_ptr->resist_dark = TRUE;
594                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
595                         break;
596                 case RACE_DRACONIAN:
597                         p_ptr->levitation = TRUE;
598                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
599                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
600                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
601                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
602                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
603                         break;
604                 case RACE_MIND_FLAYER:
605                         p_ptr->sustain_int = TRUE;
606                         p_ptr->sustain_wis = TRUE;
607                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
608                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
609                         break;
610                 case RACE_IMP:
611                         p_ptr->resist_fire = TRUE;
612                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
613                         break;
614                 case RACE_GOLEM:
615                         p_ptr->slow_digest = TRUE;
616                         p_ptr->free_act = TRUE;
617                         p_ptr->see_inv = TRUE;
618                         p_ptr->resist_pois = TRUE;
619                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
620                         break;
621                 case RACE_SKELETON:
622                         p_ptr->resist_shard = TRUE;
623                         p_ptr->hold_exp = TRUE;
624                         p_ptr->see_inv = TRUE;
625                         p_ptr->resist_pois = TRUE;
626                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
627                         break;
628                 case RACE_ZOMBIE:
629                         p_ptr->resist_neth = TRUE;
630                         p_ptr->hold_exp = TRUE;
631                         p_ptr->see_inv = TRUE;
632                         p_ptr->resist_pois = TRUE;
633                         p_ptr->slow_digest = TRUE;
634                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
635                         break;
636                 case RACE_VAMPIRE:
637                         p_ptr->resist_dark = TRUE;
638                         p_ptr->hold_exp = TRUE;
639                         p_ptr->resist_neth = TRUE;
640                         p_ptr->resist_cold = TRUE;
641                         p_ptr->resist_pois = TRUE;
642                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
643                         break;
644                 case RACE_SPECTRE:
645                         p_ptr->levitation = TRUE;
646                         p_ptr->free_act = TRUE;
647                         p_ptr->resist_neth = TRUE;
648                         p_ptr->hold_exp = TRUE;
649                         p_ptr->see_inv = TRUE;
650                         p_ptr->resist_pois = TRUE;
651                         p_ptr->slow_digest = TRUE;
652                         p_ptr->resist_cold = TRUE;
653                         p_ptr->pass_wall = TRUE;
654                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
655                         break;
656                 case RACE_SPRITE:
657                         p_ptr->levitation = TRUE;
658                         p_ptr->resist_lite = TRUE;
659
660                         /* Sprites become faster */
661                         new_speed += (p_ptr->lev) / 10;
662                         break;
663                 case RACE_BEASTMAN:
664                         p_ptr->resist_conf = TRUE;
665                         p_ptr->resist_sound = TRUE;
666                         break;
667                 case RACE_ENT:
668                         /* Ents dig like maniacs, but only with their hands. */
669                         if (!inventory[INVEN_RARM].k_idx)
670                                 p_ptr->skill_dig += p_ptr->lev * 10;
671                         /* Ents get tougher and stronger as they age, but lose dexterity. */
672                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
673                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
674                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
675
676                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
677                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
678                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
679
680                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
681                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
682                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
683                         break;
684                 case RACE_ANGEL:
685                         p_ptr->levitation = TRUE;
686                         p_ptr->see_inv = TRUE;
687                         p_ptr->align += 200;
688                         break;
689                 case RACE_DEMON:
690                         p_ptr->resist_fire = TRUE;
691                         p_ptr->resist_neth = TRUE;
692                         p_ptr->hold_exp = TRUE;
693                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
694                         if (p_ptr->lev > 44)
695                         {
696                                 p_ptr->oppose_fire = 1;
697                                 p_ptr->redraw |= PR_STATUS;
698                         }
699                         p_ptr->align -= 200;
700                         break;
701                 case RACE_DUNADAN:
702                         p_ptr->sustain_con = TRUE;
703                         break;
704                 case RACE_S_FAIRY:
705                         p_ptr->levitation = TRUE;
706                         break;
707                 case RACE_KUTAR:
708                         p_ptr->resist_conf = TRUE;
709                         break;
710                 case RACE_ANDROID:
711                         p_ptr->slow_digest = TRUE;
712                         p_ptr->free_act = TRUE;
713                         p_ptr->resist_pois = TRUE;
714                         p_ptr->hold_exp = TRUE;
715                         break;
716                 case RACE_MERFOLK:
717                         p_ptr->resist_water = TRUE;
718                         break;
719                 default:
720                         /* Do nothing */
721                         ;
722                 }
723         }
724
725         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
726         {
727                 p_ptr->see_inv = TRUE;
728                 p_ptr->free_act = TRUE;
729                 p_ptr->slow_digest = TRUE;
730                 p_ptr->regenerate = TRUE;
731                 p_ptr->levitation = TRUE;
732                 p_ptr->hold_exp = TRUE;
733                 p_ptr->telepathy = TRUE;
734                 p_ptr->lite = TRUE;
735                 p_ptr->sustain_str = TRUE;
736                 p_ptr->sustain_int = TRUE;
737                 p_ptr->sustain_wis = TRUE;
738                 p_ptr->sustain_con = TRUE;
739                 p_ptr->sustain_dex = TRUE;
740                 p_ptr->sustain_chr = TRUE;
741                 p_ptr->resist_acid = TRUE;
742                 p_ptr->resist_elec = TRUE;
743                 p_ptr->resist_fire = TRUE;
744                 p_ptr->resist_cold = TRUE;
745                 p_ptr->resist_pois = TRUE;
746                 p_ptr->resist_conf = TRUE;
747                 p_ptr->resist_sound = TRUE;
748                 p_ptr->resist_lite = TRUE;
749                 p_ptr->resist_dark = TRUE;
750                 p_ptr->resist_chaos = TRUE;
751                 p_ptr->resist_disen = TRUE;
752                 p_ptr->resist_shard = TRUE;
753                 p_ptr->resist_nexus = TRUE;
754                 p_ptr->resist_blind = TRUE;
755                 p_ptr->resist_neth = TRUE;
756                 p_ptr->resist_fear = TRUE;
757                 p_ptr->reflect = TRUE;
758                 p_ptr->sh_fire = TRUE;
759                 p_ptr->sh_elec = TRUE;
760                 p_ptr->sh_cold = TRUE;
761                 p_ptr->to_a += 100;
762                 p_ptr->dis_to_a += 100;
763         }
764         /* Temporary shield */
765         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
766         {
767                 p_ptr->to_a += 50;
768                 p_ptr->dis_to_a += 50;
769         }
770
771         if (p_ptr->tim_res_nether)
772         {
773                 p_ptr->resist_neth = TRUE;
774         }
775         if (p_ptr->tim_sh_fire)
776         {
777                 p_ptr->sh_fire = TRUE;
778         }
779         if (p_ptr->tim_res_time)
780         {
781                 p_ptr->resist_time = TRUE;
782         }
783
784         /* Sexy Gal */
785         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
786
787         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
788         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
789         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
790
791         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
792         {
793                 p_ptr->to_m_chance += 5;
794                 p_ptr->resist_conf = TRUE;
795         }
796
797         /* Lucky man */
798         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
799
800         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
801         {
802                 p_ptr->resist_blind = TRUE;
803                 p_ptr->resist_conf = TRUE;
804                 p_ptr->hold_exp = TRUE;
805                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
806
807                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
808                         /* Munchkin become faster */
809                         new_speed += (p_ptr->lev) / 10 + 5;
810         }
811
812         if (music_singing(MUSIC_WALL))
813         {
814                 p_ptr->kill_wall = TRUE;
815         }
816
817         /* Hack -- apply racial/class stat maxes */
818         /* Apply the racial modifiers */
819         for (i = 0; i < A_MAX; i++)
820         {
821                 /* Modify the stats for "race" */
822                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
823         }
824
825
826         /* I'm adding the mutations here for the lack of a better place... */
827         if (p_ptr->muta3)
828         {
829                 /* Hyper Strength */
830                 if (p_ptr->muta3 & MUT3_HYPER_STR)
831                 {
832                         p_ptr->stat_add[A_STR] += 4;
833                 }
834
835                 /* Puny */
836                 if (p_ptr->muta3 & MUT3_PUNY)
837                 {
838                         p_ptr->stat_add[A_STR] -= 4;
839                 }
840
841                 /* Living computer */
842                 if (p_ptr->muta3 & MUT3_HYPER_INT)
843                 {
844                         p_ptr->stat_add[A_INT] += 4;
845                         p_ptr->stat_add[A_WIS] += 4;
846                 }
847
848                 /* Moronic */
849                 if (p_ptr->muta3 & MUT3_MORONIC)
850                 {
851                         p_ptr->stat_add[A_INT] -= 4;
852                         p_ptr->stat_add[A_WIS] -= 4;
853                 }
854
855                 if (p_ptr->muta3 & MUT3_RESILIENT)
856                 {
857                         p_ptr->stat_add[A_CON] += 4;
858                 }
859
860                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
861                 {
862                         p_ptr->stat_add[A_CON] += 2;
863                         new_speed -= 2;
864                 }
865
866                 if (p_ptr->muta3 & MUT3_ALBINO)
867                 {
868                         p_ptr->stat_add[A_CON] -= 4;
869                 }
870
871                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
872                 {
873                         p_ptr->stat_add[A_CON] -= 2;
874                         p_ptr->stat_add[A_CHR] -= 1;
875                         p_ptr->regenerate = FALSE;
876                         /* Cancel innate regeneration */
877                 }
878
879                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
880                 {
881                         p_ptr->stat_add[A_CHR] -= 4;
882                 }
883
884                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
885                 {
886                         p_ptr->stat_add[A_CHR] -= 1;
887                 }
888
889                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
890                 {
891                         p_ptr->skill_fos += 15;
892                         p_ptr->skill_srh += 15;
893                 }
894
895                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
896                 {
897                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
898                 }
899
900                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
901                 {
902                         p_ptr->skill_stl -= 3;
903                 }
904
905                 if (p_ptr->muta3 & MUT3_INFRAVIS)
906                 {
907                         p_ptr->see_infra += 3;
908                 }
909
910                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
911                 {
912                         new_speed += 3;
913                 }
914
915                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
916                 {
917                         new_speed -= 3;
918                 }
919
920                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
921                 {
922                         p_ptr->sh_elec = TRUE;
923                 }
924
925                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
926                 {
927                         p_ptr->sh_fire = TRUE;
928                         p_ptr->lite = TRUE;
929                 }
930
931                 if (p_ptr->muta3 & MUT3_WART_SKIN)
932                 {
933                         p_ptr->stat_add[A_CHR] -= 2;
934                         p_ptr->to_a += 5;
935                         p_ptr->dis_to_a += 5;
936                 }
937
938                 if (p_ptr->muta3 & MUT3_SCALES)
939                 {
940                         p_ptr->stat_add[A_CHR] -= 1;
941                         p_ptr->to_a += 10;
942                         p_ptr->dis_to_a += 10;
943                 }
944
945                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
946                 {
947                         p_ptr->stat_add[A_DEX] -= 1;
948                         p_ptr->to_a += 25;
949                         p_ptr->dis_to_a += 25;
950                 }
951
952                 if (p_ptr->muta3 & MUT3_WINGS)
953                 {
954                         p_ptr->levitation = TRUE;
955                 }
956
957                 if (p_ptr->muta3 & MUT3_FEARLESS)
958                 {
959                         p_ptr->resist_fear = TRUE;
960                 }
961
962                 if (p_ptr->muta3 & MUT3_REGEN)
963                 {
964                         p_ptr->regenerate = TRUE;
965                 }
966
967                 if (p_ptr->muta3 & MUT3_ESP)
968                 {
969                         p_ptr->telepathy = TRUE;
970                 }
971
972                 if (p_ptr->muta3 & MUT3_LIMBER)
973                 {
974                         p_ptr->stat_add[A_DEX] += 3;
975                 }
976
977                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
978                 {
979                         p_ptr->stat_add[A_DEX] -= 3;
980                 }
981
982                 if (p_ptr->muta3 & MUT3_MOTION)
983                 {
984                         p_ptr->free_act = TRUE;
985                         p_ptr->skill_stl += 1;
986                 }
987
988                 if (p_ptr->muta3 & MUT3_ILL_NORM)
989                 {
990                         p_ptr->stat_add[A_CHR] = 0;
991                 }
992         }
993
994         if (p_ptr->tsuyoshi)
995         {
996                 p_ptr->stat_add[A_STR] += 4;
997                 p_ptr->stat_add[A_CON] += 4;
998         }
999
1000         /* Scan the usable inventory */
1001         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1002         {
1003                 int bonus_to_h, bonus_to_d;
1004                 o_ptr = &inventory[i];
1005
1006                 /* Skip non-objects */
1007                 if (!o_ptr->k_idx) continue;
1008
1009                 /* Extract the item flags */
1010                 object_flags(o_ptr, flgs);
1011
1012                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1013                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1014
1015                 /* Affect stats */
1016                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1017                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1018                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1019                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1020                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1021                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1022
1023                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1024
1025                 /* Affect stealth */
1026                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1027
1028                 /* Affect searching ability (factor of five) */
1029                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1030
1031                 /* Affect searching frequency (factor of five) */
1032                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1033
1034                 /* Affect infravision */
1035                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1036
1037                 /* Affect digging (factor of 20) */
1038                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1039
1040                 /* Affect speed */
1041                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1042
1043                 /* Affect blows */
1044                 if (have_flag(flgs, TR_BLOWS))
1045                 {
1046                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1047                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1048                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1049                 }
1050
1051                 /* Hack -- cause earthquakes */
1052                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1053
1054                 /* Various flags */
1055                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1056                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1057                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1058                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1059                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1060                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1061                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1062                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1063                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1064                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1065                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1066                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1067                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1068                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1069                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1070                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1071                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1072                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1073                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1074                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1075                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1076                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1077                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1078                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1079                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1080                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1081                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1082                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1083                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1084                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1085                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1086                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1087                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1088                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1089                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1090
1091                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1092                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1093                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1094                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1095                 if (have_flag(flgs, TR_WARNING)) {
1096                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1097                                 p_ptr->warning = TRUE;
1098                 }
1099
1100                 if (have_flag(flgs, TR_TELEPORT))
1101                 {
1102                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1103                         else
1104                         {
1105                                 concptr insc = quark_str(o_ptr->inscription);
1106
1107                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1108                                 {
1109                                         /*
1110                                          * {.} will stop random teleportation.
