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[Refactor] #39073 calc_bonuses() から calc_alignment() を分離。 / Separate calc_alignment...
[hengband/hengband.git] / src / player-status.c
1 #include "angband.h"
2 #include "player-status.h"
3
4 #include "artifact.h"
5 #include "avatar.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monster-status.h"
9 #include "monsterrace-hook.h"
10 #include "mutation.h"
11 #include "patron.h"
12
13 /* Hack, monk armour */
14 static bool monk_armour_aux;
15 static bool monk_notify_aux;
16
17 /*
18  * Return alignment title
19  */
20 concptr your_alignment(void)
21 {
22         if (p_ptr->align > 150) return _("大善", "Lawful");
23         else if (p_ptr->align > 50) return _("中善", "Good");
24         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
25         else if (p_ptr->align > -11) return _("中立", "Neutral");
26         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
27         else if (p_ptr->align > -151) return _("中悪", "Evil");
28         else return _("大悪", "Chaotic");
29 }
30
31
32 /*
33  * Return proficiency level of weapons and misc. skills (except riding)
34  */
35 int weapon_exp_level(int weapon_exp)
36 {
37         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
38         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
39         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
40         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
41         else return EXP_LEVEL_MASTER;
42 }
43
44
45 /*
46  * Return proficiency level of riding
47  */
48 int riding_exp_level(int riding_exp)
49 {
50         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
51         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
52         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
53         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
54         else return EXP_LEVEL_MASTER;
55 }
56
57
58 /*
59  * Return proficiency level of spells
60  */
61 int spell_exp_level(int spell_exp)
62 {
63         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
64         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
65         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
66         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
67         else return EXP_LEVEL_MASTER;
68 }
69
70 /*!
71  * @brief プレイヤーの全ステータスを更新する /
72  * Calculate the players current "state", taking into account
73  * not only race/class intrinsics, but also objects being worn
74  * and temporary spell effects.
75  * @return なし
76  * @details
77  * <pre>
78  * See also calc_mana() and calc_hitpoints().
79  *
80  * Take note of the new "speed code", in particular, a very strong
81  * player will start slowing down as soon as he reaches 150 pounds,
82  * but not until he reaches 450 pounds will he be half as fast as
83  * a normal kobold.  This both hurts and helps the player, hurts
84  * because in the old days a player could just avoid 300 pounds,
85  * and helps because now carrying 300 pounds is not very painful.
86  *
87  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
88  * damage, since that would affect non-combat things.  These values
89  * are actually added in later, at the appropriate place.
90  *
91  * This function induces various "status" messages.
92  * </pre>
93  */
94 void calc_bonuses(void)
95 {
96         int i, j, hold;
97         int new_speed;
98         int default_hand = 0;
99         int empty_hands_status = empty_hands(TRUE);
100         int extra_blows[2];
101         object_type *o_ptr;
102         BIT_FLAGS flgs[TR_FLAG_SIZE];
103         bool omoi = FALSE;
104         bool yoiyami = FALSE;
105         bool down_saving = FALSE;
106 #if 0
107         bool have_dd_s = FALSE, have_dd_t = FALSE;
108 #endif
109         bool have_sw = FALSE, have_kabe = FALSE;
110         bool easy_2weapon = FALSE;
111         bool riding_levitation = FALSE;
112         OBJECT_IDX this_o_idx, next_o_idx = 0;
113         const player_race *tmp_rp_ptr;
114
115         /* Save the old vision stuff */
116         bool old_telepathy = p_ptr->telepathy;
117         bool old_esp_animal = p_ptr->esp_animal;
118         bool old_esp_undead = p_ptr->esp_undead;
119         bool old_esp_demon = p_ptr->esp_demon;
120         bool old_esp_orc = p_ptr->esp_orc;
121         bool old_esp_troll = p_ptr->esp_troll;
122         bool old_esp_giant = p_ptr->esp_giant;
123         bool old_esp_dragon = p_ptr->esp_dragon;
124         bool old_esp_human = p_ptr->esp_human;
125         bool old_esp_evil = p_ptr->esp_evil;
126         bool old_esp_good = p_ptr->esp_good;
127         bool old_esp_nonliving = p_ptr->esp_nonliving;
128         bool old_esp_unique = p_ptr->esp_unique;
129         bool old_see_inv = p_ptr->see_inv;
130         bool old_mighty_throw = p_ptr->mighty_throw;
131
132         /* Current feature under player. */
133         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
134
135         /* Save the old armor class */
136         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
137         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
138
139
140         /* Clear extra blows/shots */
141         extra_blows[0] = extra_blows[1] = 0;
142
143         /* Clear the stat modifiers */
144         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
145
146
147         /* Clear the Displayed/Real armor class */
148         p_ptr->dis_ac = p_ptr->ac = 0;
149
150         /* Clear the Displayed/Real Bonuses */
151         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
152         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
153         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
154         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
155         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
156         p_ptr->dis_to_a = p_ptr->to_a = 0;
157         p_ptr->to_h_m = 0;
158         p_ptr->to_d_m = 0;
159
160         p_ptr->to_m_chance = 0;
161
162         /* Clear the Extra Dice Bonuses */
163         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
164         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
165
166         /* Start with "normal" speed */
167         new_speed = 110;
168
169         /* Start with a single blow per current_world_ptr->game_turn */
170         p_ptr->num_blow[0] = 1;
171         p_ptr->num_blow[1] = 1;
172
173         /* Start with a single shot per current_world_ptr->game_turn */
174         p_ptr->num_fire = 100;
175
176         /* Reset the "xtra" tval */
177         p_ptr->tval_xtra = 0;
178
179         /* Reset the "ammo" tval */
180         p_ptr->tval_ammo = 0;
181
182         /* Clear all the flags */
183         p_ptr->cursed = 0L;
184         p_ptr->bless_blade = FALSE;
185         p_ptr->xtra_might = FALSE;
186         p_ptr->impact[0] = FALSE;
187         p_ptr->impact[1] = FALSE;
188         p_ptr->pass_wall = FALSE;
189         p_ptr->kill_wall = FALSE;
190         p_ptr->dec_mana = FALSE;
191         p_ptr->easy_spell = FALSE;
192         p_ptr->heavy_spell = FALSE;
193         p_ptr->see_inv = FALSE;
194         p_ptr->free_act = FALSE;
195         p_ptr->slow_digest = FALSE;
196         p_ptr->regenerate = FALSE;
197         p_ptr->can_swim = FALSE;
198         p_ptr->levitation = FALSE;
199         p_ptr->hold_exp = FALSE;
200         p_ptr->telepathy = FALSE;
201         p_ptr->esp_animal = FALSE;
202         p_ptr->esp_undead = FALSE;
203         p_ptr->esp_demon = FALSE;
204         p_ptr->esp_orc = FALSE;
205         p_ptr->esp_troll = FALSE;
206         p_ptr->esp_giant = FALSE;
207         p_ptr->esp_dragon = FALSE;
208         p_ptr->esp_human = FALSE;
209         p_ptr->esp_evil = FALSE;
210         p_ptr->esp_good = FALSE;
211         p_ptr->esp_nonliving = FALSE;
212         p_ptr->esp_unique = FALSE;
213         p_ptr->lite = FALSE;
214         p_ptr->sustain_str = FALSE;
215         p_ptr->sustain_int = FALSE;
216         p_ptr->sustain_wis = FALSE;
217         p_ptr->sustain_con = FALSE;
218         p_ptr->sustain_dex = FALSE;
219         p_ptr->sustain_chr = FALSE;
220         p_ptr->resist_acid = FALSE;
221         p_ptr->resist_elec = FALSE;
222         p_ptr->resist_fire = FALSE;
223         p_ptr->resist_cold = FALSE;
224         p_ptr->resist_pois = FALSE;
225         p_ptr->resist_conf = FALSE;
226         p_ptr->resist_sound = FALSE;
227         p_ptr->resist_lite = FALSE;
228         p_ptr->resist_dark = FALSE;
229         p_ptr->resist_chaos = FALSE;
230         p_ptr->resist_disen = FALSE;
231         p_ptr->resist_shard = FALSE;
232         p_ptr->resist_nexus = FALSE;
233         p_ptr->resist_blind = FALSE;
234         p_ptr->resist_neth = FALSE;
235         p_ptr->resist_time = FALSE;
236         p_ptr->resist_water = FALSE;
237         p_ptr->resist_fear = FALSE;
238         p_ptr->reflect = FALSE;
239         p_ptr->sh_fire = FALSE;
240         p_ptr->sh_elec = FALSE;
241         p_ptr->sh_cold = FALSE;
242         p_ptr->anti_magic = FALSE;
243         p_ptr->anti_tele = FALSE;
244         p_ptr->warning = FALSE;
245         p_ptr->mighty_throw = FALSE;
246         p_ptr->see_nocto = FALSE;
247
248         p_ptr->immune_acid = FALSE;
249         p_ptr->immune_elec = FALSE;
250         p_ptr->immune_fire = FALSE;
251         p_ptr->immune_cold = FALSE;
252
253         p_ptr->ryoute = FALSE;
254         p_ptr->migite = FALSE;
255         p_ptr->hidarite = FALSE;
256         p_ptr->no_flowed = FALSE;
257
258         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
259         else tmp_rp_ptr = &race_info[p_ptr->prace];
260
261         /* Base infravision (purely racial) */
262         p_ptr->see_infra = tmp_rp_ptr->infra;
263
264         /* Base skill -- disarming */
265         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
266
267         /* Base skill -- magic devices */
268         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
269
270         /* Base skill -- saving throw */
271         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
272
273         /* Base skill -- stealth */
274         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
275
276         /* Base skill -- searching ability */
277         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
278
279         /* Base skill -- searching frequency */
280         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
281
282         /* Base skill -- combat (normal) */
283         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
284
285         /* Base skill -- combat (shooting) */
286         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
287
288         /* Base skill -- combat (throwing) */
289         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
290
291         /* Base skill -- digging */
292         p_ptr->skill_dig = 0;
293
294         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
295         if (has_melee_weapon(INVEN_LARM))
296         {
297                 p_ptr->hidarite = TRUE;
298                 if (!p_ptr->migite) default_hand = 1;
299         }
300
301         if (CAN_TWO_HANDS_WIELDING())
302         {
303                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
304                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
305                 {
306                         p_ptr->ryoute = TRUE;
307                 }
308                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
309                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
310                 {
311                         p_ptr->ryoute = TRUE;
312                 }
313                 else
314                 {
315                         switch (p_ptr->pclass)
316                         {
317                         case CLASS_MONK:
318                         case CLASS_FORCETRAINER:
319                         case CLASS_BERSERKER:
320                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
321                                 {
322                                         p_ptr->migite = TRUE;
323                                         p_ptr->ryoute = TRUE;
324                                 }
325                                 break;
326                         }
327                 }
328         }
329
330         if (!p_ptr->migite && !p_ptr->hidarite)
331         {
332                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
333                 else if (empty_hands_status == EMPTY_HAND_LARM)
334                 {
335                         p_ptr->hidarite = TRUE;
336                         default_hand = 1;
337                 }
338         }
339
340         if (p_ptr->special_defense & KAMAE_MASK)
341         {
342                 if (!(empty_hands_status & EMPTY_HAND_RARM))
343                 {
344                         set_action(ACTION_NONE);
345                 }
346         }
347
348         switch (p_ptr->pclass)
349         {
350         case CLASS_WARRIOR:
351                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
352                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
353                 break;
354         case CLASS_PALADIN:
355                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
356                 break;
357         case CLASS_CHAOS_WARRIOR:
358                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
359                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
360                 break;
361         case CLASS_MINDCRAFTER:
362                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
363                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
364                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
365                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
366                 break;
367         case CLASS_MONK:
368         case CLASS_FORCETRAINER:
369                 /* Unencumbered Monks become faster every 10 levels */
370                 if (!(heavy_armor()))
371                 {
372                         if (!(prace_is_(RACE_KLACKON) ||
373                                 prace_is_(RACE_SPRITE) ||
374                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
375                                 new_speed += (p_ptr->lev) / 10;
376
377                         /* Free action if unencumbered at level 25 */
378                         if (p_ptr->lev > 24)
379                                 p_ptr->free_act = TRUE;
380                 }
381                 break;
382         case CLASS_SORCERER:
383                 p_ptr->to_a -= 50;
384                 p_ptr->dis_to_a -= 50;
385                 break;
386         case CLASS_BARD:
387                 p_ptr->resist_sound = TRUE;
388                 break;
389         case CLASS_SAMURAI:
390                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
391                 break;
392         case CLASS_BERSERKER:
393                 p_ptr->shero = 1;
394                 p_ptr->sustain_str = TRUE;
395                 p_ptr->sustain_dex = TRUE;
396                 p_ptr->sustain_con = TRUE;
397                 p_ptr->regenerate = TRUE;
398                 p_ptr->free_act = TRUE;
399                 new_speed += 2;
400                 if (p_ptr->lev > 29) new_speed++;
401                 if (p_ptr->lev > 39) new_speed++;
402                 if (p_ptr->lev > 44) new_speed++;
403                 if (p_ptr->lev > 49) new_speed++;
404                 p_ptr->to_a += 10 + p_ptr->lev / 2;
405                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
406                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
407                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
408                 p_ptr->redraw |= PR_STATUS;
409                 break;
410         case CLASS_MIRROR_MASTER:
411                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
412                 break;
413         case CLASS_NINJA:
414                 /* Unencumbered Ninjas become faster every 10 levels */
415                 if (heavy_armor())
416                 {
417                         new_speed -= (p_ptr->lev) / 10;
418                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
419                 }
420                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
421                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
422                 {
423                         new_speed += 3;
424                         if (!(prace_is_(RACE_KLACKON) ||
425                                 prace_is_(RACE_SPRITE) ||
426                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
427                                 new_speed += (p_ptr->lev) / 10;
428                         p_ptr->skill_stl += (p_ptr->lev) / 10;
429
430                         /* Free action if unencumbered at level 25 */
431                         if (p_ptr->lev > 24)
432                                 p_ptr->free_act = TRUE;
433                 }
434                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
435                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
436                 {
437                         p_ptr->to_a += p_ptr->lev / 2 + 5;
438                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
439                 }
440                 p_ptr->slow_digest = TRUE;
441                 p_ptr->resist_fear = TRUE;
442                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
443                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
444                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
445                 if (p_ptr->lev > 44)
446                 {
447                         p_ptr->oppose_pois = 1;
448                         p_ptr->redraw |= PR_STATUS;
449                 }
450                 p_ptr->see_nocto = TRUE;
451                 break;
452         }
453
454         /***** Races ****/
455         if (p_ptr->mimic_form)
456         {
457                 switch (p_ptr->mimic_form)
458                 {
459                 case MIMIC_DEMON:
460                         p_ptr->hold_exp = TRUE;
461                         p_ptr->resist_chaos = TRUE;
462                         p_ptr->resist_neth = TRUE;
463                         p_ptr->resist_fire = TRUE;
464                         p_ptr->oppose_fire = 1;
465                         p_ptr->see_inv = TRUE;
466                         new_speed += 3;
467                         p_ptr->redraw |= PR_STATUS;
468                         p_ptr->to_a += 10;
469                         p_ptr->dis_to_a += 10;
470                         break;
471                 case MIMIC_DEMON_LORD:
472                         p_ptr->hold_exp = TRUE;
473                         p_ptr->resist_chaos = TRUE;
474                         p_ptr->resist_neth = TRUE;
475                         p_ptr->immune_fire = TRUE;
476                         p_ptr->resist_acid = TRUE;
477                         p_ptr->resist_fire = TRUE;
478                         p_ptr->resist_cold = TRUE;
479                         p_ptr->resist_elec = TRUE;
480                         p_ptr->resist_pois = TRUE;
481                         p_ptr->resist_conf = TRUE;
482                         p_ptr->resist_disen = TRUE;
483                         p_ptr->resist_nexus = TRUE;
484                         p_ptr->resist_fear = TRUE;
485                         p_ptr->sh_fire = TRUE;
486                         p_ptr->see_inv = TRUE;
487                         p_ptr->telepathy = TRUE;
488                         p_ptr->levitation = TRUE;
489                         p_ptr->kill_wall = TRUE;
490                         new_speed += 5;
491                         p_ptr->to_a += 20;
492                         p_ptr->dis_to_a += 20;
493                         break;
494                 case MIMIC_VAMPIRE:
495                         p_ptr->resist_dark = TRUE;
496                         p_ptr->hold_exp = TRUE;
497                         p_ptr->resist_neth = TRUE;
498                         p_ptr->resist_cold = TRUE;
499                         p_ptr->resist_pois = TRUE;
500                         p_ptr->see_inv = TRUE;
501                         new_speed += 3;
502                         p_ptr->to_a += 10;
503                         p_ptr->dis_to_a += 10;
504                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
505                         break;
506                 }
507         }