1111                                          */
1112                                 }
1113                                 else
1114                                 {
1115                                         /* Controlled random teleportation */
1116                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1117                                 }
1118                         }
1119                 }
1120
1121                 /* Immunity flags */
1122                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1123                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1124                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1125                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1126
1127                 /* Resistance flags */
1128                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1129                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1130                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1131                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1132                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1133                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1134                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1135                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1136                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1137                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1138                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1139                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1140                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1141                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1142                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1143                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1144
1145                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1146                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1147                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1148                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1149                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1150                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1151
1152                 /* Sustain flags */
1153                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1154                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1155                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1156                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1157                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1158                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1159
1160                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1161                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1162                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1163                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1164                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1165                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1166                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1167
1168                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1169                 {
1170                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1171                         {
1172                                 p_ptr->to_m_chance += 10;
1173                         }
1174                         else
1175                         {
1176                                 p_ptr->to_m_chance += 3;
1177                         }
1178                 }
1179
1180                 if (o_ptr->tval == TV_CAPTURE) continue;
1181
1182                 /* Modify the base armor class */
1183                 p_ptr->ac += o_ptr->ac;
1184
1185                 /* The base armor class is always known */
1186                 p_ptr->dis_ac += o_ptr->ac;
1187
1188                 /* Apply the bonuses to armor class */
1189                 p_ptr->to_a += o_ptr->to_a;
1190
1191                 /* Apply the mental bonuses to armor class, if known */
1192                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1193
1194                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1195                 {
1196                         int slot = i - INVEN_RARM;
1197                         if (slot < 2)
1198                         {
1199                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1200                                 {
1201                                         p_ptr->to_h[slot] -= 15;
1202                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1203                                 }
1204                                 else
1205                                 {
1206                                         p_ptr->to_h[slot] -= 5;
1207                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1208                                 }
1209                         }
1210                         else
1211                         {
1212                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1213                                 {
1214                                         p_ptr->to_h_b -= 15;
1215                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1216                                 }
1217                                 else
1218                                 {
1219                                         p_ptr->to_h_b -= 5;
1220                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1221                                 }
1222                         }
1223                 }
1224
1225                 if (o_ptr->curse_flags & TRC_LOW_AC)
1226                 {
1227                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1228                         {
1229                                 p_ptr->to_a -= 30;
1230                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1231                         }
1232                         else
1233                         {
1234                                 p_ptr->to_a -= 10;
1235                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1236                         }
1237                 }
1238
1239                 /* Hack -- do not apply "weapon" bonuses */
1240                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1241                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1242
1243                 /* Hack -- do not apply "bow" bonuses */
1244                 if (i == INVEN_BOW) continue;
1245
1246                 bonus_to_h = o_ptr->to_h;
1247                 bonus_to_d = o_ptr->to_d;
1248
1249                 if (p_ptr->pclass == CLASS_NINJA)
1250                 {
1251                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1252                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1253                 }
1254
1255                 /* To Bow and Natural attack */
1256
1257                 /* Apply the bonuses to hit/damage */
1258                 p_ptr->to_h_b += (s16b)bonus_to_h;
1259                 p_ptr->to_h_m += (s16b)bonus_to_h;
1260                 p_ptr->to_d_m += (s16b)bonus_to_d;
1261
1262                 /* Apply the mental bonuses tp hit/damage, if known */
1263                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1264
1265                 /* To Melee */
1266                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1267                 {
1268                         /* Apply the bonuses to hit/damage */
1269                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1270                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1271
1272                         /* Apply the mental bonuses tp hit/damage, if known */
1273                         if (object_is_known(o_ptr))
1274                         {
1275                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1276                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1277                         }
1278                 }
1279                 else if (p_ptr->migite && p_ptr->hidarite)
1280                 {
1281                         /* Apply the bonuses to hit/damage */
1282                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1283                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1284                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1285                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1286
1287                         /* Apply the mental bonuses tp hit/damage, if known */
1288                         if (object_is_known(o_ptr))
1289                         {
1290                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1291                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1292                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1293                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1294                         }
1295                 }
1296                 else
1297                 {
1298                         /* Apply the bonuses to hit/damage */
1299                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1300                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1301
1302                         /* Apply the mental bonuses to hit/damage, if known */
1303                         if (object_is_known(o_ptr))
1304                         {
1305                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1306                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1307                         }
1308                 }
1309         }
1310
1311         /* Shield skill bonus */
1312         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1313         {
1314                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1315                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1316         }
1317
1318         if (old_mighty_throw != p_ptr->mighty_throw)
1319         {
1320                 /* Redraw average damege display of Shuriken */
1321                 p_ptr->window |= PW_INVEN;
1322         }
1323
1324         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1325
1326         /* Monks get extra ac for armour _not worn_ */
1327         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1328         {
1329                 if (!(inventory[INVEN_BODY].k_idx))
1330                 {
1331                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1332                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1333                 }
1334                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1335                 {
1336                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1337                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1338                 }
1339                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1340                 {
1341                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1342                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1343                 }
1344                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1345                 {
1346                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1347                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1348                 }
1349                 if (!(inventory[INVEN_HANDS].k_idx))
1350                 {
1351                         p_ptr->to_a += (p_ptr->lev / 2);
1352                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1353                 }
1354                 if (!(inventory[INVEN_FEET].k_idx))
1355                 {
1356                         p_ptr->to_a += (p_ptr->lev / 3);
1357                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1358                 }
1359                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1360                 {
1361                         p_ptr->stat_add[A_STR] += 2;
1362                         p_ptr->stat_add[A_DEX] += 2;
1363                         p_ptr->stat_add[A_CON] -= 3;
1364                 }
1365                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1366                 {
1367                 }
1368                 else if (p_ptr->special_defense & KAMAE_GENBU)
1369                 {
1370                         p_ptr->stat_add[A_INT] -= 1;
1371                         p_ptr->stat_add[A_WIS] -= 1;
1372                         p_ptr->stat_add[A_DEX] -= 2;
1373                         p_ptr->stat_add[A_CON] += 3;
1374                 }
1375                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1376                 {
1377                         p_ptr->stat_add[A_STR] -= 2;
1378                         p_ptr->stat_add[A_INT] += 1;
1379                         p_ptr->stat_add[A_WIS] += 1;
1380                         p_ptr->stat_add[A_DEX] += 2;
1381                         p_ptr->stat_add[A_CON] -= 2;
1382                 }
1383         }
1384
1385         if (p_ptr->special_defense & KATA_KOUKIJIN)
1386         {
1387                 for (i = 0; i < A_MAX; i++)
1388                         p_ptr->stat_add[i] += 5;
1389                 p_ptr->to_a -= 50;
1390                 p_ptr->dis_to_a -= 50;
1391         }
1392
1393         /* Hack -- aura of fire also provides light */
1394         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1395
1396         /* Golems also get an intrinsic AC bonus */
1397         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1398         {
1399                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1400                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1401         }
1402
1403         /* Hex bonuses */
1404         if (p_ptr->realm1 == REALM_HEX)
1405         {
1406                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1407                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1408                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1409                 if (hex_spelling(HEX_BUILDING))
1410                 {
1411                         p_ptr->stat_add[A_STR] += 4;
1412                         p_ptr->stat_add[A_DEX] += 4;
1413                         p_ptr->stat_add[A_CON] += 4;
1414                 }
1415                 if (hex_spelling(HEX_DEMON_AURA))
1416                 {
1417                         p_ptr->sh_fire = TRUE;
1418                         p_ptr->regenerate = TRUE;
1419                 }
1420                 if (hex_spelling(HEX_ICE_ARMOR))
1421                 {
1422                         p_ptr->sh_cold = TRUE;
1423                         p_ptr->to_a += 30;
1424                         p_ptr->dis_to_a += 30;
1425                 }
1426                 if (hex_spelling(HEX_SHOCK_CLOAK))
1427                 {
1428                         p_ptr->sh_elec = TRUE;
1429                         new_speed += 3;
1430                 }
1431                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1432                 {
1433                         ARMOUR_CLASS ac = 0;
1434                         o_ptr = &inventory[i];
1435                         if (!o_ptr->k_idx) continue;
1436                         if (!object_is_armour(o_ptr)) continue;
1437                         if (!object_is_cursed(o_ptr)) continue;
1438                         ac += 5;
1439                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1440                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1441                         p_ptr->to_a += (s16b)ac;
1442                         p_ptr->dis_to_a += (s16b)ac;
1443                 }
1444         }
1445
1446         /* Calculate stats */
1447         for (i = 0; i < A_MAX; i++)
1448         {
1449                 int top, use, ind;
1450
1451                 /* Extract the new "stat_use" value for the stat */
1452                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1453
1454                 /* Notice changes */
1455                 if (p_ptr->stat_top[i] != top)
1456                 {
1457                         /* Save the new value */
1458                         p_ptr->stat_top[i] = (s16b)top;
1459                         p_ptr->redraw |= (PR_STATS);
1460                         p_ptr->window |= (PW_PLAYER);
1461                 }
1462
1463
1464                 /* Extract the new "stat_use" value for the stat */
1465                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1466
1467                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1468                 {
1469                         /* 10 to 18/90 charisma, guaranteed, based on level */
1470                         if (use < 8 + 2 * p_ptr->lev)
1471                         {
1472                                 use = 8 + 2 * p_ptr->lev;
1473                         }
1474                 }
1475
1476                 /* Notice changes */
1477                 if (p_ptr->stat_use[i] != use)
1478                 {
1479                         /* Save the new value */
1480                         p_ptr->stat_use[i] = (s16b)use;
1481                         p_ptr->redraw |= (PR_STATS);
1482                         p_ptr->window |= (PW_PLAYER);
1483                 }
1484
1485
1486                 /* Values: 3, 4, ..., 17 */
1487                 if (use <= 18) ind = (use - 3);
1488
1489                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1490                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1491
1492                 /* Range: 18/220+ */
1493                 else ind = (37);
1494
1495                 /* Notice changes */
1496                 if (p_ptr->stat_ind[i] != ind)
1497                 {
1498                         /* Save the new index */
1499                         p_ptr->stat_ind[i] = (s16b)ind;
1500
1501                         /* Change in CON affects Hitpoints */
1502                         if (i == A_CON)
1503                         {
1504                                 p_ptr->update |= (PU_HP);
1505                         }
1506
1507                         /* Change in INT may affect Mana/Spells */
1508                         else if (i == A_INT)
1509                         {