508         else
509         {
510                 switch (p_ptr->prace)
511                 {
512                 case RACE_ELF:
513                         p_ptr->resist_lite = TRUE;
514                         break;
515                 case RACE_HOBBIT:
516                         p_ptr->hold_exp = TRUE;
517                         break;
518                 case RACE_GNOME:
519                         p_ptr->free_act = TRUE;
520                         break;
521                 case RACE_DWARF:
522                         p_ptr->resist_blind = TRUE;
523                         break;
524                 case RACE_HALF_ORC:
525                         p_ptr->resist_dark = TRUE;
526                         break;
527                 case RACE_HALF_TROLL:
528                         p_ptr->sustain_str = TRUE;
529
530                         if (p_ptr->lev > 14)
531                         {
532                                 /* High level trolls heal fast... */
533                                 p_ptr->regenerate = TRUE;
534
535                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
536                                 {
537                                         p_ptr->slow_digest = TRUE;
538                                         /* Let's not make Regeneration
539                                          * a disadvantage for the poor warriors who can
540                                          * never learn a spell that satisfies hunger (actually
541                                          * neither can rogues, but half-trolls are not
542                                          * supposed to play rogues) */
543                                 }
544                         }
545                         break;
546                 case RACE_AMBERITE:
547                         p_ptr->sustain_con = TRUE;
548                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
549                         break;
550                 case RACE_HIGH_ELF:
551                         p_ptr->resist_lite = TRUE;
552                         p_ptr->see_inv = TRUE;
553                         break;
554                 case RACE_BARBARIAN:
555                         p_ptr->resist_fear = TRUE;
556                         break;
557                 case RACE_HALF_OGRE:
558                         p_ptr->resist_dark = TRUE;
559                         p_ptr->sustain_str = TRUE;
560                         break;
561                 case RACE_HALF_GIANT:
562                         p_ptr->sustain_str = TRUE;
563                         p_ptr->resist_shard = TRUE;
564                         break;
565                 case RACE_HALF_TITAN:
566                         p_ptr->resist_chaos = TRUE;
567                         break;
568                 case RACE_CYCLOPS:
569                         p_ptr->resist_sound = TRUE;
570                         break;
571                 case RACE_YEEK:
572                         p_ptr->resist_acid = TRUE;
573                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
574                         break;
575                 case RACE_KLACKON:
576                         p_ptr->resist_conf = TRUE;
577                         p_ptr->resist_acid = TRUE;
578
579                         /* Klackons become faster */
580                         new_speed += (p_ptr->lev) / 10;
581                         break;
582                 case RACE_KOBOLD:
583                         p_ptr->resist_pois = TRUE;
584                         break;
585                 case RACE_NIBELUNG:
586                         p_ptr->resist_disen = TRUE;
587                         p_ptr->resist_dark = TRUE;
588                         break;
589                 case RACE_DARK_ELF:
590                         p_ptr->resist_dark = TRUE;
591                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
592                         break;
593                 case RACE_DRACONIAN:
594                         p_ptr->levitation = TRUE;
595                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
596                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
597                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
598                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
599                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
600                         break;
601                 case RACE_MIND_FLAYER:
602                         p_ptr->sustain_int = TRUE;
603                         p_ptr->sustain_wis = TRUE;
604                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
605                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
606                         break;
607                 case RACE_IMP:
608                         p_ptr->resist_fire = TRUE;
609                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
610                         break;
611                 case RACE_GOLEM:
612                         p_ptr->slow_digest = TRUE;
613                         p_ptr->free_act = TRUE;
614                         p_ptr->see_inv = TRUE;
615                         p_ptr->resist_pois = TRUE;
616                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
617                         break;
618                 case RACE_SKELETON:
619                         p_ptr->resist_shard = TRUE;
620                         p_ptr->hold_exp = TRUE;
621                         p_ptr->see_inv = TRUE;
622                         p_ptr->resist_pois = TRUE;
623                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
624                         break;
625                 case RACE_ZOMBIE:
626                         p_ptr->resist_neth = TRUE;
627                         p_ptr->hold_exp = TRUE;
628                         p_ptr->see_inv = TRUE;
629                         p_ptr->resist_pois = TRUE;
630                         p_ptr->slow_digest = TRUE;
631                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
632                         break;
633                 case RACE_VAMPIRE:
634                         p_ptr->resist_dark = TRUE;
635                         p_ptr->hold_exp = TRUE;
636                         p_ptr->resist_neth = TRUE;
637                         p_ptr->resist_cold = TRUE;
638                         p_ptr->resist_pois = TRUE;
639                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
640                         break;
641                 case RACE_SPECTRE:
642                         p_ptr->levitation = TRUE;
643                         p_ptr->free_act = TRUE;
644                         p_ptr->resist_neth = TRUE;
645                         p_ptr->hold_exp = TRUE;
646                         p_ptr->see_inv = TRUE;
647                         p_ptr->resist_pois = TRUE;
648                         p_ptr->slow_digest = TRUE;
649                         p_ptr->resist_cold = TRUE;
650                         p_ptr->pass_wall = TRUE;
651                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
652                         break;
653                 case RACE_SPRITE:
654                         p_ptr->levitation = TRUE;
655                         p_ptr->resist_lite = TRUE;
656
657                         /* Sprites become faster */
658                         new_speed += (p_ptr->lev) / 10;
659                         break;
660                 case RACE_BEASTMAN:
661                         p_ptr->resist_conf = TRUE;
662                         p_ptr->resist_sound = TRUE;
663                         break;
664                 case RACE_ENT:
665                         /* Ents dig like maniacs, but only with their hands. */
666                         if (!inventory[INVEN_RARM].k_idx)
667                                 p_ptr->skill_dig += p_ptr->lev * 10;
668                         /* Ents get tougher and stronger as they age, but lose dexterity. */
669                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
670                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
671                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
672
673                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
674                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
675                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
676
677                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
678                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
679                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
680                         break;
681                 case RACE_ANGEL:
682                         p_ptr->levitation = TRUE;
683                         p_ptr->see_inv = TRUE;
684                         break;
685                 case RACE_DEMON:
686                         p_ptr->resist_fire = TRUE;
687                         p_ptr->resist_neth = TRUE;
688                         p_ptr->hold_exp = TRUE;
689                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
690                         if (p_ptr->lev > 44)
691                         {
692                                 p_ptr->oppose_fire = 1;
693                                 p_ptr->redraw |= PR_STATUS;
694                         }
695                         break;
696                 case RACE_DUNADAN:
697                         p_ptr->sustain_con = TRUE;
698                         break;
699                 case RACE_S_FAIRY:
700                         p_ptr->levitation = TRUE;
701                         break;
702                 case RACE_KUTAR:
703                         p_ptr->resist_conf = TRUE;
704                         break;
705                 case RACE_ANDROID:
706                         p_ptr->slow_digest = TRUE;
707                         p_ptr->free_act = TRUE;
708                         p_ptr->resist_pois = TRUE;
709                         p_ptr->hold_exp = TRUE;
710                         break;
711                 case RACE_MERFOLK:
712                         p_ptr->resist_water = TRUE;
713                         break;
714                 default:
715                         /* Do nothing */
716                         ;
717                 }
718         }
719
720         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
721         {
722                 p_ptr->see_inv = TRUE;
723                 p_ptr->free_act = TRUE;
724                 p_ptr->slow_digest = TRUE;
725                 p_ptr->regenerate = TRUE;
726                 p_ptr->levitation = TRUE;
727                 p_ptr->hold_exp = TRUE;
728                 p_ptr->telepathy = TRUE;
729                 p_ptr->lite = TRUE;
730                 p_ptr->sustain_str = TRUE;
731                 p_ptr->sustain_int = TRUE;
732                 p_ptr->sustain_wis = TRUE;
733                 p_ptr->sustain_con = TRUE;
734                 p_ptr->sustain_dex = TRUE;
735                 p_ptr->sustain_chr = TRUE;
736                 p_ptr->resist_acid = TRUE;
737                 p_ptr->resist_elec = TRUE;
738                 p_ptr->resist_fire = TRUE;
739                 p_ptr->resist_cold = TRUE;
740                 p_ptr->resist_pois = TRUE;
741                 p_ptr->resist_conf = TRUE;
742                 p_ptr->resist_sound = TRUE;
743                 p_ptr->resist_lite = TRUE;
744                 p_ptr->resist_dark = TRUE;
745                 p_ptr->resist_chaos = TRUE;
746                 p_ptr->resist_disen = TRUE;
747                 p_ptr->resist_shard = TRUE;
748                 p_ptr->resist_nexus = TRUE;
749                 p_ptr->resist_blind = TRUE;
750                 p_ptr->resist_neth = TRUE;
751                 p_ptr->resist_fear = TRUE;
752                 p_ptr->reflect = TRUE;
753                 p_ptr->sh_fire = TRUE;
754                 p_ptr->sh_elec = TRUE;
755                 p_ptr->sh_cold = TRUE;
756                 p_ptr->to_a += 100;
757                 p_ptr->dis_to_a += 100;
758         }
759         /* Temporary shield */
760         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
761         {
762                 p_ptr->to_a += 50;
763                 p_ptr->dis_to_a += 50;
764         }
765
766         if (p_ptr->tim_res_nether)
767         {
768                 p_ptr->resist_neth = TRUE;
769         }
770         if (p_ptr->tim_sh_fire)
771         {
772                 p_ptr->sh_fire = TRUE;
773         }
774         if (p_ptr->tim_res_time)
775         {
776                 p_ptr->resist_time = TRUE;
777         }
778
779         /* Sexy Gal */
780         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
781
782         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
783         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
784         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
785
786         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
787         {
788                 p_ptr->to_m_chance += 5;
789                 p_ptr->resist_conf = TRUE;
790         }
791
792         /* Lucky man */
793         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
794
795         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
796         {
797                 p_ptr->resist_blind = TRUE;
798                 p_ptr->resist_conf = TRUE;
799                 p_ptr->hold_exp = TRUE;
800                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
801
802                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
803                         /* Munchkin become faster */
804                         new_speed += (p_ptr->lev) / 10 + 5;
805         }
806
807         if (music_singing(MUSIC_WALL))
808         {
809                 p_ptr->kill_wall = TRUE;
810         }
811
812         /* Hack -- apply racial/class stat maxes */
813         /* Apply the racial modifiers */
814         for (i = 0; i < A_MAX; i++)
815         {
816                 /* Modify the stats for "race" */
817                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
818         }
819
820
821         /* I'm adding the mutations here for the lack of a better place... */
822         if (p_ptr->muta3)
823         {
824                 /* Hyper Strength */
825                 if (p_ptr->muta3 & MUT3_HYPER_STR)
826                 {
827                         p_ptr->stat_add[A_STR] += 4;
828                 }
829
830                 /* Puny */
831                 if (p_ptr->muta3 & MUT3_PUNY)
832                 {
833                         p_ptr->stat_add[A_STR] -= 4;
834                 }
835
836                 /* Living computer */
837                 if (p_ptr->muta3 & MUT3_HYPER_INT)
838                 {
839                         p_ptr->stat_add[A_INT] += 4;
840                         p_ptr->stat_add[A_WIS] += 4;
841                 }
842
843                 /* Moronic */
844                 if (p_ptr->muta3 & MUT3_MORONIC)
845                 {
846                         p_ptr->stat_add[A_INT] -= 4;
847                         p_ptr->stat_add[A_WIS] -= 4;
848                 }
849
850                 if (p_ptr->muta3 & MUT3_RESILIENT)
851                 {
852                         p_ptr->stat_add[A_CON] += 4;
853                 }
854
855                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
856                 {
857                         p_ptr->stat_add[A_CON] += 2;
858                         new_speed -= 2;
859                 }
860
861                 if (p_ptr->muta3 & MUT3_ALBINO)
862                 {
863                         p_ptr->stat_add[A_CON] -= 4;
864                 }
865
866                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
867                 {
868                         p_ptr->stat_add[A_CON] -= 2;
869                         p_ptr->stat_add[A_CHR] -= 1;
870                         p_ptr->regenerate = FALSE;
871                         /* Cancel innate regeneration */
872                 }
873
874                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
875                 {
876                         p_ptr->stat_add[A_CHR] -= 4;
877                 }
878
879                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
880                 {
881                         p_ptr->stat_add[A_CHR] -= 1;
882                 }
883
884                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
885                 {
886                         p_ptr->skill_fos += 15;
887                         p_ptr->skill_srh += 15;
888                 }
889
890                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
891                 {
892                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
893                 }
894
895                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
896                 {
897                         p_ptr->skill_stl -= 3;
898                 }
899
900                 if (p_ptr->muta3 & MUT3_INFRAVIS)
901                 {
902                         p_ptr->see_infra += 3;
903                 }
904
905                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
906                 {
907                         new_speed += 3;
908                 }
909
910                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
911                 {
912                         new_speed -= 3;
913                 }
914
915                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
916                 {
917                         p_ptr->sh_elec = TRUE;
918                 }
919
920                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
921                 {
922                         p_ptr->sh_fire = TRUE;
923                         p_ptr->lite = TRUE;
924                 }
925
926                 if (p_ptr->muta3 & MUT3_WART_SKIN)
927                 {
928                         p_ptr->stat_add[A_CHR] -= 2;
929                         p_ptr->to_a += 5;
930                         p_ptr->dis_to_a += 5;
931                 }
932
933                 if (p_ptr->muta3 & MUT3_SCALES)
934                 {
935                         p_ptr->stat_add[A_CHR] -= 1;
936                         p_ptr->to_a += 10;
937                         p_ptr->dis_to_a += 10;
938                 }
939
940                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
941                 {
942                         p_ptr->stat_add[A_DEX] -= 1;
943                         p_ptr->to_a += 25;
944                         p_ptr->dis_to_a += 25;
945                 }
946
947                 if (p_ptr->muta3 & MUT3_WINGS)
948                 {
949                         p_ptr->levitation = TRUE;
950                 }
951
952                 if (p_ptr->muta3 & MUT3_FEARLESS)
953                 {
954                         p_ptr->resist_fear = TRUE;
955                 }
956
957                 if (p_ptr->muta3 & MUT3_REGEN)
958                 {
959                         p_ptr->regenerate = TRUE;
960                 }
961
962                 if (p_ptr->muta3 & MUT3_ESP)
963                 {
964                         p_ptr->telepathy = TRUE;
965                 }
966
967                 if (p_ptr->muta3 & MUT3_LIMBER)
968                 {
969                         p_ptr->stat_add[A_DEX] += 3;
970                 }
971
972                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
973                 {
974                         p_ptr->stat_add[A_DEX] -= 3;
975                 }
976
977                 if (p_ptr->muta3 & MUT3_MOTION)
978                 {
979                         p_ptr->free_act = TRUE;
980                         p_ptr->skill_stl += 1;
981                 }
982
983                 if (p_ptr->muta3 & MUT3_ILL_NORM)
984                 {
985                         p_ptr->stat_add[A_CHR] = 0;
986                 }
987         }
988
989         if (p_ptr->tsuyoshi)
990         {
991                 p_ptr->stat_add[A_STR] += 4;
992                 p_ptr->stat_add[A_CON] += 4;
993         }
994
995         /* Scan the usable inventory */
996         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
997         {
998                 int bonus_to_h, bonus_to_d;
999                 o_ptr = &inventory[i];
1000
1001                 /* Skip non-objects */
1002                 if (!o_ptr->k_idx) continue;
1003
1004                 /* Extract the item flags */
1005                 object_flags(o_ptr, flgs);