1510                                 if (mp_ptr->spell_stat == A_INT)
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_WIS)
1518                         {
1519                                 if (mp_ptr->spell_stat == A_WIS)
1520                                 {
1521                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1522                                 }
1523                         }
1524
1525                         /* Change in WIS may affect Mana/Spells */
1526                         else if (i == A_CHR)
1527                         {
1528                                 if (mp_ptr->spell_stat == A_CHR)
1529                                 {
1530                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1531                                 }
1532                         }
1533
1534                         p_ptr->window |= (PW_PLAYER);
1535                 }
1536         }
1537
1538
1539         /* Apply temporary "stun" */
1540         if (p_ptr->stun > 50)
1541         {
1542                 p_ptr->to_h[0] -= 20;
1543                 p_ptr->to_h[1] -= 20;
1544                 p_ptr->to_h_b -= 20;
1545                 p_ptr->to_h_m -= 20;
1546                 p_ptr->dis_to_h[0] -= 20;
1547                 p_ptr->dis_to_h[1] -= 20;
1548                 p_ptr->dis_to_h_b -= 20;
1549                 p_ptr->to_d[0] -= 20;
1550                 p_ptr->to_d[1] -= 20;
1551                 p_ptr->to_d_m -= 20;
1552                 p_ptr->dis_to_d[0] -= 20;
1553                 p_ptr->dis_to_d[1] -= 20;
1554         }
1555         else if (p_ptr->stun)
1556         {
1557                 p_ptr->to_h[0] -= 5;
1558                 p_ptr->to_h[1] -= 5;
1559                 p_ptr->to_h_b -= 5;
1560                 p_ptr->to_h_m -= 5;
1561                 p_ptr->dis_to_h[0] -= 5;
1562                 p_ptr->dis_to_h[1] -= 5;
1563                 p_ptr->dis_to_h_b -= 5;
1564                 p_ptr->to_d[0] -= 5;
1565                 p_ptr->to_d[1] -= 5;
1566                 p_ptr->to_d_m -= 5;
1567                 p_ptr->dis_to_d[0] -= 5;
1568                 p_ptr->dis_to_d[1] -= 5;
1569         }
1570
1571         /* Wraith form */
1572         if (p_ptr->wraith_form)
1573         {
1574                 p_ptr->reflect = TRUE;
1575                 p_ptr->pass_wall = TRUE;
1576         }
1577
1578         if (p_ptr->kabenuke)
1579         {
1580                 p_ptr->pass_wall = TRUE;
1581         }
1582
1583         /* Temporary blessing */
1584         if (IS_BLESSED())
1585         {
1586                 p_ptr->to_a += 5;
1587                 p_ptr->dis_to_a += 5;
1588                 p_ptr->to_h[0] += 10;
1589                 p_ptr->to_h[1] += 10;
1590                 p_ptr->to_h_b += 10;
1591                 p_ptr->to_h_m += 10;
1592                 p_ptr->dis_to_h[0] += 10;
1593                 p_ptr->dis_to_h[1] += 10;
1594                 p_ptr->dis_to_h_b += 10;
1595         }
1596
1597         if (p_ptr->magicdef)
1598         {
1599                 p_ptr->resist_blind = TRUE;
1600                 p_ptr->resist_conf = TRUE;
1601                 p_ptr->reflect = TRUE;
1602                 p_ptr->free_act = TRUE;
1603                 p_ptr->levitation = TRUE;
1604         }
1605
1606         /* Temporary "Hero" */
1607         if (IS_HERO())
1608         {
1609                 p_ptr->to_h[0] += 12;
1610                 p_ptr->to_h[1] += 12;
1611                 p_ptr->to_h_b += 12;
1612                 p_ptr->to_h_m += 12;
1613                 p_ptr->dis_to_h[0] += 12;
1614                 p_ptr->dis_to_h[1] += 12;
1615                 p_ptr->dis_to_h_b += 12;
1616         }
1617
1618         /* Temporary "Beserk" */
1619         if (p_ptr->shero)
1620         {
1621                 p_ptr->to_h[0] += 12;
1622                 p_ptr->to_h[1] += 12;
1623                 p_ptr->to_h_b -= 12;
1624                 p_ptr->to_h_m += 12;
1625                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1626                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1627                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1628                 p_ptr->dis_to_h[0] += 12;
1629                 p_ptr->dis_to_h[1] += 12;
1630                 p_ptr->dis_to_h_b -= 12;
1631                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1632                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1633                 p_ptr->to_a -= 10;
1634                 p_ptr->dis_to_a -= 10;
1635                 p_ptr->skill_stl -= 7;
1636                 p_ptr->skill_dev -= 20;
1637                 p_ptr->skill_sav -= 30;
1638                 p_ptr->skill_srh -= 15;
1639                 p_ptr->skill_fos -= 15;
1640                 p_ptr->skill_tht -= 20;
1641                 p_ptr->skill_dig += 30;
1642         }
1643
1644         /* Temporary "fast" */
1645         if (IS_FAST())
1646         {
1647                 new_speed += 10;
1648         }
1649
1650         /* Temporary "slow" */
1651         if (p_ptr->slow)
1652         {
1653                 new_speed -= 10;
1654         }
1655
1656         /* Temporary "telepathy" */
1657         if (IS_TIM_ESP())
1658         {
1659                 p_ptr->telepathy = TRUE;
1660         }
1661
1662         if (p_ptr->ele_immune)
1663         {
1664                 if (p_ptr->special_defense & DEFENSE_ACID)
1665                         p_ptr->immune_acid = TRUE;
1666                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1667                         p_ptr->immune_elec = TRUE;
1668                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1669                         p_ptr->immune_fire = TRUE;
1670                 else if (p_ptr->special_defense & DEFENSE_COLD)
1671                         p_ptr->immune_cold = TRUE;
1672         }
1673
1674         /* Temporary see invisible */
1675         if (p_ptr->tim_invis)
1676         {
1677                 p_ptr->see_inv = TRUE;
1678         }
1679
1680         /* Temporary infravision boost */
1681         if (p_ptr->tim_infra)
1682         {
1683                 p_ptr->see_infra += 3;
1684         }
1685
1686         /* Temporary regeneration boost */
1687         if (p_ptr->tim_regen)
1688         {
1689                 p_ptr->regenerate = TRUE;
1690         }
1691
1692         /* Temporary levitation */
1693         if (p_ptr->tim_levitation)
1694         {
1695                 p_ptr->levitation = TRUE;
1696         }
1697
1698         /* Temporary reflection */
1699         if (p_ptr->tim_reflect)
1700         {
1701                 p_ptr->reflect = TRUE;
1702         }
1703
1704         /* Hack -- Hero/Shero -> Res fear */
1705         if (IS_HERO() || p_ptr->shero)
1706         {
1707                 p_ptr->resist_fear = TRUE;
1708         }
1709
1710
1711         /* Hack -- Telepathy Change */
1712         if (p_ptr->telepathy != old_telepathy)
1713         {
1714                 p_ptr->update |= (PU_MONSTERS);
1715         }
1716
1717         if ((p_ptr->esp_animal != old_esp_animal) ||
1718                 (p_ptr->esp_undead != old_esp_undead) ||
1719                 (p_ptr->esp_demon != old_esp_demon) ||
1720                 (p_ptr->esp_orc != old_esp_orc) ||
1721                 (p_ptr->esp_troll != old_esp_troll) ||
1722                 (p_ptr->esp_giant != old_esp_giant) ||
1723                 (p_ptr->esp_dragon != old_esp_dragon) ||
1724                 (p_ptr->esp_human != old_esp_human) ||
1725                 (p_ptr->esp_evil != old_esp_evil) ||
1726                 (p_ptr->esp_good != old_esp_good) ||
1727                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1728                 (p_ptr->esp_unique != old_esp_unique))
1729         {
1730                 p_ptr->update |= (PU_MONSTERS);
1731         }
1732
1733         /* Hack -- See Invis Change */
1734         if (p_ptr->see_inv != old_see_inv)
1735         {
1736                 p_ptr->update |= (PU_MONSTERS);
1737         }
1738
1739         /* Bloating slows the player down (a little) */
1740         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1741
1742         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1743
1744         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1745                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1746         {
1747                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1748                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1749         }
1750
1751         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1752         {
1753                 int penalty1, penalty2;
1754                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1755                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1756                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1757                 {
1758                         penalty1 = penalty1 / 2 - 5;
1759                         penalty2 = penalty2 / 2 - 5;
1760                         new_speed += 7;
1761                         p_ptr->to_a += 10;
1762                         p_ptr->dis_to_a += 10;
1763                 }
1764                 if (easy_2weapon)
1765                 {
1766                         if (penalty1 > 0) penalty1 /= 2;
1767                         if (penalty2 > 0) penalty2 /= 2;
1768                 }
1769                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1770                 {
1771                         penalty1 = MAX(0, penalty1 - 10);
1772                         penalty2 = MAX(0, penalty2 - 10);
1773                 }
1774                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1775                 {
1776                         penalty1 = MIN(0, penalty1);
1777                         penalty2 = MIN(0, penalty2);
1778                         p_ptr->to_a += 10;
1779                         p_ptr->dis_to_a += 10;
1780                 }
1781                 else
1782                 {
1783                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1784                                 penalty1 /= 2;
1785                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1786                                 penalty2 /= 2;
1787                 }
1788                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1789                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1790                 p_ptr->to_h[0] -= (s16b)penalty1;
1791                 p_ptr->to_h[1] -= (s16b)penalty2;
1792                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1793                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1794         }
1795
1796         /* Extract the current weight (in tenth pounds) */
1797         j = p_ptr->total_weight;
1798
1799         if (!p_ptr->riding)
1800         {
1801                 /* Extract the "weight limit" (in tenth pounds) */
1802                 i = (int)weight_limit();
1803         }
1804         else
1805         {
1806                 monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
1807                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1808                 SPEED speed = riding_m_ptr->mspeed;
1809
1810                 if (riding_m_ptr->mspeed > 110)
1811                 {
1812                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1813                         if (new_speed < 110) new_speed = 110;
1814                 }
1815                 else
1816                 {
1817                         new_speed = speed;
1818                 }
1819                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1820                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1821                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1822                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1823                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1824
1825                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1826                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1827
1828                 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;
1829
1830                 /* Extract the "weight limit" */
1831                 i = 1500 + riding_r_ptr->level * 25;
1832         }
1833
1834         /* Apply "encumbrance" from weight */
1835         if (j > i) new_speed -= ((j - i) / (i / 5));
1836
1837         /* Searching slows the player down */
1838         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1839
1840         /* Feature bonus */
1841         if (p_ptr->prace == RACE_MERFOLK)
1842         {
1843                 if (have_flag(f_ptr->flags, FF_WATER))
1844                 {
1845                         new_speed += (2 + p_ptr->lev / 10);
1846                 }
1847                 else if (!p_ptr->levitation)
1848                 {
1849                         new_speed -= 2;
1850                 }
1851         }
1852
1853
1854         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1855         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1856         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1857         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1858         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1859         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1860         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1861         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1862         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1863         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1864         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1865         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1866         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1867
1868         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1869         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1870         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1871         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1872         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1873         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1874         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1875         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1876         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1877         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1878
1879
1880         /* Obtain the "hold" value */
1881         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1882
1883
1884         /* Examine the "current bow" */
1885         o_ptr = &inventory[INVEN_BOW];
1886
1887         /* It is hard to carholdry a heavy bow */
1888         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1889         if (p_ptr->heavy_shoot)
1890         {
1891                 /* Hard to wield a heavy bow */
1892                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1893                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1894         }
1895
1896         /* Compute "extra shots" if needed */
1897         if (o_ptr->k_idx)
1898         {
1899                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1900
1901                 /* Apply special flags */
1902                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1903                 {
1904                         /* Extra shots */
1905                         p_ptr->num_fire = calc_num_fire(o_ptr);
1906
1907                         /* Snipers love Cross bows */
1908                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1909                                 (p_ptr->tval_ammo == TV_BOLT))
1910                         {
1911                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1912                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1913                         }
1914                 }
1915         }
1916
1917         if (p_ptr->ryoute) hold *= 2;
1918
1919         for (i = 0; i < 2; i++)
1920         {
1921                 /* Examine the "main weapon" */
1922                 o_ptr = &inventory[INVEN_RARM + i];
1923
1924                 object_flags(o_ptr, flgs);
1925
1926                 /* Assume not heavy */
1927                 p_ptr->heavy_wield[i] = FALSE;
1928                 p_ptr->icky_wield[i] = FALSE;
1929                 p_ptr->riding_wield[i] = FALSE;
1930
1931                 if (!has_melee_weapon(INVEN_RARM + i))
1932                 {
1933                         p_ptr->num_blow[i] = 1;
1934                         continue;
1935                 }
1936                 /* It is hard to hold a heavy weapon */
1937                 if (hold < o_ptr->weight / 10)
1938                 {
1939                         /* Hard to wield a heavy weapon */
1940                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1941                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1942
1943                         /* Heavy weapon */
1944                         p_ptr->heavy_wield[i] = TRUE;
1945                 }
1946                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1947
1948                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1949                 {
1950                         p_ptr->to_a += 5;
1951                         p_ptr->dis_to_a += 5;
1952                 }
1953
1954                 /* Normal weapons */
1955                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1956                 {
1957                         int str_index, dex_index;
1958
1959                         int num = 0, wgt = 0, mul = 0, div = 0;
1960
1961                         /* Analyze the class */
1962                         switch (p_ptr->pclass)
1963                         {
1964                         case CLASS_WARRIOR:
1965                                 num = 6; wgt = 70; mul = 5; break;
1966
1967                         case CLASS_BERSERKER:
1968                                 num = 6; wgt = 70; mul = 7; break;
1969
1970                         case CLASS_MAGE:
1971                         case CLASS_HIGH_MAGE:
1972                         case CLASS_BLUE_MAGE:
1973                                 num = 3; wgt = 100; mul = 2; break;
1974
1975                         case CLASS_PRIEST:
1976                         case CLASS_MAGIC_EATER:
1977                         case CLASS_MINDCRAFTER:
1978                                 num = 5; wgt = 100; mul = 3; break;
1979
1980                         case CLASS_ROGUE:
1981                                 num = 5; wgt = 40; mul = 3; break;