1006
1007                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1008                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1009
1010                 /* Affect stats */
1011                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1012                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1013                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1014                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1015                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1016                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1017
1018                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1019
1020                 /* Affect stealth */
1021                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1022
1023                 /* Affect searching ability (factor of five) */
1024                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1025
1026                 /* Affect searching frequency (factor of five) */
1027                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1028
1029                 /* Affect infravision */
1030                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1031
1032                 /* Affect digging (factor of 20) */
1033                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1034
1035                 /* Affect speed */
1036                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1037
1038                 /* Affect blows */
1039                 if (have_flag(flgs, TR_BLOWS))
1040                 {
1041                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1042                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1043                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1044                 }
1045
1046                 /* Hack -- cause earthquakes */
1047                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1048
1049                 /* Various flags */
1050                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1051                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1052                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1053                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1054                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1055                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1056                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1057                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1058                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1059                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1060                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1061                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1062                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1063                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1064                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1065                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1066                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1067                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1068                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1069                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1070                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1071                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1072                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1073                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1074                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1075                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1076                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1077                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1078                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1079                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1080                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1081                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1082                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1083                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1084                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1085
1086                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1087                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1088                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1089                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1090                 if (have_flag(flgs, TR_WARNING)) {
1091                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1092                                 p_ptr->warning = TRUE;
1093                 }
1094
1095                 if (have_flag(flgs, TR_TELEPORT))
1096                 {
1097                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1098                         else
1099                         {
1100                                 concptr insc = quark_str(o_ptr->inscription);
1101
1102                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1103                                 {
1104                                         /*
1105                                          * {.} will stop random teleportation.
1106                                          */
1107                                 }
1108                                 else
1109                                 {
1110                                         /* Controlled random teleportation */
1111                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1112                                 }
1113                         }
1114                 }
1115
1116                 /* Immunity flags */
1117                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1118                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1119                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1120                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1121
1122                 /* Resistance flags */
1123                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1124                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1125                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1126                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1127                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1128                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1129                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1130                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1131                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1132                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1133                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1134                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1135                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1136                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1137                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1138                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1139
1140                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1141                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1142                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1143                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1144                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1145                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1146
1147                 /* Sustain flags */
1148                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1149                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1150                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1151                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1152                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1153                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1154
1155                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1156                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1157                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1158                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1159                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1160                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1161                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1162
1163                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1164                 {
1165                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1166                         {
1167                                 p_ptr->to_m_chance += 10;
1168                         }
1169                         else
1170                         {
1171                                 p_ptr->to_m_chance += 3;
1172                         }
1173                 }
1174
1175                 if (o_ptr->tval == TV_CAPTURE) continue;
1176
1177                 /* Modify the base armor class */
1178                 p_ptr->ac += o_ptr->ac;
1179
1180                 /* The base armor class is always known */
1181                 p_ptr->dis_ac += o_ptr->ac;
1182
1183                 /* Apply the bonuses to armor class */
1184                 p_ptr->to_a += o_ptr->to_a;
1185
1186                 /* Apply the mental bonuses to armor class, if known */
1187                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1188
1189                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1190                 {
1191                         int slot = i - INVEN_RARM;
1192                         if (slot < 2)
1193                         {
1194                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1195                                 {
1196                                         p_ptr->to_h[slot] -= 15;
1197                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1198                                 }
1199                                 else
1200                                 {
1201                                         p_ptr->to_h[slot] -= 5;
1202                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1203                                 }
1204                         }
1205                         else
1206                         {
1207                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1208                                 {
1209                                         p_ptr->to_h_b -= 15;
1210                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1211                                 }
1212                                 else
1213                                 {
1214                                         p_ptr->to_h_b -= 5;
1215                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1216                                 }
1217                         }
1218                 }
1219
1220                 if (o_ptr->curse_flags & TRC_LOW_AC)
1221                 {
1222                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1223                         {
1224                                 p_ptr->to_a -= 30;
1225                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1226                         }
1227                         else
1228                         {
1229                                 p_ptr->to_a -= 10;
1230                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1231                         }
1232                 }
1233
1234                 /* Hack -- do not apply "weapon" bonuses */
1235                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1236                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1237
1238                 /* Hack -- do not apply "bow" bonuses */
1239                 if (i == INVEN_BOW) continue;
1240
1241                 bonus_to_h = o_ptr->to_h;
1242                 bonus_to_d = o_ptr->to_d;
1243
1244                 if (p_ptr->pclass == CLASS_NINJA)
1245                 {
1246                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1247                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1248                 }
1249
1250                 /* To Bow and Natural attack */
1251
1252                 /* Apply the bonuses to hit/damage */
1253                 p_ptr->to_h_b += (s16b)bonus_to_h;
1254                 p_ptr->to_h_m += (s16b)bonus_to_h;
1255                 p_ptr->to_d_m += (s16b)bonus_to_d;
1256
1257                 /* Apply the mental bonuses tp hit/damage, if known */
1258                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1259
1260                 /* To Melee */
1261                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1262                 {
1263                         /* Apply the bonuses to hit/damage */
1264                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1265                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1266
1267                         /* Apply the mental bonuses tp hit/damage, if known */
1268                         if (object_is_known(o_ptr))
1269                         {
1270                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1271                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1272                         }
1273                 }
1274                 else if (p_ptr->migite && p_ptr->hidarite)
1275                 {
1276                         /* Apply the bonuses to hit/damage */
1277                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1278                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1279                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1280                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1281
1282                         /* Apply the mental bonuses tp hit/damage, if known */
1283                         if (object_is_known(o_ptr))
1284                         {
1285                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1286                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1287                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1288                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1289                         }
1290                 }
1291                 else
1292                 {
1293                         /* Apply the bonuses to hit/damage */
1294                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1295                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1296
1297                         /* Apply the mental bonuses to hit/damage, if known */
1298                         if (object_is_known(o_ptr))
1299                         {
1300                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1301                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1302                         }
1303                 }
1304         }
1305
1306         /* Shield skill bonus */
1307         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1308         {
1309                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1310                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1311         }
1312
1313         if (old_mighty_throw != p_ptr->mighty_throw)
1314         {
1315                 /* Redraw average damege display of Shuriken */
1316                 p_ptr->window |= PW_INVEN;
1317         }
1318
1319         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1320
1321         /* Monks get extra ac for armour _not worn_ */
1322         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1323         {
1324                 if (!(inventory[INVEN_BODY].k_idx))
1325                 {
1326                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1327                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1328                 }
1329                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1330                 {
1331                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1332                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1333                 }
1334                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1335                 {
1336                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1337                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1338                 }
1339                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1340                 {
1341                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1342                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1343                 }
1344                 if (!(inventory[INVEN_HANDS].k_idx))
1345                 {
1346                         p_ptr->to_a += (p_ptr->lev / 2);
1347                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1348                 }
1349                 if (!(inventory[INVEN_FEET].k_idx))
1350                 {
1351                         p_ptr->to_a += (p_ptr->lev / 3);
1352                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1353                 }
1354                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1355                 {
1356                         p_ptr->stat_add[A_STR] += 2;
1357                         p_ptr->stat_add[A_DEX] += 2;
1358                         p_ptr->stat_add[A_CON] -= 3;
1359                 }
1360                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1361                 {
1362                 }
1363                 else if (p_ptr->special_defense & KAMAE_GENBU)
1364                 {
1365                         p_ptr->stat_add[A_INT] -= 1;
1366                         p_ptr->stat_add[A_WIS] -= 1;
1367                         p_ptr->stat_add[A_DEX] -= 2;
1368                         p_ptr->stat_add[A_CON] += 3;
1369                 }
1370                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1371                 {
1372                         p_ptr->stat_add[A_STR] -= 2;
1373                         p_ptr->stat_add[A_INT] += 1;
1374                         p_ptr->stat_add[A_WIS] += 1;
1375                         p_ptr->stat_add[A_DEX] += 2;
1376                         p_ptr->stat_add[A_CON] -= 2;
1377                 }
1378         }
1379
1380         if (p_ptr->special_defense & KATA_KOUKIJIN)
1381         {
1382                 for (i = 0; i < A_MAX; i++)
1383                         p_ptr->stat_add[i] += 5;
1384                 p_ptr->to_a -= 50;
1385                 p_ptr->dis_to_a -= 50;
1386         }
1387
1388         /* Hack -- aura of fire also provides light */
1389         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1390
1391         /* Golems also get an intrinsic AC bonus */
1392         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1393         {
1394                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1395                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1396         }
1397
1398         /* Hex bonuses */
1399         if (p_ptr->realm1 == REALM_HEX)
1400         {
1401                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1402                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1403                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1404                 if (hex_spelling(HEX_BUILDING))
1405                 {
1406                         p_ptr->stat_add[A_STR] += 4;
1407                         p_ptr->stat_add[A_DEX] += 4;
1408                         p_ptr->stat_add[A_CON] += 4;
1409                 }
1410                 if (hex_spelling(HEX_DEMON_AURA))
1411                 {
1412                         p_ptr->sh_fire = TRUE;
1413                         p_ptr->regenerate = TRUE;
1414                 }
1415                 if (hex_spelling(HEX_ICE_ARMOR))
1416                 {
1417                         p_ptr->sh_cold = TRUE;
1418                         p_ptr->to_a += 30;
1419                         p_ptr->dis_to_a += 30;
1420                 }
1421                 if (hex_spelling(HEX_SHOCK_CLOAK))
1422                 {
1423                         p_ptr->sh_elec = TRUE;
1424                         new_speed += 3;
1425                 }
1426                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1427                 {
1428                         ARMOUR_CLASS ac = 0;
1429                         o_ptr = &inventory[i];
1430                         if (!o_ptr->k_idx) continue;
1431                         if (!object_is_armour(o_ptr)) continue;
1432                         if (!object_is_cursed(o_ptr)) continue;
1433                         ac += 5;
1434                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1435                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1436                         p_ptr->to_a += (s16b)ac;
1437                         p_ptr->dis_to_a += (s16b)ac;
1438                 }
1439         }
1440
1441         /* Calculate stats */
1442         for (i = 0; i < A_MAX; i++)
1443         {
1444                 int top, use, ind;
1445
1446                 /* Extract the new "stat_use" value for the stat */
1447                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1448
1449                 /* Notice changes */
1450                 if (p_ptr->stat_top[i] != top)
1451                 {
1452                         /* Save the new value */
1453                         p_ptr->stat_top[i] = (s16b)top;
1454                         p_ptr->redraw |= (PR_STATS);
1455                         p_ptr->window |= (PW_PLAYER);
1456                 }
1457
1458
1459                 /* Extract the new "stat_use" value for the stat */
1460                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1461
1462                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1463                 {
1464                         /* 10 to 18/90 charisma, guaranteed, based on level */
1465                         if (use < 8 + 2 * p_ptr->lev)
1466                         {
1467                                 use = 8 + 2 * p_ptr->lev;
1468                         }
1469                 }
1470
1471                 /* Notice changes */
1472                 if (p_ptr->stat_use[i] != use)
1473                 {
1474                         /* Save the new value */
1475                         p_ptr->stat_use[i] = (s16b)use;
1476                         p_ptr->redraw |= (PR_STATS);
1477                         p_ptr->window |= (PW_PLAYER);
1478                 }
1479
1480
1481                 /* Values: 3, 4, ..., 17 */
1482                 if (use <= 18) ind = (use - 3);
1483
1484                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1485                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1486
1487                 /* Range: 18/220+ */
1488                 else ind = (37);
1489
1490                 /* Notice changes */
1491                 if (p_ptr->stat_ind[i] != ind)
1492                 {
1493                         /* Save the new index */
1494                         p_ptr->stat_ind[i] = (s16b)ind;
1495
1496                         /* Change in CON affects Hitpoints */
1497                         if (i == A_CON)
1498                         {
1499                                 p_ptr->update |= (PU_HP);
1500                         }
1501
1502                         /* Change in INT may affect Mana/Spells */
1503                         else if (i == A_INT)
1504                         {
1505                                 if (mp_ptr->spell_stat == A_INT)
1506                                 {
1507                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1508                                 }
1509                         }
1510
1511                         /* Change in WIS may affect Mana/Spells */
1512                         else if (i == A_WIS)
1513                         {
1514                                 if (mp_ptr->spell_stat == A_WIS)
1515                                 {
1516                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1517                                 }
1518                         }
1519
1520                         /* Change in WIS may affect Mana/Spells */
1521                         else if (i == A_CHR)
1522                         {
1523                                 if (mp_ptr->spell_stat == A_CHR)
1524                                 {
1525                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1526                                 }
1527                         }
1528
1529                         p_ptr->window |= (PW_PLAYER);
1530                 }
1531         }
1532
1533
1534         /* Apply temporary "stun" */
1535         if (p_ptr->stun > 50)
1536         {
1537                 p_ptr->to_h[0] -= 20;
1538                 p_ptr->to_h[1] -= 20;
1539                 p_ptr->to_h_b -= 20;
1540                 p_ptr->to_h_m -= 20;
1541                 p_ptr->dis_to_h[0] -= 20;
1542                 p_ptr->dis_to_h[1] -= 20;
1543                 p_ptr->dis_to_h_b -= 20;
1544                 p_ptr->to_d[0] -= 20;
1545                 p_ptr->to_d[1] -= 20;
1546                 p_ptr->to_d_m -= 20;
1547                 p_ptr->dis_to_d[0] -= 20;
1548                 p_ptr->dis_to_d[1] -= 20;
1549         }
1550         else if (p_ptr->stun)
1551         {
1552                 p_ptr->to_h[0] -= 5;
1553                 p_ptr->to_h[1] -= 5;
1554                 p_ptr->to_h_b -= 5;
1555                 p_ptr->to_h_m -= 5;
1556                 p_ptr->dis_to_h[0] -= 5;
1557                 p_ptr->dis_to_h[1] -= 5;
1558                 p_ptr->dis_to_h_b -= 5;
1559                 p_ptr->to_d[0] -= 5;
1560                 p_ptr->to_d[1] -= 5;
1561                 p_ptr->to_d_m -= 5;
1562                 p_ptr->dis_to_d[0] -= 5;
1563                 p_ptr->dis_to_d[1] -= 5;
1564         }
1565
1566         /* Wraith form */
1567         if (p_ptr->wraith_form)
1568         {
1569                 p_ptr->reflect = TRUE;
1570                 p_ptr->pass_wall = TRUE;
1571         }
1572
1573         if (p_ptr->kabenuke)
1574         {
1575                 p_ptr->pass_wall = TRUE;
1576         }
1577
1578         /* Temporary blessing */
1579         if (IS_BLESSED())
1580         {
1581                 p_ptr->to_a += 5;
1582                 p_ptr->dis_to_a += 5;
1583                 p_ptr->to_h[0] += 10;
1584                 p_ptr->to_h[1] += 10;
1585                 p_ptr->to_h_b += 10;
1586                 p_ptr->to_h_m += 10;
1587                 p_ptr->dis_to_h[0] += 10;
1588                 p_ptr->dis_to_h[1] += 10;
1589                 p_ptr->dis_to_h_b += 10;
1590         }
1591
1592         if (p_ptr->magicdef)
1593         {
1594                 p_ptr->resist_blind = TRUE;
1595                 p_ptr->resist_conf = TRUE;
1596                 p_ptr->reflect = TRUE;
1597                 p_ptr->free_act = TRUE;
1598                 p_ptr->levitation = TRUE;
1599         }
1600
1601         /* Temporary "Hero" */
1602         if (IS_HERO())
1603         {
1604                 p_ptr->to_h[0] += 12;
1605                 p_ptr->to_h[1] += 12;
1606                 p_ptr->to_h_b += 12;
1607                 p_ptr->to_h_m += 12;
1608                 p_ptr->dis_to_h[0] += 12;
1609                 p_ptr->dis_to_h[1] += 12;
1610                 p_ptr->dis_to_h_b += 12;
1611         }
1612
1613         /* Temporary "Beserk" */
1614         if (p_ptr->shero)
1615         {
1616                 p_ptr->to_h[0] += 12;
1617                 p_ptr->to_h[1] += 12;
1618                 p_ptr->to_h_b -= 12;
1619                 p_ptr->to_h_m += 12;
1620                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1621                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1622                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1623                 p_ptr->dis_to_h[0] += 12;
1624                 p_ptr->dis_to_h[1] += 12;
1625                 p_ptr->dis_to_h_b -= 12;
1626                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1627                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1628                 p_ptr->to_a -= 10;
1629                 p_ptr->dis_to_a -= 10;
1630                 p_ptr->skill_stl -= 7;
1631                 p_ptr->skill_dev -= 20;
1632                 p_ptr->skill_sav -= 30;
1633                 p_ptr->skill_srh -= 15;
1634                 p_ptr->skill_fos -= 15;
1635                 p_ptr->skill_tht -= 20;
1636                 p_ptr->skill_dig += 30;
1637         }
1638
1639         /* Temporary "fast" */
1640         if (IS_FAST())
1641         {
1642                 new_speed += 10;
1643         }
1644
1645         /* Temporary "slow" */
1646         if (p_ptr->slow)
1647         {
1648                 new_speed -= 10;
1649         }
1650
1651         /* Temporary "telepathy" */
1652         if (IS_TIM_ESP())
1653         {
1654                 p_ptr->telepathy = TRUE;
1655         }
1656
1657         if (p_ptr->ele_immune)
1658         {
1659                 if (p_ptr->special_defense & DEFENSE_ACID)
1660                         p_ptr->immune_acid = TRUE;
1661                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1662                         p_ptr->immune_elec = TRUE;
1663                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1664                         p_ptr->immune_fire = TRUE;
1665                 else if (p_ptr->special_defense & DEFENSE_COLD)
1666                         p_ptr->immune_cold = TRUE;
1667         }
1668
1669         /* Temporary see invisible */
1670         if (p_ptr->tim_invis)
1671         {
1672                 p_ptr->see_inv = TRUE;
1673         }
1674
1675         /* Temporary infravision boost */
1676         if (p_ptr->tim_infra)
1677         {
1678                 p_ptr->see_infra += 3;
1679         }
1680
1681         /* Temporary regeneration boost */
1682         if (p_ptr->tim_regen)
1683         {
1684                 p_ptr->regenerate = TRUE;
1685         }
1686
1687         /* Temporary levitation */
1688         if (p_ptr->tim_levitation)
1689         {
1690                 p_ptr->levitation = TRUE;
1691         }
1692
1693         /* Temporary reflection */
1694         if (p_ptr->tim_reflect)
1695         {
1696                 p_ptr->reflect = TRUE;
1697         }
1698
1699         /* Hack -- Hero/Shero -> Res fear */
1700         if (IS_HERO() || p_ptr->shero)
1701         {
1702                 p_ptr->resist_fear = TRUE;
1703         }
1704
1705
1706         /* Hack -- Telepathy Change */
1707         if (p_ptr->telepathy != old_telepathy)
1708         {
1709                 p_ptr->update |= (PU_MONSTERS);
1710         }
1711
1712         if ((p_ptr->esp_animal != old_esp_animal) ||
1713                 (p_ptr->esp_undead != old_esp_undead) ||
1714                 (p_ptr->esp_demon != old_esp_demon) ||
1715                 (p_ptr->esp_orc != old_esp_orc) ||
1716                 (p_ptr->esp_troll != old_esp_troll) ||
1717                 (p_ptr->esp_giant != old_esp_giant) ||
1718                 (p_ptr->esp_dragon != old_esp_dragon) ||
1719                 (p_ptr->esp_human != old_esp_human) ||
1720                 (p_ptr->esp_evil != old_esp_evil) ||
1721                 (p_ptr->esp_good != old_esp_good) ||
1722                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1723                 (p_ptr->esp_unique != old_esp_unique))
1724         {
1725                 p_ptr->update |= (PU_MONSTERS);
1726         }
1727
1728         /* Hack -- See Invis Change */
1729         if (p_ptr->see_inv != old_see_inv)
1730         {
1731                 p_ptr->update |= (PU_MONSTERS);
1732         }
1733
1734         /* Bloating slows the player down (a little) */
1735         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1736
1737         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1738
1739         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1740                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1741         {
1742                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1743                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1744         }
1745
1746         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1747         {
1748                 int penalty1, penalty2;
1749                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1750                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1751                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1752                 {
1753                         penalty1 = penalty1 / 2 - 5;
1754                         penalty2 = penalty2 / 2 - 5;
1755                         new_speed += 7;
1756                         p_ptr->to_a += 10;
1757                         p_ptr->dis_to_a += 10;
1758                 }
1759                 if (easy_2weapon)
1760                 {
1761                         if (penalty1 > 0) penalty1 /= 2;
1762                         if (penalty2 > 0) penalty2 /= 2;
1763                 }
1764                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1765                 {
1766                         penalty1 = MAX(0, penalty1 - 10);
1767                         penalty2 = MAX(0, penalty2 - 10);
1768                 }
1769                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1770                 {
1771                         penalty1 = MIN(0, penalty1);
1772                         penalty2 = MIN(0, penalty2);
1773                         p_ptr->to_a += 10;
1774                         p_ptr->dis_to_a += 10;
1775                 }
1776                 else
1777                 {
1778                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1779                                 penalty1 /= 2;
1780                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1781                                 penalty2 /= 2;
1782                 }
1783                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1784                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1785                 p_ptr->to_h[0] -= (s16b)penalty1;
1786                 p_ptr->to_h[1] -= (s16b)penalty2;
1787                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1788                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1789         }
1790
1791         /* Extract the current weight (in tenth pounds) */
1792         j = p_ptr->total_weight;
1793
1794         if (!p_ptr->riding)
1795         {
1796                 /* Extract the "weight limit" (in tenth pounds) */
1797                 i = (int)weight_limit();
1798         }
1799         else
1800         {
1801                 monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
1802                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1803                 SPEED speed = riding_m_ptr->mspeed;
1804
1805                 if (riding_m_ptr->mspeed > 110)
1806                 {
1807                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1808                         if (new_speed < 110) new_speed = 110;
1809                 }
1810                 else
1811                 {
1812                         new_speed = speed;
1813                 }
1814                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1815                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1816                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1817                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1818                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1819
1820                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1821                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1822
1823                 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;
1824
1825                 /* Extract the "weight limit" */
1826                 i = 1500 + riding_r_ptr->level * 25;
1827         }
1828
1829         /* Apply "encumbrance" from weight */
1830         if (j > i) new_speed -= ((j - i) / (i / 5));
1831
1832         /* Searching slows the player down */
1833         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1834
1835         /* Feature bonus */
1836         if (p_ptr->prace == RACE_MERFOLK)
1837         {
1838                 if (have_flag(f_ptr->flags, FF_WATER))
1839                 {
1840                         new_speed += (2 + p_ptr->lev / 10);
1841                 }
1842                 else if (!p_ptr->levitation)
1843                 {
1844                         new_speed -= 2;
1845                 }
1846         }
1847
1848
1849         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1850         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1851         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1852         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1853         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1854         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1855         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1856         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1857         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1859         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1860         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1861         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1862
1863         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1864         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1865         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1866         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1867         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1868         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1869         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1870         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1871         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1872         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1873
1874
1875         /* Obtain the "hold" value */
1876         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1877
1878
1879         /* Examine the "current bow" */
1880         o_ptr = &inventory[INVEN_BOW];
1881
1882         /* It is hard to carholdry a heavy bow */
1883         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1884         if (p_ptr->heavy_shoot)
1885         {
1886                 /* Hard to wield a heavy bow */
1887                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1888                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1889         }
1890
1891         /* Compute "extra shots" if needed */
1892         if (o_ptr->k_idx)
1893         {
1894                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1895
1896                 /* Apply special flags */
1897                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1898                 {
1899                         /* Extra shots */
1900                         p_ptr->num_fire = calc_num_fire(o_ptr);
1901
1902                         /* Snipers love Cross bows */
1903                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1904                                 (p_ptr->tval_ammo == TV_BOLT))
1905                         {
1906                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1907                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1908                         }
1909                 }
1910         }
1911
1912         if (p_ptr->ryoute) hold *= 2;
1913
1914         for (i = 0; i < 2; i++)
1915         {
1916                 /* Examine the "main weapon" */
1917                 o_ptr = &inventory[INVEN_RARM + i];
1918
1919                 object_flags(o_ptr, flgs);
1920
1921                 /* Assume not heavy */
1922                 p_ptr->heavy_wield[i] = FALSE;
1923                 p_ptr->icky_wield[i] = FALSE;
1924                 p_ptr->riding_wield[i] = FALSE;
1925
1926                 if (!has_melee_weapon(INVEN_RARM + i))
1927                 {