1982
1983                         case CLASS_RANGER:
1984                                 num = 5; wgt = 70; mul = 4; break;
1985
1986                         case CLASS_PALADIN:
1987                         case CLASS_SAMURAI:
1988                                 num = 5; wgt = 70; mul = 4; break;
1989
1990                         case CLASS_SMITH:
1991                                 num = 5; wgt = 150; mul = 5; break;
1992
1993                         case CLASS_WARRIOR_MAGE:
1994                         case CLASS_RED_MAGE:
1995                                 num = 5; wgt = 70; mul = 3; break;
1996
1997                         case CLASS_CHAOS_WARRIOR:
1998                                 num = 5; wgt = 70; mul = 4; break;
1999
2000                         case CLASS_MONK:
2001                                 num = 5; wgt = 60; mul = 3; break;
2002
2003                         case CLASS_TOURIST:
2004                                 num = 4; wgt = 100; mul = 3; break;
2005
2006                         case CLASS_IMITATOR:
2007                                 num = 5; wgt = 70; mul = 4; break;
2008
2009                         case CLASS_BEASTMASTER:
2010                                 num = 5; wgt = 70; mul = 3; break;
2011
2012                         case CLASS_CAVALRY:
2013                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2014                                 else { num = 5; wgt = 100; mul = 3; }
2015                                 break;
2016
2017                         case CLASS_SORCERER:
2018                                 num = 1; wgt = 1; mul = 1; break;
2019
2020                         case CLASS_ARCHER:
2021                         case CLASS_BARD:
2022                         case CLASS_SNIPER:
2023                                 num = 4; wgt = 70; mul = 2; break;
2024
2025                         case CLASS_FORCETRAINER:
2026                                 num = 4; wgt = 60; mul = 2; break;
2027
2028                         case CLASS_MIRROR_MASTER:
2029                                 num = 3; wgt = 100; mul = 3; break;
2030
2031                         case CLASS_NINJA:
2032                                 num = 4; wgt = 20; mul = 1; break;
2033                         }
2034
2035                         /* Hex - extra mights gives +1 bonus to max blows */
2036                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2037
2038                         /* Enforce a minimum "weight" (tenth pounds) */
2039                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2040
2041                         /* Access the strength vs weight */
2042                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2043
2044                         if (p_ptr->ryoute && !omoi) str_index++;
2045                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2046
2047                         /* Maximal value */
2048                         if (str_index > 11) str_index = 11;
2049
2050                         /* Index by dexterity */
2051                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2052
2053                         /* Maximal value */
2054                         if (dex_index > 11) dex_index = 11;
2055
2056                         /* Use the blows table */
2057                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2058
2059                         /* Maximal value */
2060                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2061
2062                         /* Add in the "bonus blows" */
2063                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2064
2065
2066                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2067                         else if (p_ptr->pclass == CLASS_BERSERKER)
2068                         {
2069                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2070                         }
2071                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2072
2073                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2074
2075                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2076
2077
2078                         /* Require at least one blow */
2079                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2080
2081                         /* Boost digging skill by weapon weight */
2082                         p_ptr->skill_dig += (o_ptr->weight / 10);
2083                 }
2084
2085                 /* Assume okay */
2086                 /* Priest weapon penalty for non-blessed edged weapons */
2087                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2088                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2089                 {
2090                         /* Reduce the real bonuses */
2091                         p_ptr->to_h[i] -= 2;
2092                         p_ptr->to_d[i] -= 2;
2093
2094                         /* Reduce the mental bonuses */
2095                         p_ptr->dis_to_h[i] -= 2;
2096                         p_ptr->dis_to_d[i] -= 2;
2097
2098                         /* Icky weapon */
2099                         p_ptr->icky_wield[i] = TRUE;
2100                 }
2101                 else if (p_ptr->pclass == CLASS_BERSERKER)
2102                 {
2103                         p_ptr->to_h[i] += p_ptr->lev / 5;
2104                         p_ptr->to_d[i] += p_ptr->lev / 6;
2105                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2106                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2107                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2108                         {
2109                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2110                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2111                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2112                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2113                         }
2114                 }
2115                 else if (p_ptr->pclass == CLASS_SORCERER)
2116                 {
2117                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2118                         {
2119                                 /* Reduce the real bonuses */
2120                                 p_ptr->to_h[i] -= 200;
2121                                 p_ptr->to_d[i] -= 200;
2122
2123                                 /* Reduce the mental bonuses */
2124                                 p_ptr->dis_to_h[i] -= 200;
2125                                 p_ptr->dis_to_d[i] -= 200;
2126
2127                                 /* Icky weapon */
2128                                 p_ptr->icky_wield[i] = TRUE;
2129                         }
2130                         else
2131                         {
2132                                 /* Reduce the real bonuses */
2133                                 p_ptr->to_h[i] -= 30;
2134                                 p_ptr->to_d[i] -= 10;
2135
2136                                 /* Reduce the mental bonuses */
2137                                 p_ptr->dis_to_h[i] -= 30;
2138                                 p_ptr->dis_to_d[i] -= 10;
2139                         }
2140                 }
2141                 /* Hex bonuses */
2142                 if (p_ptr->realm1 == REALM_HEX)
2143                 {
2144                         if (object_is_cursed(o_ptr))
2145                         {
2146                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2147                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2148                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2149                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2150                                 if (hex_spelling(HEX_RUNESWORD))
2151                                 {
2152                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2153                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2154                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2155                                 }
2156                         }
2157                 }
2158                 if (p_ptr->riding)
2159                 {
2160                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2161                         {
2162                                 p_ptr->to_h[i] += 15;
2163                                 p_ptr->dis_to_h[i] += 15;
2164                                 p_ptr->to_dd[i] += 2;
2165                         }
2166                         else if (!(have_flag(flgs, TR_RIDING)))
2167                         {
2168                                 int penalty;
2169                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2170                                 {
2171                                         penalty = 5;
2172                                 }
2173                                 else
2174                                 {
2175                                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2176                                         penalty += 30;
2177                                         if (penalty < 30) penalty = 30;
2178                                 }
2179                                 p_ptr->to_h[i] -= (s16b)penalty;
2180                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2181
2182                                 /* Riding weapon */
2183                                 p_ptr->riding_wield[i] = TRUE;
2184                         }
2185                 }
2186         }
2187
2188         if (p_ptr->riding)
2189         {
2190                 int penalty = 0;
2191
2192                 p_ptr->riding_ryoute = FALSE;
2193
2194                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2195                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2196                 {
2197                         switch (p_ptr->pclass)
2198                         {
2199                         case CLASS_MONK:
2200                         case CLASS_FORCETRAINER:
2201                         case CLASS_BERSERKER:
2202                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2203                                         p_ptr->riding_ryoute = TRUE;
2204                                 break;
2205                         }
2206                 }
2207
2208                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2209                 {
2210                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2211                 }
2212                 else
2213                 {
2214                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2215                         penalty += 30;
2216                         if (penalty < 30) penalty = 30;
2217                 }
2218                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2219                 p_ptr->to_h_b -= (s16b)penalty;
2220                 p_ptr->dis_to_h_b -= (s16b)penalty;
2221         }
2222
2223         /* Different calculation for monks with empty hands */
2224         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2225                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2226         {
2227                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2228                 p_ptr->num_blow[0] = 0;
2229
2230                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2231                 {
2232                         if (blow_base > 18) p_ptr->num_blow[0]++;
2233                         if (blow_base > 31) p_ptr->num_blow[0]++;
2234                         if (blow_base > 44) p_ptr->num_blow[0]++;
2235                         if (blow_base > 58) p_ptr->num_blow[0]++;
2236                         if (P_PTR_KI)
2237                         {
2238                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2239                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2240                         }
2241                 }
2242                 else
2243                 {
2244                         if (blow_base > 12) p_ptr->num_blow[0]++;
2245                         if (blow_base > 22) p_ptr->num_blow[0]++;
2246                         if (blow_base > 31) p_ptr->num_blow[0]++;
2247                         if (blow_base > 39) p_ptr->num_blow[0]++;
2248                         if (blow_base > 46) p_ptr->num_blow[0]++;
2249                         if (blow_base > 53) p_ptr->num_blow[0]++;
2250                         if (blow_base > 59) p_ptr->num_blow[0]++;
2251                 }
2252
2253                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2254                         p_ptr->num_blow[0] /= 2;
2255                 else
2256                 {
2257                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2258                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2259
2260                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2261                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2262                 }
2263
2264                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2265                 {
2266                         p_ptr->to_a -= 40;
2267                         p_ptr->dis_to_a -= 40;
2268
2269                 }
2270                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2271                 {
2272                         p_ptr->to_a -= 50;
2273                         p_ptr->dis_to_a -= 50;
2274                         p_ptr->resist_acid = TRUE;
2275                         p_ptr->resist_fire = TRUE;
2276                         p_ptr->resist_elec = TRUE;
2277                         p_ptr->resist_cold = TRUE;
2278                         p_ptr->resist_pois = TRUE;
2279                         p_ptr->sh_fire = TRUE;
2280                         p_ptr->sh_elec = TRUE;
2281                         p_ptr->sh_cold = TRUE;
2282                         p_ptr->levitation = TRUE;
2283                 }
2284                 else if (p_ptr->special_defense & KAMAE_GENBU)
2285                 {
2286                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2287                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2288                         p_ptr->reflect = TRUE;
2289                         p_ptr->num_blow[0] -= 2;
2290                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2291                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2292                 }
2293                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2294                 {
2295                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2296                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2297
2298                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2299                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2300                         p_ptr->num_blow[0] /= 2;
2301                         p_ptr->levitation = TRUE;
2302                 }
2303
2304                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2305         }
2306
2307         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2308
2309         monk_armour_aux = FALSE;
2310
2311         if (heavy_armor())
2312         {
2313                 monk_armour_aux = TRUE;
2314         }
2315
2316         for (i = 0; i < 2; i++)
2317         {
2318                 if (has_melee_weapon(INVEN_RARM + i))
2319                 {
2320                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2321                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2322
2323                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2324                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2325                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2326                         {
2327                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2328                                 {
2329                                         p_ptr->to_h[i] -= 40;
2330                                         p_ptr->dis_to_h[i] -= 40;
2331                                         p_ptr->icky_wield[i] = TRUE;
2332                                 }
2333                         }
2334                         else if (p_ptr->pclass == CLASS_NINJA)
2335                         {
2336                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2337                                 {
2338                                         p_ptr->to_h[i] -= 40;
2339                                         p_ptr->dis_to_h[i] -= 40;
2340                                         p_ptr->icky_wield[i] = TRUE;
2341                                         p_ptr->num_blow[i] /= 2;
2342                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2343                                 }
2344                         }
2345
2346                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2347                 }
2348         }
2349
2350         /* Maximum speed is (+99). (internally it's 110 + 99) */
2351         /* Temporary lightspeed forces to be maximum speed */
2352         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2353         {
2354                 new_speed = 209;
2355         }
2356
2357         /* Minimum speed is (-99). (internally it's 110 - 99) */
2358         if (new_speed < 11) new_speed = 11;
2359
2360         /* Display the speed (if needed) */
2361         if (p_ptr->pspeed != (byte)new_speed)
2362         {
2363                 p_ptr->pspeed = (byte)new_speed;
2364                 p_ptr->redraw |= (PR_SPEED);
2365         }
2366
2367         if (yoiyami)
2368         {
2369                 if (p_ptr->to_a > (0 - p_ptr->ac))
2370                         p_ptr->to_a = 0 - p_ptr->ac;
2371                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2372                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2373         }
2374
2375         /* Redraw armor (if needed) */
2376         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2377         {
2378                 p_ptr->redraw |= (PR_ARMOR);
2379                 p_ptr->window |= (PW_PLAYER);
2380         }
2381
2382         if (p_ptr->ryoute && !omoi)
2383         {
2384                 int bonus_to_h = 0, bonus_to_d = 0;
2385                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2386                 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);
2387