1928                         p_ptr->num_blow[i] = 1;
1929                         continue;
1930                 }
1931                 /* It is hard to hold a heavy weapon */
1932                 if (hold < o_ptr->weight / 10)
1933                 {
1934                         /* Hard to wield a heavy weapon */
1935                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1936                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1937
1938                         /* Heavy weapon */
1939                         p_ptr->heavy_wield[i] = TRUE;
1940                 }
1941                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1942
1943                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1944                 {
1945                         p_ptr->to_a += 5;
1946                         p_ptr->dis_to_a += 5;
1947                 }
1948
1949                 /* Normal weapons */
1950                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1951                 {
1952                         int str_index, dex_index;
1953
1954                         int num = 0, wgt = 0, mul = 0, div = 0;
1955
1956                         /* Analyze the class */
1957                         switch (p_ptr->pclass)
1958                         {
1959                         case CLASS_WARRIOR:
1960                                 num = 6; wgt = 70; mul = 5; break;
1961
1962                         case CLASS_BERSERKER:
1963                                 num = 6; wgt = 70; mul = 7; break;
1964
1965                         case CLASS_MAGE:
1966                         case CLASS_HIGH_MAGE:
1967                         case CLASS_BLUE_MAGE:
1968                                 num = 3; wgt = 100; mul = 2; break;
1969
1970                         case CLASS_PRIEST:
1971                         case CLASS_MAGIC_EATER:
1972                         case CLASS_MINDCRAFTER:
1973                                 num = 5; wgt = 100; mul = 3; break;
1974
1975                         case CLASS_ROGUE:
1976                                 num = 5; wgt = 40; mul = 3; break;
1977
1978                         case CLASS_RANGER:
1979                                 num = 5; wgt = 70; mul = 4; break;
1980
1981                         case CLASS_PALADIN:
1982                         case CLASS_SAMURAI:
1983                                 num = 5; wgt = 70; mul = 4; break;
1984
1985                         case CLASS_SMITH:
1986                                 num = 5; wgt = 150; mul = 5; break;
1987
1988                         case CLASS_WARRIOR_MAGE:
1989                         case CLASS_RED_MAGE:
1990                                 num = 5; wgt = 70; mul = 3; break;
1991
1992                         case CLASS_CHAOS_WARRIOR:
1993                                 num = 5; wgt = 70; mul = 4; break;
1994
1995                         case CLASS_MONK:
1996                                 num = 5; wgt = 60; mul = 3; break;
1997
1998                         case CLASS_TOURIST:
1999                                 num = 4; wgt = 100; mul = 3; break;
2000
2001                         case CLASS_IMITATOR:
2002                                 num = 5; wgt = 70; mul = 4; break;
2003
2004                         case CLASS_BEASTMASTER:
2005                                 num = 5; wgt = 70; mul = 3; break;
2006
2007                         case CLASS_CAVALRY:
2008                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2009                                 else { num = 5; wgt = 100; mul = 3; }
2010                                 break;
2011
2012                         case CLASS_SORCERER:
2013                                 num = 1; wgt = 1; mul = 1; break;
2014
2015                         case CLASS_ARCHER:
2016                         case CLASS_BARD:
2017                         case CLASS_SNIPER:
2018                                 num = 4; wgt = 70; mul = 2; break;
2019
2020                         case CLASS_FORCETRAINER:
2021                                 num = 4; wgt = 60; mul = 2; break;
2022
2023                         case CLASS_MIRROR_MASTER:
2024                                 num = 3; wgt = 100; mul = 3; break;
2025
2026                         case CLASS_NINJA:
2027                                 num = 4; wgt = 20; mul = 1; break;
2028                         }
2029
2030                         /* Hex - extra mights gives +1 bonus to max blows */
2031                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2032
2033                         /* Enforce a minimum "weight" (tenth pounds) */
2034                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2035
2036                         /* Access the strength vs weight */
2037                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2038
2039                         if (p_ptr->ryoute && !omoi) str_index++;
2040                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2041
2042                         /* Maximal value */
2043                         if (str_index > 11) str_index = 11;
2044
2045                         /* Index by dexterity */
2046                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2047
2048                         /* Maximal value */
2049                         if (dex_index > 11) dex_index = 11;
2050
2051                         /* Use the blows table */
2052                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2053
2054                         /* Maximal value */
2055                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2056
2057                         /* Add in the "bonus blows" */
2058                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2059
2060
2061                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2062                         else if (p_ptr->pclass == CLASS_BERSERKER)
2063                         {
2064                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2065                         }
2066                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2067
2068                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2069
2070                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2071
2072
2073                         /* Require at least one blow */
2074                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2075
2076                         /* Boost digging skill by weapon weight */
2077                         p_ptr->skill_dig += (o_ptr->weight / 10);
2078                 }
2079
2080                 /* Assume okay */
2081                 /* Priest weapon penalty for non-blessed edged weapons */
2082                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2083                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2084                 {
2085                         /* Reduce the real bonuses */
2086                         p_ptr->to_h[i] -= 2;
2087                         p_ptr->to_d[i] -= 2;
2088
2089                         /* Reduce the mental bonuses */
2090                         p_ptr->dis_to_h[i] -= 2;
2091                         p_ptr->dis_to_d[i] -= 2;
2092
2093                         /* Icky weapon */
2094                         p_ptr->icky_wield[i] = TRUE;
2095                 }
2096                 else if (p_ptr->pclass == CLASS_BERSERKER)
2097                 {
2098                         p_ptr->to_h[i] += p_ptr->lev / 5;
2099                         p_ptr->to_d[i] += p_ptr->lev / 6;
2100                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2101                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2102                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2103                         {
2104                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2105                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2106                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2107                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2108                         }
2109                 }
2110                 else if (p_ptr->pclass == CLASS_SORCERER)
2111                 {
2112                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2113                         {
2114                                 /* Reduce the real bonuses */
2115                                 p_ptr->to_h[i] -= 200;
2116                                 p_ptr->to_d[i] -= 200;
2117
2118                                 /* Reduce the mental bonuses */
2119                                 p_ptr->dis_to_h[i] -= 200;
2120                                 p_ptr->dis_to_d[i] -= 200;
2121
2122                                 /* Icky weapon */
2123                                 p_ptr->icky_wield[i] = TRUE;
2124                         }
2125                         else
2126                         {
2127                                 /* Reduce the real bonuses */
2128                                 p_ptr->to_h[i] -= 30;
2129                                 p_ptr->to_d[i] -= 10;
2130
2131                                 /* Reduce the mental bonuses */
2132                                 p_ptr->dis_to_h[i] -= 30;
2133                                 p_ptr->dis_to_d[i] -= 10;
2134                         }
2135                 }
2136                 /* Hex bonuses */
2137                 if (p_ptr->realm1 == REALM_HEX)
2138                 {
2139                         if (object_is_cursed(o_ptr))
2140                         {
2141                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2142                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2143                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2144                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2145                                 if (hex_spelling(HEX_RUNESWORD))
2146                                 {
2147                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2148                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2149                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2150                                 }
2151                         }
2152                 }
2153                 if (p_ptr->riding)
2154                 {
2155                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2156                         {
2157                                 p_ptr->to_h[i] += 15;
2158                                 p_ptr->dis_to_h[i] += 15;
2159                                 p_ptr->to_dd[i] += 2;
2160                         }
2161                         else if (!(have_flag(flgs, TR_RIDING)))
2162                         {
2163                                 int penalty;
2164                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2165                                 {
2166                                         penalty = 5;
2167                                 }
2168                                 else
2169                                 {
2170                                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2171                                         penalty += 30;
2172                                         if (penalty < 30) penalty = 30;
2173                                 }
2174                                 p_ptr->to_h[i] -= (s16b)penalty;
2175                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2176
2177                                 /* Riding weapon */
2178                                 p_ptr->riding_wield[i] = TRUE;
2179                         }
2180                 }
2181         }
2182
2183         if (p_ptr->riding)
2184         {
2185                 int penalty = 0;
2186
2187                 p_ptr->riding_ryoute = FALSE;
2188
2189                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2190                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2191                 {
2192                         switch (p_ptr->pclass)
2193                         {
2194                         case CLASS_MONK:
2195                         case CLASS_FORCETRAINER:
2196                         case CLASS_BERSERKER:
2197                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2198                                         p_ptr->riding_ryoute = TRUE;
2199                                 break;
2200                         }
2201                 }
2202
2203                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2204                 {
2205                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2206                 }
2207                 else
2208                 {
2209                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2210                         penalty += 30;
2211                         if (penalty < 30) penalty = 30;
2212                 }
2213                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2214                 p_ptr->to_h_b -= (s16b)penalty;
2215                 p_ptr->dis_to_h_b -= (s16b)penalty;
2216         }
2217
2218         /* Different calculation for monks with empty hands */
2219         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2220                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2221         {
2222                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2223                 p_ptr->num_blow[0] = 0;
2224
2225                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2226                 {
2227                         if (blow_base > 18) p_ptr->num_blow[0]++;
2228                         if (blow_base > 31) p_ptr->num_blow[0]++;
2229                         if (blow_base > 44) p_ptr->num_blow[0]++;
2230                         if (blow_base > 58) p_ptr->num_blow[0]++;
2231                         if (P_PTR_KI)
2232                         {
2233                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2234                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2235                         }
2236                 }
2237                 else
2238                 {
2239                         if (blow_base > 12) p_ptr->num_blow[0]++;
2240                         if (blow_base > 22) p_ptr->num_blow[0]++;
2241                         if (blow_base > 31) p_ptr->num_blow[0]++;
2242                         if (blow_base > 39) p_ptr->num_blow[0]++;
2243                         if (blow_base > 46) p_ptr->num_blow[0]++;
2244                         if (blow_base > 53) p_ptr->num_blow[0]++;
2245                         if (blow_base > 59) p_ptr->num_blow[0]++;
2246                 }
2247
2248                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2249                         p_ptr->num_blow[0] /= 2;
2250                 else
2251                 {
2252                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2253                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2254
2255                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2256                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2257                 }
2258
2259                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2260                 {
2261                         p_ptr->to_a -= 40;
2262                         p_ptr->dis_to_a -= 40;
2263
2264                 }
2265                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2266                 {
2267                         p_ptr->to_a -= 50;
2268                         p_ptr->dis_to_a -= 50;
2269                         p_ptr->resist_acid = TRUE;
2270                         p_ptr->resist_fire = TRUE;
2271                         p_ptr->resist_elec = TRUE;
2272                         p_ptr->resist_cold = TRUE;
2273                         p_ptr->resist_pois = TRUE;
2274                         p_ptr->sh_fire = TRUE;
2275                         p_ptr->sh_elec = TRUE;
2276                         p_ptr->sh_cold = TRUE;
2277                         p_ptr->levitation = TRUE;
2278                 }
2279                 else if (p_ptr->special_defense & KAMAE_GENBU)
2280                 {
2281                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2282                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2283                         p_ptr->reflect = TRUE;
2284                         p_ptr->num_blow[0] -= 2;
2285                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2286                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2287                 }
2288                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2289                 {
2290                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2291                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2292
2293                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2294                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2295                         p_ptr->num_blow[0] /= 2;
2296                         p_ptr->levitation = TRUE;
2297                 }
2298
2299                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2300         }
2301
2302         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2303
2304         monk_armour_aux = FALSE;
2305
2306         if (heavy_armor())
2307         {
2308                 monk_armour_aux = TRUE;
2309         }
2310
2311         for (i = 0; i < 2; i++)
2312         {
2313                 if (has_melee_weapon(INVEN_RARM + i))
2314                 {
2315                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2316                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2317
2318                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2319                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2320                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2321                         {
2322                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2323                                 {
2324                                         p_ptr->to_h[i] -= 40;
2325                                         p_ptr->dis_to_h[i] -= 40;
2326                                         p_ptr->icky_wield[i] = TRUE;
2327                                 }
2328                         }
2329                         else if (p_ptr->pclass == CLASS_NINJA)
2330                         {
2331                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2332                                 {
2333                                         p_ptr->to_h[i] -= 40;
2334                                         p_ptr->dis_to_h[i] -= 40;
2335                                         p_ptr->icky_wield[i] = TRUE;
2336                                         p_ptr->num_blow[i] /= 2;
2337                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2338                                 }
2339                         }
2340                 }
2341         }
2342
2343         /* Maximum speed is (+99). (internally it's 110 + 99) */
2344         /* Temporary lightspeed forces to be maximum speed */
2345         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2346         {
2347                 new_speed = 209;
2348         }
2349
2350         /* Minimum speed is (-99). (internally it's 110 - 99) */
2351         if (new_speed < 11) new_speed = 11;
2352
2353         /* Display the speed (if needed) */
2354         if (p_ptr->pspeed != (byte)new_speed)
2355         {
2356                 p_ptr->pspeed = (byte)new_speed;
2357                 p_ptr->redraw |= (PR_SPEED);
2358         }
2359
2360         if (yoiyami)
2361         {
2362                 if (p_ptr->to_a > (0 - p_ptr->ac))
2363                         p_ptr->to_a = 0 - p_ptr->ac;
2364                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2365                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2366         }
2367
2368         /* Redraw armor (if needed) */
2369         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2370         {
2371                 p_ptr->redraw |= (PR_ARMOR);
2372                 p_ptr->window |= (PW_PLAYER);
2373         }
2374
2375         if (p_ptr->ryoute && !omoi)
2376         {
2377                 int bonus_to_h = 0, bonus_to_d = 0;
2378                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2379                 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);
2380
2381                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2382                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2383                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2384                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2385         }
2386
2387         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;
2388
2389         /* Affect Skill -- stealth (bonus one) */
2390         p_ptr->skill_stl += 1;
2391
2392         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2393
2394         /* Affect Skill -- disarming (DEX and INT) */
2395         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2396         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2397
2398         /* Affect Skill -- magic devices (INT) */
2399         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2400
2401         /* Affect Skill -- saving throw (WIS) */
2402         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2403
2404         /* Affect Skill -- digging (STR) */
2405         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2406
2407         /* Affect Skill -- disarming (Level, by Class) */
2408         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2409
2410         /* Affect Skill -- magic devices (Level, by Class) */
2411         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2412
2413         /* Affect Skill -- saving throw (Level, by Class) */
2414         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2415
2416         /* Affect Skill -- stealth (Level, by Class) */
2417         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2418
2419         /* Affect Skill -- search ability (Level, by Class) */
2420         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2421
2422         /* Affect Skill -- search frequency (Level, by Class) */
2423         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2424
2425         /* Affect Skill -- combat (normal) (Level, by Class) */
2426         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2427
2428         /* Affect Skill -- combat (shooting) (Level, by Class) */
2429         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2430
2431         /* Affect Skill -- combat (throwing) (Level, by Class) */
2432         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2433
2434
2435         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2436         {
2437                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2438                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2439         }
2440
2441         /* Limit Skill -- stealth from 0 to 30 */
2442         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2443         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2444
2445         /* Limit Skill -- digging from 1 up */
2446         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2447
2448         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2449
2450         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2451
2452         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;
2453
2454         if (down_saving) p_ptr->skill_sav /= 2;
2455
2456         /* Hack -- Each elemental immunity includes resistance */
2457         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2458         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2459         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2460         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2461
2462
2463         /* Hack -- handle "xtra" mode */
2464         if (character_xtra) return;
2465
2466         /* Take note when "heavy bow" changes */
2467         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2468         {
2469                 if (p_ptr->heavy_shoot)
2470                 {
2471                         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."));
2472                 }
2473                 else if (inventory[INVEN_BOW].k_idx)
2474                 {
2475                         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."));
2476                 }
2477                 else
2478                 {
2479                         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."));
2480                 }
2481
2482                 /* Save it */
2483                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2484         }
2485
2486         for (i = 0; i < 2; i++)
2487         {
2488                 /* Take note when "heavy weapon" changes */
2489                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2490                 {
2491                         if (p_ptr->heavy_wield[i])
2492                         {
2493                                 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."));
2494                         }
2495                         else if (has_melee_weapon(INVEN_RARM + i))
2496                         {
2497                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2498                         }
2499                         else if (p_ptr->heavy_wield[1 - i])
2500                         {
2501                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2502                         }
2503                         else
2504                         {
2505                                 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."));
2506                         }
2507
2508                         /* Save it */
2509                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2510                 }
2511
2512                 /* Take note when "heavy weapon" changes */
2513                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2514                 {
2515                         if (p_ptr->riding_wield[i])
2516                         {
2517                                 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."));
2518                         }
2519                         else if (!p_ptr->riding)
2520                         {
2521                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2522                         }
2523                         else if (has_melee_weapon(INVEN_RARM + i))
2524                         {
2525                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2526                         }
2527                         /* Save it */
2528                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2529                 }
2530
2531                 /* Take note when "illegal weapon" changes */
2532                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2533                 {
2534                         if (p_ptr->icky_wield[i])
2535                         {
2536                                 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."));
2537                                 if (is_loading_now)
2538                                 {
2539                                         chg_virtue(V_FAITH, -1);
2540                                 }
2541                         }
2542                         else if (has_melee_weapon(INVEN_RARM + i))
2543                         {
2544                                 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."));
2545                         }
2546                         else
2547                         {
2548                                 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."));
2549                         }
2550
2551                         /* Save it */
2552                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2553                 }
2554         }
2555
2556         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2557         {
2558                 if (p_ptr->riding_ryoute)
2559                 {
2560 #ifdef JP
2561                         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" : "");
2562 #else
2563                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2564 #endif
2565                 }
2566                 else
2567                 {
2568 #ifdef JP
2569                         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" : "");
2570 #else
2571                         msg_print("You began to control riding pet with one hand.");
2572 #endif
2573                 }
2574
2575                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2576         }
2577
2578         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2579         {
2580                 if (heavy_armor())
2581                 {
2582                         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."));
2583                         if (is_loading_now)
2584                         {
2585                                 chg_virtue(V_HARMONY, -1);
2586                         }
2587                 }
2588                 else
2589                 {
2590                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2591                 }
2592
2593                 monk_notify_aux = monk_armour_aux;
2594         }
2595
2596         for (i = 0; i < INVEN_PACK; i++)
2597         {
2598 #if 0
2599                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2600                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2601 #endif
2602                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2603                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2604         }
2605
2606         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)
2607         {
2608                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
2609                 next_o_idx = o_ptr->next_o_idx;
2610
2611 #if 0
2612                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2613                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2614 #endif
2615                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2616                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2617         }
2618
2619         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2620 #if 0
2621         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2622         {
2623                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2624                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2625         }
2626
2627         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)))
2628         {
2629                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2630                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2631         }
2632 #endif
2633         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2634         {
2635                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2636                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2637         }
2638
2639         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2640         {
2641                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2642                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2643         }
2644 }
2645
2646
2647 static void calc_alignment(void)
2648 {
2649         MONSTER_IDX m_idx;
2650         p_ptr->align = 0;
2651         int i, j, neutral[2];
2652
2653         for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2654         {
2655                 monster_type *m_ptr;
2656                 monster_race *r_ptr;
2657                 m_ptr = &current_floor_ptr->m_list[m_idx];
2658                 if (!monster_is_valid(m_ptr)) continue;
2659                 r_ptr = &r_info[m_ptr->r_idx];
2660
2661                 if (is_pet(m_ptr))
2662                 {
2663                         if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2664                         if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2665                 }
2666         }
2667
2668         if (p_ptr->mimic_form)
2669         {
2670                 switch (p_ptr->mimic_form)
2671                 {
2672                 case MIMIC_DEMON:
2673                         p_ptr->align -= 200;
2674                         break;
2675                 case MIMIC_DEMON_LORD:
2676                         p_ptr->align -= 200;
2677                         break;
2678                 }
2679         }
2680         else
2681         {
2682                 switch (p_ptr->prace)
2683                 {
2684                 case RACE_ANGEL:
2685                         p_ptr->align += 200;
2686                         break;
2687                 case RACE_DEMON:
2688                         p_ptr->align -= 200;
2689                         break;
2690                 }
2691         }
2692
2693         for (i = 0; i < 2; i++)
2694         {
2695                 if (has_melee_weapon(INVEN_RARM + i))
2696                 {
2697                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2698                 }
2699         }
2700
2701         /* Determine player alignment */
2702         for (i = 0, j = 0; i < 8; i++)
2703         {
2704                 switch (p_ptr->vir_types[i])
2705                 {
2706                 case V_JUSTICE:
2707                         p_ptr->align += p_ptr->virtues[i] * 2;
2708                         break;
2709                 case V_CHANCE:
2710                         /* Do nothing */
2711                         break;
2712                 case V_NATURE:
2713                 case V_HARMONY:
2714                         neutral[j++] = i;
2715                         break;
2716                 case V_UNLIFE:
2717                         p_ptr->align -= p_ptr->virtues[i];
2718                         break;
2719                 default:
2720                         p_ptr->align += p_ptr->virtues[i];
2721                         break;
2722                 }
2723         }
2724
2725         for (i = 0; i < j; i++)
2726         {
2727                 if (p_ptr->align > 0)
2728                 {
2729                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2730                         if (p_ptr->align < 0) p_ptr->align = 0;
2731                 }
2732                 else if (p_ptr->align < 0)
2733                 {
2734                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2735                         if (p_ptr->align > 0) p_ptr->align = 0;
2736                 }
2737         }
2738 }
2739
2740 /*!
2741  * @brief プレイヤーの最大HPを計算する /
2742  * Calculate the players (maximal) hit points
2743  * Adjust current hitpoints if necessary
2744  * @return なし
2745  * @details
2746  */
2747 static void calc_hitpoints(void)
2748 {
2749         int bonus, mhp;
2750         byte tmp_hitdie;
2751
2752         /* Un-inflate "half-hitpoint bonus per level" value */
2753         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2754
2755         /* Calculate hitpoints */
2756         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2757
2758         if (p_ptr->mimic_form)
2759         {
2760                 if (p_ptr->pclass == CLASS_SORCERER)
2761                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2762                 else
2763                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2764                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2765         }
2766
2767         if (p_ptr->pclass == CLASS_SORCERER)
2768         {
2769                 if (p_ptr->lev < 30)
2770                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2771                 else
2772                         mhp = (mhp * 75 / 100);
2773                 bonus = (bonus * 65 / 100);
2774         }
2775
2776         mhp += bonus;
2777
2778         if (p_ptr->pclass == CLASS_BERSERKER)
2779         {
2780                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2781         }
2782
2783         /* Always have at least one hitpoint per level */
2784         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2785
2786         /* Factor in the hero / superhero settings */
2787         if (IS_HERO()) mhp += 10;
2788         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2789         if (p_ptr->tsuyoshi) mhp += 50;
2790
2791         /* Factor in the hex spell settings */
2792         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2793         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2794
2795         /* New maximum hitpoints */
2796         if (p_ptr->mhp != mhp)
2797         {
2798                 /* Enforce maximum */
2799                 if (p_ptr->chp >= mhp)
2800                 {
2801                         p_ptr->chp = mhp;
2802                         p_ptr->chp_frac = 0;
2803                 }
2804
2805 #ifdef JP
2806                 /* レベルアップの時は上昇量を表示する */
2807                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2808                 {
2809                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2810                 }
2811 #endif
2812                 /* Save the new max-hitpoints */
2813                 p_ptr->mhp = mhp;
2814
2815                 /* Display hitpoints (later) */
2816                 p_ptr->redraw |= (PR_HP);
2817
2818                 p_ptr->window |= (PW_PLAYER);
2819         }
2820 }
2821
2822 /*!
2823  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2824  * @return なし
2825  * @details
2826  * SWD: Experimental modification: multiple light sources have additive effect.
2827  */
2828 static void calc_torch(void)
2829 {
2830         int i, rad;
2831         object_type *o_ptr;
2832         BIT_FLAGS flgs[TR_FLAG_SIZE];
2833
2834         /* Assume no light */
2835         p_ptr->cur_lite = 0;
2836
2837         /* Loop through all wielded items */
2838         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2839         {
2840                 o_ptr = &inventory[i];
2841                 /* Skip empty slots */
2842                 if (!o_ptr->k_idx) continue;
2843
2844                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2845
2846                 /* Need Fuels */
2847                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2848                 {
2849                         if (o_ptr->tval == TV_LITE)
2850                         {
2851                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2852                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2853                         }
2854                 }
2855                 object_flags(o_ptr, flgs);
2856
2857                 /* calc the lite_radius */
2858
2859                 rad = 0;
2860                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2861                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2862                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2863                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2864                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2865                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2866                 p_ptr->cur_lite += (s16b)rad;
2867         }
2868
2869         /* max radius is 14 (was 5) without rewriting other code -- */
2870         /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2871         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2872                 p_ptr->cur_lite = 1;
2873
2874         /*
2875          * check if the player doesn't have light radius,
2876          * but does weakly glow as an intrinsic.
2877          */
2878         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2879
2880         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2881         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2882
2883         /* end experimental mods */
2884
2885         /* Notice changes in the "lite radius" */
2886         if (p_ptr->old_lite != p_ptr->cur_lite)
2887         {
2888                 /* Hack -- PU_MON_LITE for monsters' darkness */
2889                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2890
2891                 /* Remember the old lite */
2892                 p_ptr->old_lite = p_ptr->cur_lite;
2893
2894                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2895                         set_superstealth(FALSE);
2896         }
2897 }
2898
2899 /*!
2900  * @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。 /
2901  * Calculate number of spells player should have, and forget,
2902  * or remember, spells until that number is properly reflected.