2388                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2389                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2390                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2391                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2392         }
2393
2394         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;
2395
2396         /* Affect Skill -- stealth (bonus one) */
2397         p_ptr->skill_stl += 1;
2398
2399         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2400
2401         /* Affect Skill -- disarming (DEX and INT) */
2402         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2403         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2404
2405         /* Affect Skill -- magic devices (INT) */
2406         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2407
2408         /* Affect Skill -- saving throw (WIS) */
2409         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2410
2411         /* Affect Skill -- digging (STR) */
2412         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2413
2414         /* Affect Skill -- disarming (Level, by Class) */
2415         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2416
2417         /* Affect Skill -- magic devices (Level, by Class) */
2418         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2419
2420         /* Affect Skill -- saving throw (Level, by Class) */
2421         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2422
2423         /* Affect Skill -- stealth (Level, by Class) */
2424         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2425
2426         /* Affect Skill -- search ability (Level, by Class) */
2427         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2428
2429         /* Affect Skill -- search frequency (Level, by Class) */
2430         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2431
2432         /* Affect Skill -- combat (normal) (Level, by Class) */
2433         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2434
2435         /* Affect Skill -- combat (shooting) (Level, by Class) */
2436         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2437
2438         /* Affect Skill -- combat (throwing) (Level, by Class) */
2439         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2440
2441
2442         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2443         {
2444                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2445                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2446         }
2447
2448         /* Limit Skill -- stealth from 0 to 30 */
2449         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2450         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2451
2452         /* Limit Skill -- digging from 1 up */
2453         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2454
2455         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2456
2457         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2458
2459         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;
2460
2461         if (down_saving) p_ptr->skill_sav /= 2;
2462
2463         /* Hack -- Each elemental immunity includes resistance */
2464         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2465         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2466         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2467         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2468
2469         /* Determine player alignment */
2470         for (i = 0, j = 0; i < 8; i++)
2471         {
2472                 switch (p_ptr->vir_types[i])
2473                 {
2474                 case V_JUSTICE:
2475                         p_ptr->align += p_ptr->virtues[i] * 2;
2476                         break;
2477                 case V_CHANCE:
2478                         /* Do nothing */
2479                         break;
2480                 case V_NATURE:
2481                 case V_HARMONY:
2482                         neutral[j++] = i;
2483                         break;
2484                 case V_UNLIFE:
2485                         p_ptr->align -= p_ptr->virtues[i];
2486                         break;
2487                 default:
2488                         p_ptr->align += p_ptr->virtues[i];
2489                         break;
2490                 }
2491         }
2492
2493         for (i = 0; i < j; i++)
2494         {
2495                 if (p_ptr->align > 0)
2496                 {
2497                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2498                         if (p_ptr->align < 0) p_ptr->align = 0;
2499                 }
2500                 else if (p_ptr->align < 0)
2501                 {
2502                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2503                         if (p_ptr->align > 0) p_ptr->align = 0;
2504                 }
2505         }
2506
2507         /* Hack -- handle "xtra" mode */
2508         if (character_xtra) return;
2509
2510         /* Take note when "heavy bow" changes */
2511         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2512         {
2513                 if (p_ptr->heavy_shoot)
2514                 {
2515                         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."));
2516                 }
2517                 else if (inventory[INVEN_BOW].k_idx)
2518                 {
2519                         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."));
2520                 }
2521                 else
2522                 {
2523                         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."));
2524                 }
2525
2526                 /* Save it */
2527                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2528         }
2529
2530         for (i = 0; i < 2; i++)
2531         {
2532                 /* Take note when "heavy weapon" changes */
2533                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2534                 {
2535                         if (p_ptr->heavy_wield[i])
2536                         {
2537                                 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."));
2538                         }
2539                         else if (has_melee_weapon(INVEN_RARM + i))
2540                         {
2541                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2542                         }
2543                         else if (p_ptr->heavy_wield[1 - i])
2544                         {
2545                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2546                         }
2547                         else
2548                         {
2549                                 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."));
2550                         }
2551
2552                         /* Save it */
2553                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2554                 }
2555
2556                 /* Take note when "heavy weapon" changes */
2557                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2558                 {
2559                         if (p_ptr->riding_wield[i])
2560                         {
2561                                 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."));
2562                         }
2563                         else if (!p_ptr->riding)
2564                         {
2565                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2566                         }
2567                         else if (has_melee_weapon(INVEN_RARM + i))
2568                         {
2569                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2570                         }
2571                         /* Save it */
2572                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2573                 }
2574
2575                 /* Take note when "illegal weapon" changes */
2576                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2577                 {
2578                         if (p_ptr->icky_wield[i])
2579                         {
2580                                 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."));
2581                                 if (is_loading_now)
2582                                 {
2583                                         chg_virtue(V_FAITH, -1);
2584                                 }
2585                         }
2586                         else if (has_melee_weapon(INVEN_RARM + i))
2587                         {
2588                                 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."));
2589                         }
2590                         else
2591                         {
2592                                 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."));
2593                         }
2594
2595                         /* Save it */
2596                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2597                 }
2598         }
2599
2600         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2601         {
2602                 if (p_ptr->riding_ryoute)
2603                 {
2604 #ifdef JP
2605                         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" : "");
2606 #else
2607                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2608 #endif
2609                 }
2610                 else
2611                 {
2612 #ifdef JP
2613                         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" : "");
2614 #else
2615                         msg_print("You began to control riding pet with one hand.");
2616 #endif
2617                 }
2618
2619                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2620         }
2621
2622         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2623         {
2624                 if (heavy_armor())
2625                 {
2626                         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."));
2627                         if (is_loading_now)
2628                         {
2629                                 chg_virtue(V_HARMONY, -1);
2630                         }
2631                 }
2632                 else
2633                 {
2634                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2635                 }
2636
2637                 monk_notify_aux = monk_armour_aux;
2638         }
2639
2640         for (i = 0; i < INVEN_PACK; i++)
2641         {
2642 #if 0
2643                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2644                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2645 #endif
2646                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2647                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2648         }
2649
2650         for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2651         {
2652                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
2653                 next_o_idx = o_ptr->next_o_idx;
2654
2655 #if 0
2656                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2657                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2658 #endif
2659                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2660                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2661         }
2662
2663         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2664 #if 0
2665         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2666         {
2667                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2668                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2669         }
2670
2671         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)))
2672         {
2673                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2674                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2675         }
2676 #endif
2677         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2678         {
2679                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2680                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2681         }
2682
2683         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2684         {
2685                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2686                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2687         }
2688 }
2689
2690
2691 /*!
2692  * @brief プレイヤーの最大HPを計算する /
2693  * Calculate the players (maximal) hit points
2694  * Adjust current hitpoints if necessary
2695  * @return なし
2696  * @details
2697  */
2698 static void calc_hitpoints(void)
2699 {
2700         int bonus, mhp;
2701         byte tmp_hitdie;
2702
2703         /* Un-inflate "half-hitpoint bonus per level" value */
2704         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2705
2706         /* Calculate hitpoints */
2707         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2708
2709         if (p_ptr->mimic_form)
2710         {
2711                 if (p_ptr->pclass == CLASS_SORCERER)
2712                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2713                 else
2714                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2715                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2716         }
2717
2718         if (p_ptr->pclass == CLASS_SORCERER)
2719         {
2720                 if (p_ptr->lev < 30)
2721                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2722                 else
2723                         mhp = (mhp * 75 / 100);
2724                 bonus = (bonus * 65 / 100);
2725         }
2726
2727         mhp += bonus;
2728
2729         if (p_ptr->pclass == CLASS_BERSERKER)
2730         {
2731                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2732         }
2733
2734         /* Always have at least one hitpoint per level */
2735         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2736
2737         /* Factor in the hero / superhero settings */
2738         if (IS_HERO()) mhp += 10;
2739         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2740         if (p_ptr->tsuyoshi) mhp += 50;
2741
2742         /* Factor in the hex spell settings */
2743         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2744         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2745
2746         /* New maximum hitpoints */
2747         if (p_ptr->mhp != mhp)
2748         {
2749                 /* Enforce maximum */
2750                 if (p_ptr->chp >= mhp)
2751                 {
2752                         p_ptr->chp = mhp;
2753                         p_ptr->chp_frac = 0;
2754                 }
2755
2756 #ifdef JP
2757                 /* レベルアップの時は上昇量を表示する */
2758                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2759                 {
2760                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2761                 }
2762 #endif
2763                 /* Save the new max-hitpoints */
2764                 p_ptr->mhp = mhp;
2765
2766                 /* Display hitpoints (later) */
2767                 p_ptr->redraw |= (PR_HP);
2768
2769                 p_ptr->window |= (PW_PLAYER);
2770         }
2771 }
2772
2773 /*!
2774  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2775  * @return なし
2776  * @details
2777  * SWD: Experimental modification: multiple light sources have additive effect.
2778  */
2779 static void calc_torch(void)
2780 {
2781         int i, rad;
2782         object_type *o_ptr;
2783         BIT_FLAGS flgs[TR_FLAG_SIZE];
2784
2785         /* Assume no light */
2786         p_ptr->cur_lite = 0;
2787
2788         /* Loop through all wielded items */
2789         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2790         {
2791                 o_ptr = &inventory[i];
2792                 /* Skip empty slots */
2793                 if (!o_ptr->k_idx) continue;
2794
2795                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2796
2797                 /* Need Fuels */
2798                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2799                 {
2800                         if (o_ptr->tval == TV_LITE)
2801                         {
2802                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2803                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2804                         }
2805                 }
2806                 object_flags(o_ptr, flgs);
2807
2808                 /* calc the lite_radius */
2809
2810                 rad = 0;
2811                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2812                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2813                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2814                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2815                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2816                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2817                 p_ptr->cur_lite += (s16b)rad;
2818         }
2819
2820         /* max radius is 14 (was 5) without rewriting other code -- */
2821         /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2822         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2823                 p_ptr->cur_lite = 1;
2824
2825         /*
2826          * check if the player doesn't have light radius,
2827          * but does weakly glow as an intrinsic.
2828          */
2829         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2830
2831         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2832         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2833
2834         /* end experimental mods */
2835
2836         /* Notice changes in the "lite radius" */
2837         if (p_ptr->old_lite != p_ptr->cur_lite)
2838         {
2839                 /* Hack -- PU_MON_LITE for monsters' darkness */
2840                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2841
2842                 /* Remember the old lite */
2843                 p_ptr->old_lite = p_ptr->cur_lite;
2844
2845                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2846                         set_superstealth(FALSE);
2847         }
2848 }
2849
2850 /*!
2851  * @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。 /
2852  * Calculate number of spells player should have, and forget,
2853  * or remember, spells until that number is properly reflected.
2854  * @return なし
2855  * @details
2856  * Note that this function induces various "status" messages,
2857  * which must be bypasses until the character is created.