2903  * @return なし
2904  * @details
2905  * Note that this function induces various "status" messages,
2906  * which must be bypasses until the character is created.
2907  */
2908 static void calc_spells(void)
2909 {
2910         int i, j, k, levels;
2911         int num_allowed;
2912         int num_boukyaku = 0;
2913
2914         const magic_type        *s_ptr;
2915         REALM_IDX which;
2916         int bonus = 0;
2917
2918
2919         concptr p;
2920
2921         /* Hack -- must be literate */
2922         if (!mp_ptr->spell_book) return;
2923
2924         /* Hack -- wait for creation */
2925         if (!character_generated) return;
2926
2927         /* Hack -- handle "xtra" mode */
2928         if (character_xtra) return;
2929
2930         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2931         {
2932                 p_ptr->new_spells = 0;
2933                 return;
2934         }
2935
2936         p = spell_category_name(mp_ptr->spell_book);
2937
2938         /* Determine the number of spells allowed */
2939         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2940
2941         /* Hack -- no negative spells */
2942         if (levels < 0) levels = 0;
2943
2944         /* Extract total allowed spells */
2945         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2946
2947         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2948         {
2949                 bonus = 4;
2950         }
2951         if (p_ptr->pclass == CLASS_SAMURAI)
2952         {
2953                 num_allowed = 32;
2954         }
2955         else if (p_ptr->realm2 == REALM_NONE)
2956         {
2957                 num_allowed = (num_allowed + 1) / 2;
2958                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2959         }
2960         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2961         {
2962                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2963         }
2964         else
2965         {
2966                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2967         }
2968
2969         /* Count the number of spells we know */
2970         for (j = 0; j < 64; j++)
2971         {
2972                 /* Count known spells */
2973                 if ((j < 32) ?
2974                         (p_ptr->spell_forgotten1 & (1L << j)) :
2975                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2976                 {
2977                         num_boukyaku++;
2978                 }
2979         }
2980
2981         /* See how many spells we must forget or may learn */
2982         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2983
2984         /* Forget spells which are too hard */
2985         for (i = 63; i >= 0; i--)
2986         {
2987                 /* Efficiency -- all done */
2988                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2989
2990                 /* Access the spell */
2991                 j = p_ptr->spell_order[i];
2992
2993                 /* Skip non-spells */
2994                 if (j >= 99) continue;
2995
2996
2997                 /* Get the spell */
2998                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2999                 {
3000                         if (j < 32)
3001                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3002                         else
3003                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3004                 }
3005                 else if (j < 32)
3006                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3007                 else
3008                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3009
3010                 /* Skip spells we are allowed to know */
3011                 if (s_ptr->slevel <= p_ptr->lev) continue;
3012
3013                 /* Is it known? */
3014                 if ((j < 32) ?
3015                         (p_ptr->spell_learned1 & (1L << j)) :
3016                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3017                 {
3018                         /* Mark as forgotten */
3019                         if (j < 32)
3020                         {
3021                                 p_ptr->spell_forgotten1 |= (1L << j);
3022                                 which = p_ptr->realm1;
3023                         }
3024                         else
3025                         {
3026                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3027                                 which = p_ptr->realm2;
3028                         }
3029
3030                         /* No longer known */
3031                         if (j < 32)
3032                         {
3033                                 p_ptr->spell_learned1 &= ~(1L << j);
3034                                 which = p_ptr->realm1;
3035                         }
3036                         else
3037                         {
3038                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3039                                 which = p_ptr->realm2;
3040                         }
3041
3042 #ifdef JP
3043                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3044 #else
3045                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3046 #endif
3047
3048
3049                         /* One more can be learned */
3050                         p_ptr->new_spells++;
3051                 }
3052         }
3053
3054
3055         /* Forget spells if we know too many spells */
3056         for (i = 63; i >= 0; i--)
3057         {
3058                 /* Stop when possible */
3059                 if (p_ptr->new_spells >= 0) break;
3060
3061                 /* Efficiency -- all done */
3062                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3063
3064                 /* Get the (i+1)th spell learned */
3065                 j = p_ptr->spell_order[i];
3066
3067                 /* Skip unknown spells */
3068                 if (j >= 99) continue;
3069
3070                 /* Forget it (if learned) */
3071                 if ((j < 32) ?
3072                         (p_ptr->spell_learned1 & (1L << j)) :
3073                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3074                 {
3075                         /* Mark as forgotten */
3076                         if (j < 32)
3077                         {
3078                                 p_ptr->spell_forgotten1 |= (1L << j);
3079                                 which = p_ptr->realm1;
3080                         }
3081                         else
3082                         {
3083                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3084                                 which = p_ptr->realm2;
3085                         }
3086
3087                         /* No longer known */
3088                         if (j < 32)
3089                         {
3090                                 p_ptr->spell_learned1 &= ~(1L << j);
3091                                 which = p_ptr->realm1;
3092                         }
3093                         else
3094                         {
3095                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3096                                 which = p_ptr->realm2;
3097                         }
3098
3099 #ifdef JP
3100                         msg_format("%sの%sを忘れてしまった。",
3101                                 do_spell(which, j % 32, SPELL_NAME), p);
3102 #else
3103                         msg_format("You have forgotten the %s of %s.", p,
3104                                 do_spell(which, j % 32, SPELL_NAME));
3105 #endif
3106
3107
3108                         /* One more can be learned */
3109                         p_ptr->new_spells++;
3110                 }
3111         }
3112
3113
3114         /* Check for spells to remember */
3115         for (i = 0; i < 64; i++)
3116         {
3117                 /* None left to remember */
3118                 if (p_ptr->new_spells <= 0) break;
3119
3120                 /* Efficiency -- all done */
3121                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3122
3123                 /* Get the next spell we learned */
3124                 j = p_ptr->spell_order[i];
3125
3126                 /* Skip unknown spells */
3127                 if (j >= 99) break;
3128
3129                 /* Access the spell */
3130                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3131                 {
3132                         if (j < 32)
3133                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3134                         else
3135                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3136                 }
3137                 else if (j < 32)
3138                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3139                 else
3140                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3141
3142                 /* Skip spells we cannot remember */
3143                 if (s_ptr->slevel > p_ptr->lev) continue;
3144
3145                 /* First set of spells */
3146                 if ((j < 32) ?
3147                         (p_ptr->spell_forgotten1 & (1L << j)) :
3148                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3149                 {
3150                         /* No longer forgotten */
3151                         if (j < 32)
3152                         {
3153                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3154                                 which = p_ptr->realm1;
3155                         }
3156                         else
3157                         {
3158                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3159                                 which = p_ptr->realm2;
3160                         }
3161
3162                         /* Known once more */
3163                         if (j < 32)
3164                         {
3165                                 p_ptr->spell_learned1 |= (1L << j);
3166                                 which = p_ptr->realm1;
3167                         }
3168                         else
3169                         {
3170                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3171                                 which = p_ptr->realm2;
3172                         }
3173
3174 #ifdef JP
3175                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3176 #else
3177                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3178 #endif
3179
3180
3181                         /* One less can be learned */
3182                         p_ptr->new_spells--;
3183                 }
3184         }
3185
3186         k = 0;
3187
3188         if (p_ptr->realm2 == REALM_NONE)
3189         {
3190                 /* Count spells that can be learned */
3191                 for (j = 0; j < 32; j++)
3192                 {
3193                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3194                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3195
3196                         /* Skip spells we cannot remember */
3197                         if (s_ptr->slevel > p_ptr->lev) continue;
3198
3199                         /* Skip spells we already know */
3200                         if (p_ptr->spell_learned1 & (1L << j))
3201                         {
3202                                 continue;
3203                         }
3204
3205                         /* Count it */
3206                         k++;
3207                 }
3208                 if (k > 32) k = 32;
3209                 if ((p_ptr->new_spells > k) &&
3210                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3211                 {
3212                         p_ptr->new_spells = (s16b)k;
3213                 }
3214         }
3215
3216         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3217
3218         /* Spell count changed */
3219         if (p_ptr->old_spells != p_ptr->new_spells)
3220         {
3221                 /* Message if needed */
3222                 if (p_ptr->new_spells)
3223                 {
3224 #ifdef JP
3225                         if (p_ptr->new_spells < 10) {
3226                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3227                         }
3228                         else {
3229                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3230                         }
3231 #else
3232                         msg_format("You can learn %d more %s%s.",
3233                                 p_ptr->new_spells, p,
3234                                 (p_ptr->new_spells != 1) ? "s" : "");
3235 #endif
3236
3237                 }
3238
3239                 /* Save the new_spells value */
3240                 p_ptr->old_spells = p_ptr->new_spells;
3241
3242                 /* Redraw Study Status */
3243                 p_ptr->redraw |= (PR_STUDY);
3244
3245                 /* Redraw object recall */
3246                 p_ptr->window |= (PW_OBJECT);
3247         }
3248 }
3249
3250 /*!
3251  * @brief プレイヤーの最大MPを計算する /
3252  * Calculate maximum mana.  You do not need to know any spells.
3253  * Note that mana is lowered by heavy (or inappropriate) armor.
3254  * @return なし
3255  * @details
3256  * This function induces status messages.
3257  */
3258 static void calc_mana(void)
3259 {
3260         int msp, levels, cur_wgt, max_wgt;
3261
3262         object_type *o_ptr;
3263
3264
3265         /* Hack -- Must be literate */
3266         if (!mp_ptr->spell_book) return;
3267
3268         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3269                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3270                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3271         {
3272                 levels = p_ptr->lev;
3273         }
3274         else
3275         {
3276                 if (mp_ptr->spell_first > p_ptr->lev)
3277                 {
3278                         /* Save new mana */
3279                         p_ptr->msp = 0;
3280
3281                         /* Display mana later */
3282                         p_ptr->redraw |= (PR_MANA);
3283                         return;
3284                 }
3285
3286                 /* Extract "effective" player level */
3287                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3288         }
3289
3290         if (p_ptr->pclass == CLASS_SAMURAI)
3291         {
3292                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3293                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3294         }
3295         else
3296         {
3297                 /* Extract total mana */
3298                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3299
3300                 /* Hack -- usually add one mana */
3301                 if (msp) msp++;
3302
3303                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3304
3305                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3306
3307                 /* Hack: High mages have a 25% mana bonus */
3308                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3309
3310                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3311         }
3312
3313         /* Only mages are affected */
3314         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3315         {
3316                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3317
3318                 /* Assume player is not encumbered by gloves */
3319                 p_ptr->cumber_glove = FALSE;
3320
3321                 /* Get the gloves */
3322                 o_ptr = &inventory[INVEN_HANDS];
3323
3324                 /* Examine the gloves */
3325                 object_flags(o_ptr, flgs);
3326
3327                 /* Normal gloves hurt mage-type spells */
3328                 if (o_ptr->k_idx &&
3329                         !(have_flag(flgs, TR_FREE_ACT)) &&
3330                         !(have_flag(flgs, TR_DEC_MANA)) &&
3331                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3332                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3333                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3334                 {
3335                         /* Encumbered */
3336                         p_ptr->cumber_glove = TRUE;
3337
3338                         /* Reduce mana */
3339                         msp = (3 * msp) / 4;
3340                 }
3341         }
3342
3343
3344         /* Assume player not encumbered by armor */
3345         p_ptr->cumber_armor = FALSE;
3346
3347         /* Weigh the armor */
3348         cur_wgt = 0;
3349         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3350         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3351         cur_wgt += inventory[INVEN_BODY].weight;
3352         cur_wgt += inventory[INVEN_HEAD].weight;
3353         cur_wgt += inventory[INVEN_OUTER].weight;
3354         cur_wgt += inventory[INVEN_HANDS].weight;
3355         cur_wgt += inventory[INVEN_FEET].weight;
3356
3357         /* Subtract a percentage of maximum mana. */
3358         switch (p_ptr->pclass)
3359         {
3360                 /* For these classes, mana is halved if armour
3361                  * is 30 pounds over their weight limit. */
3362         case CLASS_MAGE:
3363         case CLASS_HIGH_MAGE:
3364         case CLASS_BLUE_MAGE:
3365         case CLASS_MONK:
3366         case CLASS_FORCETRAINER:
3367         case CLASS_SORCERER:
3368         {
3369                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3370                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3371                 break;
3372         }
3373
3374         /* Mana halved if armour is 40 pounds over weight limit. */
3375         case CLASS_PRIEST:
3376         case CLASS_BARD:
3377         case CLASS_TOURIST:
3378         {
3379                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3380                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3381                 break;
3382         }
3383
3384         case CLASS_MINDCRAFTER:
3385         case CLASS_BEASTMASTER:
3386         case CLASS_MIRROR_MASTER:
3387         {
3388                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3389                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3390                 break;
3391         }
3392
3393         /* Mana halved if armour is 50 pounds over weight limit. */
3394         case CLASS_ROGUE:
3395         case CLASS_RANGER:
3396         case CLASS_RED_MAGE:
3397         case CLASS_WARRIOR_MAGE:
3398         {
3399                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3400                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3401                 break;
3402         }
3403
3404         /* Mana halved if armour is 60 pounds over weight limit. */
3405         case CLASS_PALADIN:
3406         case CLASS_CHAOS_WARRIOR:
3407         {
3408                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3409                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3410                 break;
3411         }
3412
3413         /* For new classes created, but not yet added to this formula. */
3414         default:
3415         {
3416                 break;
3417         }
3418         }
3419
3420         /* Determine the weight allowance */
3421         max_wgt = mp_ptr->spell_weight;
3422
3423         /* Heavy armor penalizes mana by a percentage.  -LM- */
3424         if ((cur_wgt - max_wgt) > 0)
3425         {
3426                 /* Encumbered */
3427                 p_ptr->cumber_armor = TRUE;
3428
3429                 /* Subtract a percentage of maximum mana. */
3430                 switch (p_ptr->pclass)
3431                 {
3432                         /* For these classes, mana is halved if armour
3433                          * is 30 pounds over their weight limit. */
3434                 case CLASS_MAGE:
3435                 case CLASS_HIGH_MAGE:
3436                 case CLASS_BLUE_MAGE:
3437                 {
3438                         msp -= msp * (cur_wgt - max_wgt) / 600;
3439                         break;
3440                 }
3441
3442                 /* Mana halved if armour is 40 pounds over weight limit. */
3443                 case CLASS_PRIEST:
3444                 case CLASS_MINDCRAFTER:
3445                 case CLASS_BEASTMASTER:
3446                 case CLASS_BARD:
3447                 case CLASS_FORCETRAINER:
3448                 case CLASS_TOURIST:
3449                 case CLASS_MIRROR_MASTER:
3450                 {
3451                         msp -= msp * (cur_wgt - max_wgt) / 800;
3452                         break;
3453                 }
3454
3455                 case CLASS_SORCERER:
3456                 {
3457                         msp -= msp * (cur_wgt - max_wgt) / 900;
3458                         break;
3459                 }
3460
3461                 /* Mana halved if armour is 50 pounds over weight limit. */
3462                 case CLASS_ROGUE:
3463                 case CLASS_RANGER:
3464                 case CLASS_MONK:
3465                 case CLASS_RED_MAGE:
3466                 {
3467                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3468                         break;
3469                 }
3470
3471                 /* Mana halved if armour is 60 pounds over weight limit. */
3472                 case CLASS_PALADIN:
3473                 case CLASS_CHAOS_WARRIOR:
3474                 case CLASS_WARRIOR_MAGE:
3475                 {
3476                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3477                         break;
3478                 }
3479
3480                 case CLASS_SAMURAI:
3481                 {
3482                         p_ptr->cumber_armor = FALSE;
3483                         break;
3484                 }
3485
3486                 /* For new classes created, but not yet added to this formula. */
3487                 default:
3488                 {
3489                         msp -= msp * (cur_wgt - max_wgt) / 800;
3490                         break;
3491                 }
3492                 }
3493         }
3494
3495         /* Mana can never be negative */
3496         if (msp < 0) msp = 0;
3497
3498
3499         /* Maximum mana has changed */
3500         if (p_ptr->msp != msp)
3501         {
3502                 /* Enforce maximum */
3503                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3504                 {
3505                         p_ptr->csp = msp;
3506                         p_ptr->csp_frac = 0;
3507                 }
3508
3509 #ifdef JP
3510                 /* レベルアップの時は上昇量を表示する */
3511                 if ((level_up == 1) && (msp > p_ptr->msp))
3512                 {
3513                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3514                 }
3515 #endif
3516                 /* Save new mana */
3517                 p_ptr->msp = msp;
3518
3519                 /* Display mana later */
3520                 p_ptr->redraw |= (PR_MANA);
3521
3522                 p_ptr->window |= (PW_PLAYER);
3523                 p_ptr->window |= (PW_SPELL);
3524         }
3525
3526
3527         /* Hack -- handle "xtra" mode */
3528         if (character_xtra) return;
3529
3530         /* Take note when "glove state" changes */
3531         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3532         {
3533                 if (p_ptr->cumber_glove)
3534                 {
3535                         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."));
3536                 }
3537                 else
3538                 {
3539                         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."));
3540                 }
3541
3542                 /* Save it */
3543                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3544         }
3545
3546
3547         /* Take note when "armor state" changes */
3548         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3549         {
3550                 if (p_ptr->cumber_armor)
3551                 {
3552                         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."));
3553                 }
3554                 else
3555                 {
3556                         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."));
3557                 }
3558
3559                 /* Save it */
3560                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3561         }
3562 }
3563
3564 /*!