2858  */
2859 static void calc_spells(void)
2860 {
2861         int i, j, k, levels;
2862         int num_allowed;
2863         int num_boukyaku = 0;
2864
2865         const magic_type        *s_ptr;
2866         REALM_IDX which;
2867         int bonus = 0;
2868
2869
2870         concptr p;
2871
2872         /* Hack -- must be literate */
2873         if (!mp_ptr->spell_book) return;
2874
2875         /* Hack -- wait for creation */
2876         if (!character_generated) return;
2877
2878         /* Hack -- handle "xtra" mode */
2879         if (character_xtra) return;
2880
2881         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2882         {
2883                 p_ptr->new_spells = 0;
2884                 return;
2885         }
2886
2887         p = spell_category_name(mp_ptr->spell_book);
2888
2889         /* Determine the number of spells allowed */
2890         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2891
2892         /* Hack -- no negative spells */
2893         if (levels < 0) levels = 0;
2894
2895         /* Extract total allowed spells */
2896         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2897
2898         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2899         {
2900                 bonus = 4;
2901         }
2902         if (p_ptr->pclass == CLASS_SAMURAI)
2903         {
2904                 num_allowed = 32;
2905         }
2906         else if (p_ptr->realm2 == REALM_NONE)
2907         {
2908                 num_allowed = (num_allowed + 1) / 2;
2909                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2910         }
2911         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2912         {
2913                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2914         }
2915         else
2916         {
2917                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2918         }
2919
2920         /* Count the number of spells we know */
2921         for (j = 0; j < 64; j++)
2922         {
2923                 /* Count known spells */
2924                 if ((j < 32) ?
2925                         (p_ptr->spell_forgotten1 & (1L << j)) :
2926                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2927                 {
2928                         num_boukyaku++;
2929                 }
2930         }
2931
2932         /* See how many spells we must forget or may learn */
2933         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2934
2935         /* Forget spells which are too hard */
2936         for (i = 63; i >= 0; i--)
2937         {
2938                 /* Efficiency -- all done */
2939                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2940
2941                 /* Access the spell */
2942                 j = p_ptr->spell_order[i];
2943
2944                 /* Skip non-spells */
2945                 if (j >= 99) continue;
2946
2947
2948                 /* Get the spell */
2949                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2950                 {
2951                         if (j < 32)
2952                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2953                         else
2954                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2955                 }
2956                 else if (j < 32)
2957                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2958                 else
2959                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2960
2961                 /* Skip spells we are allowed to know */
2962                 if (s_ptr->slevel <= p_ptr->lev) continue;
2963
2964                 /* Is it known? */
2965                 if ((j < 32) ?
2966                         (p_ptr->spell_learned1 & (1L << j)) :
2967                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2968                 {
2969                         /* Mark as forgotten */
2970                         if (j < 32)
2971                         {
2972                                 p_ptr->spell_forgotten1 |= (1L << j);
2973                                 which = p_ptr->realm1;
2974                         }
2975                         else
2976                         {
2977                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2978                                 which = p_ptr->realm2;
2979                         }
2980
2981                         /* No longer known */
2982                         if (j < 32)
2983                         {
2984                                 p_ptr->spell_learned1 &= ~(1L << j);
2985                                 which = p_ptr->realm1;
2986                         }
2987                         else
2988                         {
2989                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2990                                 which = p_ptr->realm2;
2991                         }
2992
2993 #ifdef JP
2994                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2995 #else
2996                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2997 #endif
2998
2999
3000                         /* One more can be learned */
3001                         p_ptr->new_spells++;
3002                 }
3003         }
3004
3005
3006         /* Forget spells if we know too many spells */
3007         for (i = 63; i >= 0; i--)
3008         {
3009                 /* Stop when possible */
3010                 if (p_ptr->new_spells >= 0) break;
3011
3012                 /* Efficiency -- all done */
3013                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3014
3015                 /* Get the (i+1)th spell learned */
3016                 j = p_ptr->spell_order[i];
3017
3018                 /* Skip unknown spells */
3019                 if (j >= 99) continue;
3020
3021                 /* Forget it (if learned) */
3022                 if ((j < 32) ?
3023                         (p_ptr->spell_learned1 & (1L << j)) :
3024                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3025                 {
3026                         /* Mark as forgotten */
3027                         if (j < 32)
3028                         {
3029                                 p_ptr->spell_forgotten1 |= (1L << j);
3030                                 which = p_ptr->realm1;
3031                         }
3032                         else
3033                         {
3034                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3035                                 which = p_ptr->realm2;
3036                         }
3037
3038                         /* No longer known */
3039                         if (j < 32)
3040                         {
3041                                 p_ptr->spell_learned1 &= ~(1L << j);
3042                                 which = p_ptr->realm1;
3043                         }
3044                         else
3045                         {
3046                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3047                                 which = p_ptr->realm2;
3048                         }
3049
3050 #ifdef JP
3051                         msg_format("%sの%sを忘れてしまった。",
3052                                 do_spell(which, j % 32, SPELL_NAME), p);
3053 #else
3054                         msg_format("You have forgotten the %s of %s.", p,
3055                                 do_spell(which, j % 32, SPELL_NAME));
3056 #endif
3057
3058
3059                         /* One more can be learned */
3060                         p_ptr->new_spells++;
3061                 }
3062         }
3063
3064
3065         /* Check for spells to remember */
3066         for (i = 0; i < 64; i++)
3067         {
3068                 /* None left to remember */
3069                 if (p_ptr->new_spells <= 0) break;
3070
3071                 /* Efficiency -- all done */
3072                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3073
3074                 /* Get the next spell we learned */
3075                 j = p_ptr->spell_order[i];
3076
3077                 /* Skip unknown spells */
3078                 if (j >= 99) break;
3079
3080                 /* Access the spell */
3081                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3082                 {
3083                         if (j < 32)
3084                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3085                         else
3086                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3087                 }
3088                 else if (j < 32)
3089                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3090                 else
3091                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3092
3093                 /* Skip spells we cannot remember */
3094                 if (s_ptr->slevel > p_ptr->lev) continue;
3095
3096                 /* First set of spells */
3097                 if ((j < 32) ?
3098                         (p_ptr->spell_forgotten1 & (1L << j)) :
3099                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3100                 {
3101                         /* No longer forgotten */
3102                         if (j < 32)
3103                         {
3104                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3105                                 which = p_ptr->realm1;
3106                         }
3107                         else
3108                         {
3109                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3110                                 which = p_ptr->realm2;
3111                         }
3112
3113                         /* Known once more */
3114                         if (j < 32)
3115                         {
3116                                 p_ptr->spell_learned1 |= (1L << j);
3117                                 which = p_ptr->realm1;
3118                         }
3119                         else
3120                         {
3121                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3122                                 which = p_ptr->realm2;
3123                         }
3124
3125 #ifdef JP
3126                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3127 #else
3128                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3129 #endif
3130
3131
3132                         /* One less can be learned */
3133                         p_ptr->new_spells--;
3134                 }
3135         }
3136
3137         k = 0;
3138
3139         if (p_ptr->realm2 == REALM_NONE)
3140         {
3141                 /* Count spells that can be learned */
3142                 for (j = 0; j < 32; j++)
3143                 {
3144                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3145                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3146
3147                         /* Skip spells we cannot remember */
3148                         if (s_ptr->slevel > p_ptr->lev) continue;
3149
3150                         /* Skip spells we already know */
3151                         if (p_ptr->spell_learned1 & (1L << j))
3152                         {
3153                                 continue;
3154                         }
3155
3156                         /* Count it */
3157                         k++;
3158                 }
3159                 if (k > 32) k = 32;
3160                 if ((p_ptr->new_spells > k) &&
3161                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3162                 {
3163                         p_ptr->new_spells = (s16b)k;
3164                 }
3165         }
3166
3167         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3168
3169         /* Spell count changed */
3170         if (p_ptr->old_spells != p_ptr->new_spells)
3171         {
3172                 /* Message if needed */
3173                 if (p_ptr->new_spells)
3174                 {
3175 #ifdef JP
3176                         if (p_ptr->new_spells < 10) {
3177                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3178                         }
3179                         else {
3180                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3181                         }
3182 #else
3183                         msg_format("You can learn %d more %s%s.",
3184                                 p_ptr->new_spells, p,
3185                                 (p_ptr->new_spells != 1) ? "s" : "");
3186 #endif
3187
3188                 }
3189
3190                 /* Save the new_spells value */
3191                 p_ptr->old_spells = p_ptr->new_spells;
3192
3193                 /* Redraw Study Status */
3194                 p_ptr->redraw |= (PR_STUDY);
3195
3196                 /* Redraw object recall */
3197                 p_ptr->window |= (PW_OBJECT);
3198         }
3199 }
3200
3201 /*!
3202  * @brief プレイヤーの最大MPを計算する /
3203  * Calculate maximum mana.  You do not need to know any spells.
3204  * Note that mana is lowered by heavy (or inappropriate) armor.
3205  * @return なし
3206  * @details
3207  * This function induces status messages.
3208  */
3209 static void calc_mana(void)
3210 {
3211         int msp, levels, cur_wgt, max_wgt;
3212
3213         object_type *o_ptr;
3214
3215
3216         /* Hack -- Must be literate */
3217         if (!mp_ptr->spell_book) return;
3218
3219         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3220                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3221                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3222         {
3223                 levels = p_ptr->lev;
3224         }
3225         else
3226         {
3227                 if (mp_ptr->spell_first > p_ptr->lev)
3228                 {
3229                         /* Save new mana */
3230                         p_ptr->msp = 0;
3231
3232                         /* Display mana later */
3233                         p_ptr->redraw |= (PR_MANA);
3234                         return;
3235                 }
3236
3237                 /* Extract "effective" player level */
3238                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3239         }
3240
3241         if (p_ptr->pclass == CLASS_SAMURAI)
3242         {
3243                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3244                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3245         }
3246         else
3247         {
3248                 /* Extract total mana */
3249                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3250
3251                 /* Hack -- usually add one mana */
3252                 if (msp) msp++;
3253
3254                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3255
3256                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3257
3258                 /* Hack: High mages have a 25% mana bonus */
3259                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3260
3261                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3262         }
3263
3264         /* Only mages are affected */
3265         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3266         {
3267                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3268
3269                 /* Assume player is not encumbered by gloves */
3270                 p_ptr->cumber_glove = FALSE;
3271
3272                 /* Get the gloves */
3273                 o_ptr = &inventory[INVEN_HANDS];
3274
3275                 /* Examine the gloves */
3276                 object_flags(o_ptr, flgs);
3277
3278                 /* Normal gloves hurt mage-type spells */
3279                 if (o_ptr->k_idx &&
3280                         !(have_flag(flgs, TR_FREE_ACT)) &&
3281                         !(have_flag(flgs, TR_DEC_MANA)) &&
3282                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3283                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3284                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3285                 {
3286                         /* Encumbered */
3287                         p_ptr->cumber_glove = TRUE;
3288
3289                         /* Reduce mana */
3290                         msp = (3 * msp) / 4;
3291                 }
3292         }
3293
3294
3295         /* Assume player not encumbered by armor */
3296         p_ptr->cumber_armor = FALSE;
3297
3298         /* Weigh the armor */
3299         cur_wgt = 0;
3300         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3301         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3302         cur_wgt += inventory[INVEN_BODY].weight;
3303         cur_wgt += inventory[INVEN_HEAD].weight;
3304         cur_wgt += inventory[INVEN_OUTER].weight;
3305         cur_wgt += inventory[INVEN_HANDS].weight;
3306         cur_wgt += inventory[INVEN_FEET].weight;
3307
3308         /* Subtract a percentage of maximum mana. */
3309         switch (p_ptr->pclass)
3310         {
3311                 /* For these classes, mana is halved if armour
3312                  * is 30 pounds over their weight limit. */
3313         case CLASS_MAGE:
3314         case CLASS_HIGH_MAGE:
3315         case CLASS_BLUE_MAGE:
3316         case CLASS_MONK:
3317         case CLASS_FORCETRAINER:
3318         case CLASS_SORCERER:
3319         {
3320                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3321                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3322                 break;
3323         }
3324
3325         /* Mana halved if armour is 40 pounds over weight limit. */
3326         case CLASS_PRIEST:
3327         case CLASS_BARD:
3328         case CLASS_TOURIST:
3329         {
3330                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3331                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3332                 break;
3333         }
3334
3335         case CLASS_MINDCRAFTER:
3336         case CLASS_BEASTMASTER:
3337         case CLASS_MIRROR_MASTER:
3338         {
3339                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3340                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3341                 break;
3342         }
3343
3344         /* Mana halved if armour is 50 pounds over weight limit. */
3345         case CLASS_ROGUE:
3346         case CLASS_RANGER:
3347         case CLASS_RED_MAGE:
3348         case CLASS_WARRIOR_MAGE:
3349         {
3350                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3351                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3352                 break;
3353         }
3354
3355         /* Mana halved if armour is 60 pounds over weight limit. */
3356         case CLASS_PALADIN:
3357         case CLASS_CHAOS_WARRIOR:
3358         {
3359                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3360                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3361                 break;
3362         }
3363
3364         /* For new classes created, but not yet added to this formula. */
3365         default:
3366         {
3367                 break;
3368         }
3369         }
3370
3371         /* Determine the weight allowance */
3372         max_wgt = mp_ptr->spell_weight;
3373
3374         /* Heavy armor penalizes mana by a percentage.  -LM- */
3375         if ((cur_wgt - max_wgt) > 0)
3376         {
3377                 /* Encumbered */
3378                 p_ptr->cumber_armor = TRUE;
3379
3380                 /* Subtract a percentage of maximum mana. */
3381                 switch (p_ptr->pclass)
3382                 {
3383                         /* For these classes, mana is halved if armour
3384                          * is 30 pounds over their weight limit. */
3385                 case CLASS_MAGE:
3386                 case CLASS_HIGH_MAGE:
3387                 case CLASS_BLUE_MAGE:
3388                 {
3389                         msp -= msp * (cur_wgt - max_wgt) / 600;
3390                         break;
3391                 }
3392
3393                 /* Mana halved if armour is 40 pounds over weight limit. */
3394                 case CLASS_PRIEST:
3395                 case CLASS_MINDCRAFTER:
3396                 case CLASS_BEASTMASTER:
3397                 case CLASS_BARD:
3398                 case CLASS_FORCETRAINER:
3399                 case CLASS_TOURIST:
3400                 case CLASS_MIRROR_MASTER:
3401                 {
3402                         msp -= msp * (cur_wgt - max_wgt) / 800;
3403                         break;
3404                 }
3405
3406                 case CLASS_SORCERER:
3407                 {
3408                         msp -= msp * (cur_wgt - max_wgt) / 900;
3409                         break;
3410                 }
3411
3412                 /* Mana halved if armour is 50 pounds over weight limit. */
3413                 case CLASS_ROGUE:
3414                 case CLASS_RANGER:
3415                 case CLASS_MONK:
3416                 case CLASS_RED_MAGE:
3417                 {
3418                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3419                         break;
3420                 }
3421
3422                 /* Mana halved if armour is 60 pounds over weight limit. */
3423                 case CLASS_PALADIN:
3424                 case CLASS_CHAOS_WARRIOR:
3425                 case CLASS_WARRIOR_MAGE:
3426                 {
3427                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3428                         break;
3429                 }
3430
3431                 case CLASS_SAMURAI:
3432                 {
3433                         p_ptr->cumber_armor = FALSE;
3434                         break;
3435                 }
3436
3437                 /* For new classes created, but not yet added to this formula. */
3438                 default:
3439                 {
3440                         msp -= msp * (cur_wgt - max_wgt) / 800;
3441                         break;
3442                 }
3443                 }
3444         }
3445
3446         /* Mana can never be negative */
3447         if (msp < 0) msp = 0;
3448
3449
3450         /* Maximum mana has changed */
3451         if (p_ptr->msp != msp)
3452         {
3453                 /* Enforce maximum */
3454                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3455                 {
3456                         p_ptr->csp = msp;
3457                         p_ptr->csp_frac = 0;
3458                 }
3459
3460 #ifdef JP
3461                 /* レベルアップの時は上昇量を表示する */
3462                 if ((level_up == 1) && (msp > p_ptr->msp))
3463                 {
3464                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3465                 }
3466 #endif
3467                 /* Save new mana */
3468                 p_ptr->msp = msp;
3469
3470                 /* Display mana later */
3471                 p_ptr->redraw |= (PR_MANA);
3472
3473                 p_ptr->window |= (PW_PLAYER);
3474                 p_ptr->window |= (PW_SPELL);
3475         }
3476
3477
3478         /* Hack -- handle "xtra" mode */
3479         if (character_xtra) return;
3480
3481         /* Take note when "glove state" changes */
3482         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3483         {
3484                 if (p_ptr->cumber_glove)
3485                 {
3486                         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."));
3487                 }
3488                 else
3489                 {
3490                         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."));
3491                 }
3492
3493                 /* Save it */
3494                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3495         }
3496
3497
3498         /* Take note when "armor state" changes */
3499         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3500         {
3501                 if (p_ptr->cumber_armor)
3502                 {
3503                         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."));
3504                 }
3505                 else
3506                 {
3507                         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."));
3508                 }
3509
3510                 /* Save it */
3511                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3512         }
3513 }
3514
3515 /*!
3516  * @brief 装備中の射撃武器の威力倍率を返す /
3517  * calcurate the fire rate of target object
3518  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3519  * @return 射撃倍率の値(100で1.00倍)
3520  */
3521 s16b calc_num_fire(object_type *o_ptr)
3522 {
3523         int extra_shots = 0;
3524         int i;
3525         int num = 0;
3526         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3527         object_type *q_ptr;
3528         BIT_FLAGS flgs[TR_FLAG_SIZE];
3529
3530         /* Scan the usable inventory */
3531         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3532         {
3533                 q_ptr = &inventory[i];
3534
3535                 /* Skip non-objects */
3536                 if (!q_ptr->k_idx) continue;
3537
3538                 /* Do not apply current equip */
3539                 if (i == INVEN_BOW) continue;
3540
3541                 /* Extract the item flags */
3542                 object_flags(q_ptr, flgs);
3543
3544                 /* Boost shots */
3545                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3546         }
3547
3548         object_flags(o_ptr, flgs);
3549         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3550
3551         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3552         {
3553                 num = 100;
3554                 /* Extra shots */
3555                 num += (extra_shots * 100);
3556
3557                 /* Hack -- Rangers love Bows */
3558                 if ((p_ptr->pclass == CLASS_RANGER) &&
3559                         (tval_ammo == TV_ARROW))
3560                 {
3561                         num += (p_ptr->lev * 4);
3562                 }
3563
3564                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3565                         (tval_ammo == TV_ARROW))
3566                 {
3567                         num += (p_ptr->lev * 3);
3568                 }
3569
3570                 if (p_ptr->pclass == CLASS_ARCHER)
3571                 {
3572                         if (tval_ammo == TV_ARROW)
3573                                 num += ((p_ptr->lev * 5) + 50);
3574                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3575                                 num += (p_ptr->lev * 4);
3576                 }
3577
3578                 /*
3579                  * Addendum -- also "Reward" high level warriors,
3580                  * with _any_ missile weapon -- TY
3581                  */
3582                 if (p_ptr->pclass == CLASS_WARRIOR &&
3583                         (tval_ammo <= TV_BOLT) &&
3584                         (tval_ammo >= TV_SHOT))
3585                 {
3586                         num += (p_ptr->lev * 2);
3587                 }
3588                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3589                         (tval_ammo == TV_SHOT))
3590                 {
3591                         num += (p_ptr->lev * 4);
3592                 }
3593         }
3594         return (s16b)num;
3595 }
3596
3597 /*!
3598  * @brief プレイヤーの所持重量制限を計算する /
3599  * Computes current weight limit.
3600  * @return 制限重量(ポンド)
3601  */
3602 WEIGHT weight_limit(void)
3603 {
3604         WEIGHT i;
3605
3606         /* Weight limit based only on strength */
3607         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3608         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3609
3610         /* Return the result */
3611         return i;
3612 }
3613
3614 /*!
3615  * @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 /
3616  * @param i 判定する手のID(右手:0 左手:1)
3617  * @return 持っているならばTRUE
3618  */
3619 bool has_melee_weapon(int i)
3620 {
3621         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3622 }
3623
3624 /*!
3625  * @brief プレイヤーの現在開いている手の状態を返す
3626  * @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。
3627  * @return 開いている手のビットフラグ
3628  */
3629 BIT_FLAGS16 empty_hands(bool riding_control)
3630 {
3631         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3632
3633         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3634         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3635
3636         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3637         {
3638                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3639                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3640         }
3641
3642         return status;
3643 }
3644
3645
3646 /*!
3647  * @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。
3648  * @return ペナルティが適用されるならばTRUE。
3649  */
3650 bool heavy_armor(void)
3651 {
3652         WEIGHT monk_arm_wgt = 0;
3653
3654         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3655
3656         /* Weight the armor */
3657         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3658         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3659         monk_arm_wgt += inventory[INVEN_BODY].weight;
3660         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3661         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3662         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3663         monk_arm_wgt += inventory[INVEN_FEET].weight;
3664
3665         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3666 }
3667
3668 /*!
3669  * @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"
3670  * @return なし
3671  * @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。
3672  */
3673 void update_creature(player_type *creature_ptr)
3674 {
3675         if (!creature_ptr->update) return;
3676
3677         /* Actually do auto-destroy */
3678         if (creature_ptr->update & (PU_AUTODESTROY))
3679         {
3680                 creature_ptr->update &= ~(PU_AUTODESTROY);
3681                 autopick_delayed_alter();
3682         }
3683         if (creature_ptr->update & (PU_COMBINE))
3684         {
3685                 creature_ptr->update &= ~(PU_COMBINE);
3686                 combine_pack();
3687         }
3688
3689         /* Reorder the pack */
3690         if (creature_ptr->update & (PU_REORDER))
3691         {
3692                 creature_ptr->update &= ~(PU_REORDER);
3693                 reorder_pack();
3694         }
3695
3696         if (creature_ptr->update & (PU_BONUS))
3697         {
3698                 creature_ptr->update &= ~(PU_BONUS);
3699                 calc_bonuses();
3700         }
3701
3702         if (creature_ptr->update & (PU_TORCH))
3703         {
3704                 creature_ptr->update &= ~(PU_TORCH);
3705                 calc_torch();
3706         }
3707
3708         if (creature_ptr->update & (PU_HP))
3709         {
3710                 creature_ptr->update &= ~(PU_HP);
3711                 calc_hitpoints();
3712         }
3713
3714         if (creature_ptr->update & (PU_MANA))
3715         {
3716                 creature_ptr->update &= ~(PU_MANA);
3717                 calc_mana();
3718         }
3719
3720         if (creature_ptr->update & (PU_SPELLS))
3721         {
3722                 creature_ptr->update &= ~(PU_SPELLS);
3723                 calc_spells();
3724         }
3725
3726         /* Character is not ready yet, no screen updates */
3727         if (!character_generated) return;
3728
3729         /* Character is in "icky" mode, no screen updates */
3730         if (character_icky) return;
3731
3732         if (creature_ptr->update & (PU_UN_LITE))
3733         {
3734                 creature_ptr->update &= ~(PU_UN_LITE);
3735                 forget_lite();
3736         }
3737
3738         if (creature_ptr->update & (PU_UN_VIEW))
3739         {
3740                 creature_ptr->update &= ~(PU_UN_VIEW);
3741                 forget_view();
3742         }
3743
3744         if (creature_ptr->update & (PU_VIEW))
3745         {
3746                 creature_ptr->update &= ~(PU_VIEW);
3747                 update_view();
3748         }
3749
3750         if (creature_ptr->update & (PU_LITE))
3751         {
3752                 creature_ptr->update &= ~(PU_LITE);
3753                 update_lite();
3754         }
3755
3756
3757         if (creature_ptr->update & (PU_FLOW))
3758         {
3759                 creature_ptr->update &= ~(PU_FLOW);
3760                 update_flow();
3761         }
3762
3763         if (creature_ptr->update & (PU_DISTANCE))
3764         {
3765                 creature_ptr->update &= ~(PU_DISTANCE);
3766
3767                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3768                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3769
3770                 update_monsters(TRUE);
3771         }
3772
3773         if (creature_ptr->update & (PU_MON_LITE))
3774         {
3775                 creature_ptr->update &= ~(PU_MON_LITE);
3776                 update_mon_lite();
3777         }
3778
3779         /*
3780          * Mega-Hack -- Delayed visual update
3781          * Only used if update_view(), update_lite() or update_mon_lite() was called
3782          */
3783         if (creature_ptr->update & (PU_DELAY_VIS))
3784         {
3785                 creature_ptr->update &= ~(PU_DELAY_VIS);
3786                 delayed_visual_update();
3787         }
3788
3789         if (creature_ptr->update & (PU_MONSTERS))
3790         {
3791                 creature_ptr->update &= ~(PU_MONSTERS);
3792                 update_monsters(FALSE);
3793         }
3794 }
3795
3796 /*!
3797  * @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
3798  * @return 魔道書を一冊も持っていないならTRUEを返す
3799  */
3800 bool player_has_no_spellbooks(void)
3801 {
3802         int i;
3803         object_type *o_ptr;
3804
3805         for (i = 0; i < INVEN_PACK; i++)
3806         {
3807                 o_ptr = &inventory[i];
3808                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3809         }
3810
3811         for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3812         {
3813                 o_ptr = &current_floor_ptr->o_list[i];
3814                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3815         }
3816
3817         return TRUE;
3818 }
3819
3820 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3821 {
3822         creature_ptr->energy_use = (ENERGY)need_cost;
3823 }
3824
3825 void free_turn(player_type *creature_ptr)
3826 {
3827         creature_ptr->energy_use = 0;
3828 }
3829
3830 /*!
3831  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3832  * @param x 配置先X座標
3833  * @param y 配置先Y座標
3834  * @return 配置に成功したらTRUE
3835  */
3836 bool player_place(POSITION y, POSITION x)
3837 {
3838         /* Paranoia XXX XXX */
3839         if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3840
3841         /* Save player location */
3842         p_ptr->y = y;
3843         p_ptr->x = x;
3844
3845         /* Success */
3846         return TRUE;
3847 }
3848
3849 /*!
3850  * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
3851  * @return なし
3852  */
3853 void wreck_the_pattern(void)
3854 {
3855         int to_ruin = 0;
3856         POSITION r_y, r_x;
3857         int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3858
3859         if (pattern_type == PATTERN_TILE_WRECKED)
3860         {
3861                 /* Ruined already */
3862                 return;
3863         }
3864
3865         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3866         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3867
3868         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3869         to_ruin = randint1(45) + 35;
3870
3871         while (to_ruin--)
3872         {
3873                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3874
3875                 if (pattern_tile(r_y, r_x) &&
3876                         (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3877                 {
3878                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3879                 }
3880         }
3881
3882         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3883 }
3884
3885
3886 /*!
3887  * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3888  * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3889  * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
3890  * @return なし
3891  */
3892 void sanity_blast(monster_type *m_ptr, bool necro)
3893 {
3894         int power = 100;
3895
3896         if (p_ptr->inside_battle || !character_dungeon) return;
3897
3898         if (!necro && m_ptr)
3899         {
3900                 GAME_TEXT m_name[MAX_NLEN];
3901                 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3902
3903                 power = r_ptr->level / 2;
3904
3905                 monster_desc(m_name, m_ptr, 0);
3906
3907                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3908                 {
3909                         if (r_ptr->flags1 & RF1_FRIENDS)
3910                                 power /= 2;
3911                 }
3912                 else power *= 2;
3913
3914                 if (!is_loading_now)
3915                         return; /* No effect yet, just loaded... */
3916
3917                 if (!m_ptr->ml)
3918                         return; /* Cannot see it for some reason */
3919
3920                 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3921                         return;
3922
3923                 if (is_pet(m_ptr))
3924                         return; /* Pet eldritch horrors are safe most of the time */
3925
3926                 if (randint1(100) > power) return;
3927
3928                 if (saving_throw(p_ptr->skill_sav - power))
3929                 {
3930                         return; /* Save, no adverse effects */
3931                 }
3932
3933                 if (p_ptr->image)
3934                 {
3935                         /* Something silly happens... */
3936                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3937                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3938
3939                         if (one_in_(3))
3940                         {
3941                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3942                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3943                         }
3944
3945                         return; /* Never mind; we can't see it clearly enough */
3946                 }
3947
3948                 /* Something frightening happens... */
3949                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3950                         horror_desc[randint0(MAX_SAN_HORROR)], m_name);
3951
3952                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
3953
3954                 /* Demon characters are unaffected */
3955                 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
3956                 if (p_ptr->wizard) return;
3957
3958                 /* Undead characters are 50% likely to be unaffected */
3959                 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
3960                         || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
3961                         (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
3962                 {
3963                         if (saving_throw(25 + p_ptr->lev)) return;
3964                 }
3965         }
3966         else if (!necro)
3967         {
3968                 monster_race *r_ptr;
3969                 GAME_TEXT m_name[MAX_NLEN];
3970                 concptr desc;
3971
3972                 get_mon_num_prep(get_nightmare, NULL);
3973
3974                 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
3975                 power = r_ptr->level + 10;
3976                 desc = r_name + r_ptr->name;
3977
3978                 get_mon_num_prep(NULL, NULL);
3979
3980 #ifndef JP
3981                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3982                         sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
3983                 else
3984 #endif
3985                         sprintf(m_name, "%s", desc);
3986
3987                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3988                 {
3989                         if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
3990                 }
3991                 else power *= 2;
3992
3993                 if (saving_throw(p_ptr->skill_sav * 100 / power))
3994                 {
3995                         msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
3996                         /* Safe */
3997                         return;
3998                 }
3999
4000                 if (p_ptr->image)
4001                 {
4002                         /* Something silly happens... */
4003                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4004                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4005
4006                         if (one_in_(3))
4007                         {
4008                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4009                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4010                         }
4011
4012                         /* Never mind; we can't see it clearly enough */
4013                         return;
4014                 }
4015
4016                 /* Something frightening happens... */
4017                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4018                         horror_desc[randint0(MAX_SAN_HORROR)], desc);
4019
4020                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4021
4022                 if (!p_ptr->mimic_form)
4023                 {
4024                         switch (p_ptr->prace)
4025                         {
4026                                 /* Demons may make a saving throw */
4027                         case RACE_IMP:
4028                         case RACE_DEMON:
4029                                 if (saving_throw(20 + p_ptr->lev)) return;
4030                                 break;
4031                                 /* Undead may make a saving throw */
4032                         case RACE_SKELETON:
4033                         case RACE_ZOMBIE:
4034                         case RACE_SPECTRE:
4035                         case RACE_VAMPIRE:
4036                                 if (saving_throw(10 + p_ptr->lev)) return;
4037                                 break;
4038                         }
4039                 }
4040                 else
4041                 {
4042                         /* Demons may make a saving throw */
4043                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4044                         {
4045                                 if (saving_throw(20 + p_ptr->lev)) return;
4046                         }
4047                         /* Undead may make a saving throw */
4048                         else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4049                         {
4050                                 if (saving_throw(10 + p_ptr->lev)) return;
4051                         }
4052                 }
4053         }
4054         else
4055         {
4056                 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4057         }
4058
4059         if (saving_throw(p_ptr->skill_sav - power))
4060         {
4061                 return;
4062         }
4063
4064         do {
4065                 (void)do_dec_stat(A_INT);
4066         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4067
4068         do {
4069                 (void)do_dec_stat(A_WIS);
4070         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4071
4072         switch (randint1(21))
4073         {
4074         case 1:
4075                 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4076                 {
4077                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4078                         {
4079                                 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4080                         }
4081                         else
4082                         {
4083                                 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4084                         }
4085
4086                         if (p_ptr->muta3 & MUT3_HYPER_INT)
4087                         {
4088                                 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4089                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4090                         }
4091                         p_ptr->muta3 |= MUT3_MORONIC;
4092                 }
4093                 break;
4094         case 2:
4095         case 3:
4096         case 4:
4097                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4098                 {
4099                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4100
4101                         /* Duh, the following should never happen, but anyway... */
4102                         if (p_ptr->muta3 & MUT3_FEARLESS)
4103                         {
4104                                 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4105                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4106                         }
4107
4108                         p_ptr->muta2 |= MUT2_COWARDICE;
4109                 }
4110                 break;
4111         case 5:
4112         case 6:
4113         case 7:
4114                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4115                 {
4116                         msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4117                         p_ptr->muta2 |= MUT2_HALLU;
4118                 }
4119                 break;
4120         case 8:
4121         case 9:
4122         case 10:
4123                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4124                 {
4125                         msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4126                         p_ptr->muta2 |= MUT2_BERS_RAGE;
4127                 }
4128                 break;
4129         case 11:
4130         case 12:
4131         case 13:
4132         case 14:
4133         case 15:
4134         case 16:
4135                 /* Brain smash */
4136                 if (!p_ptr->resist_conf)
4137                 {
4138                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
4139                 }
4140                 if (!p_ptr->free_act)
4141                 {
4142                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4143                 }
4144                 if (!p_ptr->resist_chaos)
4145                 {
4146                         (void)set_image(p_ptr->image + randint0(250) + 150);
4147                 }
4148                 break;
4149         case 17:
4150         case 18:
4151         case 19:
4152         case 20:
4153         case 21:
4154                 /* Amnesia */
4155                 if (lose_all_info())
4156                         msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4157                 break;
4158         }
4159
4160         p_ptr->update |= PU_BONUS;
4161         handle_stuff();
4162 }
4163
4164
4165 /*!
4166  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
4167  * Advance experience levels and print experience
4168  * @return なし
4169  */
4170 void check_experience(void)
4171 {
4172         bool level_reward = FALSE;
4173         bool level_mutation = FALSE;
4174         bool level_inc_stat = FALSE;
4175         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4176         PLAYER_LEVEL old_lev = p_ptr->lev;
4177
4178         /* Hack -- lower limit */
4179         if (p_ptr->exp < 0) p_ptr->exp = 0;
4180         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4181         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4182
4183         /* Hack -- upper limit */
4184         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4185         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4186         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4187
4188         /* Hack -- maintain "max" experience */
4189         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4190
4191         /* Hack -- maintain "max max" experience */
4192         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4193
4194         /* Redraw experience */
4195         p_ptr->redraw |= (PR_EXP);
4196         handle_stuff();
4197
4198
4199         /* Lose levels while possible */
4200         while ((p_ptr->lev > 1) &&
4201                 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4202         {
4203                 /* Lose a level */
4204                 p_ptr->lev--;
4205                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4206                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4207                 p_ptr->window |= (PW_PLAYER);
4208                 handle_stuff();
4209         }
4210
4211
4212         /* Gain levels while possible */
4213         while ((p_ptr->lev < PY_MAX_LEVEL) &&
4214                 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4215         {
4216                 /* Gain a level */
4217                 p_ptr->lev++;
4218
4219                 /* Save the highest level */
4220                 if (p_ptr->lev > p_ptr->max_plv)
4221                 {
4222                         p_ptr->max_plv = p_ptr->lev;
4223
4224                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4225                                 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4226                         {
4227                                 level_reward = TRUE;
4228                         }
4229                         if (p_ptr->prace == RACE_BEASTMAN)
4230                         {
4231                                 if (one_in_(5)) level_mutation = TRUE;
4232                         }
4233                         level_inc_stat = TRUE;
4234
4235                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4236                 }
4237
4238                 sound(SOUND_LEVEL);
4239
4240                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4241
4242                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4243                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4244                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4245
4246                 /* HPとMPの上昇量を表示 */
4247                 level_up = 1;
4248                 handle_stuff();
4249
4250                 level_up = 0;
4251
4252                 if (level_inc_stat)
4253                 {
4254                         if (!(p_ptr->max_plv % 10))
4255                         {
4256                                 int choice;
4257                                 screen_save();
4258                                 while (1)
4259                                 {
4260                                         int n;
4261                                         char tmp[32];
4262
4263                                         cnv_stat(p_ptr->stat_max[0], tmp);
4264                                         prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
4265                                         cnv_stat(p_ptr->stat_max[1], tmp);
4266                                         prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
4267                                         cnv_stat(p_ptr->stat_max[2], tmp);
4268                                         prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
4269                                         cnv_stat(p_ptr->stat_max[3], tmp);
4270                                         prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
4271                                         cnv_stat(p_ptr->stat_max[4], tmp);
4272                                         prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
4273                                         cnv_stat(p_ptr->stat_max[5], tmp);
4274                                         prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
4275
4276                                         prt("", 8, 14);
4277                                         prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
4278
4279                                         while (1)
4280                                         {
4281                                                 choice = inkey();
4282                                                 if ((choice >= 'a') && (choice <= 'f')) break;
4283                                         }
4284                                         for (n = 0; n < A_MAX; n++)
4285                                                 if (n != choice - 'a')
4286                                                         prt("", n + 2, 14);
4287                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4288                                 }
4289                                 do_inc_stat(choice - 'a');
4290                                 screen_load();
4291                         }
4292                         else if (!(p_ptr->max_plv % 2))
4293                                 do_inc_stat(randint0(6));
4294                 }
4295
4296                 if (level_mutation)
4297                 {
4298                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
4299                         (void)gain_mutation(p_ptr, 0);
4300                         level_mutation = FALSE;
4301                 }
4302
4303                 /*
4304                  * 報酬でレベルが上ると再帰的に check_experience() が
4305                  * 呼ばれるので順番を最後にする。
4306                  */
4307                 if (level_reward)
4308                 {
4309                         gain_level_reward(0);
4310                         level_reward = FALSE;
4311                 }
4312
4313                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4314                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4315                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4316                 handle_stuff();
4317         }
4318
4319         /* Load an autopick preference file */
4320         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4321 }
4322