3565  * @brief 装備中の射撃武器の威力倍率を返す /
3566  * calcurate the fire rate of target object
3567  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3568  * @return 射撃倍率の値(100で1.00倍)
3569  */
3570 s16b calc_num_fire(object_type *o_ptr)
3571 {
3572         int extra_shots = 0;
3573         int i;
3574         int num = 0;
3575         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3576         object_type *q_ptr;
3577         BIT_FLAGS flgs[TR_FLAG_SIZE];
3578
3579         /* Scan the usable inventory */
3580         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3581         {
3582                 q_ptr = &inventory[i];
3583
3584                 /* Skip non-objects */
3585                 if (!q_ptr->k_idx) continue;
3586
3587                 /* Do not apply current equip */
3588                 if (i == INVEN_BOW) continue;
3589
3590                 /* Extract the item flags */
3591                 object_flags(q_ptr, flgs);
3592
3593                 /* Boost shots */
3594                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3595         }
3596
3597         object_flags(o_ptr, flgs);
3598         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3599
3600         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3601         {
3602                 num = 100;
3603                 /* Extra shots */
3604                 num += (extra_shots * 100);
3605
3606                 /* Hack -- Rangers love Bows */
3607                 if ((p_ptr->pclass == CLASS_RANGER) &&
3608                         (tval_ammo == TV_ARROW))
3609                 {
3610                         num += (p_ptr->lev * 4);
3611                 }
3612
3613                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3614                         (tval_ammo == TV_ARROW))
3615                 {
3616                         num += (p_ptr->lev * 3);
3617                 }
3618
3619                 if (p_ptr->pclass == CLASS_ARCHER)
3620                 {
3621                         if (tval_ammo == TV_ARROW)
3622                                 num += ((p_ptr->lev * 5) + 50);
3623                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3624                                 num += (p_ptr->lev * 4);
3625                 }
3626
3627                 /*
3628                  * Addendum -- also "Reward" high level warriors,
3629                  * with _any_ missile weapon -- TY
3630                  */
3631                 if (p_ptr->pclass == CLASS_WARRIOR &&
3632                         (tval_ammo <= TV_BOLT) &&
3633                         (tval_ammo >= TV_SHOT))
3634                 {
3635                         num += (p_ptr->lev * 2);
3636                 }
3637                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3638                         (tval_ammo == TV_SHOT))
3639                 {
3640                         num += (p_ptr->lev * 4);
3641                 }
3642         }
3643         return (s16b)num;
3644 }
3645
3646 /*!
3647  * @brief プレイヤーの所持重量制限を計算する /
3648  * Computes current weight limit.
3649  * @return 制限重量(ポンド)
3650  */
3651 WEIGHT weight_limit(void)
3652 {
3653         WEIGHT i;
3654
3655         /* Weight limit based only on strength */
3656         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3657         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3658
3659         /* Return the result */
3660         return i;
3661 }
3662
3663 /*!
3664  * @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 /
3665  * @param i 判定する手のID(右手:0 左手:1)
3666  * @return 持っているならばTRUE
3667  */
3668 bool has_melee_weapon(int i)
3669 {
3670         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3671 }
3672
3673 /*!
3674  * @brief プレイヤーの現在開いている手の状態を返す
3675  * @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。
3676  * @return 開いている手のビットフラグ
3677  */
3678 BIT_FLAGS16 empty_hands(bool riding_control)
3679 {
3680         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3681
3682         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3683         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3684
3685         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3686         {
3687                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3688                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3689         }
3690
3691         return status;
3692 }
3693
3694
3695 /*!
3696  * @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。
3697  * @return ペナルティが適用されるならばTRUE。
3698  */
3699 bool heavy_armor(void)
3700 {
3701         WEIGHT monk_arm_wgt = 0;
3702
3703         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3704
3705         /* Weight the armor */
3706         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3707         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3708         monk_arm_wgt += inventory[INVEN_BODY].weight;
3709         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3710         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3711         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3712         monk_arm_wgt += inventory[INVEN_FEET].weight;
3713
3714         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3715 }
3716
3717 /*!
3718  * @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"
3719  * @return なし
3720  * @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。
3721  */
3722 void update_creature(player_type *creature_ptr)
3723 {
3724         if (!creature_ptr->update) return;
3725
3726         /* Actually do auto-destroy */
3727         if (creature_ptr->update & (PU_AUTODESTROY))
3728         {
3729                 creature_ptr->update &= ~(PU_AUTODESTROY);
3730                 autopick_delayed_alter();
3731         }
3732         if (creature_ptr->update & (PU_COMBINE))
3733         {
3734                 creature_ptr->update &= ~(PU_COMBINE);
3735                 combine_pack();
3736         }
3737
3738         /* Reorder the pack */
3739         if (creature_ptr->update & (PU_REORDER))
3740         {
3741                 creature_ptr->update &= ~(PU_REORDER);
3742                 reorder_pack();
3743         }
3744
3745         if (creature_ptr->update & (PU_BONUS))
3746         {
3747                 creature_ptr->update &= ~(PU_BONUS);
3748                 calc_alignment();
3749                 calc_bonuses();
3750         }
3751
3752         if (creature_ptr->update & (PU_TORCH))
3753         {
3754                 creature_ptr->update &= ~(PU_TORCH);
3755                 calc_torch();
3756         }
3757
3758         if (creature_ptr->update & (PU_HP))
3759         {
3760                 creature_ptr->update &= ~(PU_HP);
3761                 calc_hitpoints();
3762         }
3763
3764         if (creature_ptr->update & (PU_MANA))
3765         {
3766                 creature_ptr->update &= ~(PU_MANA);
3767                 calc_mana();
3768         }
3769
3770         if (creature_ptr->update & (PU_SPELLS))
3771         {
3772                 creature_ptr->update &= ~(PU_SPELLS);
3773                 calc_spells();
3774         }
3775
3776         /* Character is not ready yet, no screen updates */
3777         if (!character_generated) return;
3778
3779         /* Character is in "icky" mode, no screen updates */
3780         if (character_icky) return;
3781
3782         if (creature_ptr->update & (PU_UN_LITE))
3783         {
3784                 creature_ptr->update &= ~(PU_UN_LITE);
3785                 forget_lite();
3786         }
3787
3788         if (creature_ptr->update & (PU_UN_VIEW))
3789         {
3790                 creature_ptr->update &= ~(PU_UN_VIEW);
3791                 forget_view();
3792         }
3793
3794         if (creature_ptr->update & (PU_VIEW))
3795         {
3796                 creature_ptr->update &= ~(PU_VIEW);
3797                 update_view();
3798         }
3799
3800         if (creature_ptr->update & (PU_LITE))
3801         {
3802                 creature_ptr->update &= ~(PU_LITE);
3803                 update_lite();
3804         }
3805
3806
3807         if (creature_ptr->update & (PU_FLOW))
3808         {
3809                 creature_ptr->update &= ~(PU_FLOW);
3810                 update_flow();
3811         }
3812
3813         if (creature_ptr->update & (PU_DISTANCE))
3814         {
3815                 creature_ptr->update &= ~(PU_DISTANCE);
3816
3817                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3818                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3819
3820                 update_monsters(TRUE);
3821         }
3822
3823         if (creature_ptr->update & (PU_MON_LITE))
3824         {
3825                 creature_ptr->update &= ~(PU_MON_LITE);
3826                 update_mon_lite();
3827         }
3828
3829         /*
3830          * Mega-Hack -- Delayed visual update
3831          * Only used if update_view(), update_lite() or update_mon_lite() was called
3832          */
3833         if (creature_ptr->update & (PU_DELAY_VIS))
3834         {
3835                 creature_ptr->update &= ~(PU_DELAY_VIS);
3836                 delayed_visual_update();
3837         }
3838
3839         if (creature_ptr->update & (PU_MONSTERS))
3840         {
3841                 creature_ptr->update &= ~(PU_MONSTERS);
3842                 update_monsters(FALSE);
3843         }
3844 }
3845
3846 /*!
3847  * @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
3848  * @return 魔道書を一冊も持っていないならTRUEを返す
3849  */
3850 bool player_has_no_spellbooks(void)
3851 {
3852         int i;
3853         object_type *o_ptr;
3854
3855         for (i = 0; i < INVEN_PACK; i++)
3856         {
3857                 o_ptr = &inventory[i];
3858                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3859         }
3860
3861         for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3862         {
3863                 o_ptr = &current_floor_ptr->o_list[i];
3864                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3865         }
3866
3867         return TRUE;
3868 }
3869
3870 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3871 {
3872         creature_ptr->energy_use = (ENERGY)need_cost;
3873 }
3874
3875 void free_turn(player_type *creature_ptr)
3876 {
3877         creature_ptr->energy_use = 0;
3878 }
3879
3880 /*!
3881  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3882  * @param x 配置先X座標
3883  * @param y 配置先Y座標
3884  * @return 配置に成功したらTRUE
3885  */
3886 bool player_place(POSITION y, POSITION x)
3887 {
3888         /* Paranoia XXX XXX */
3889         if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3890
3891         /* Save player location */
3892         p_ptr->y = y;
3893         p_ptr->x = x;
3894
3895         /* Success */
3896         return TRUE;
3897 }
3898
3899 /*!
3900  * @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
3901  * @return なし
3902  */
3903 void wreck_the_pattern(void)
3904 {
3905         int to_ruin = 0;
3906         POSITION r_y, r_x;
3907         int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3908
3909         if (pattern_type == PATTERN_TILE_WRECKED)
3910         {
3911                 /* Ruined already */
3912                 return;
3913         }
3914
3915         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3916         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3917
3918         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3919         to_ruin = randint1(45) + 35;
3920
3921         while (to_ruin--)
3922         {
3923                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3924
3925                 if (pattern_tile(r_y, r_x) &&
3926                         (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3927                 {
3928                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3929                 }
3930         }
3931
3932         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3933 }
3934
3935
3936 /*!
3937  * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3938  * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3939  * @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
3940  * @return なし
3941  */
3942 void sanity_blast(monster_type *m_ptr, bool necro)
3943 {
3944         int power = 100;
3945
3946         if (p_ptr->inside_battle || !character_dungeon) return;
3947
3948         if (!necro && m_ptr)
3949         {
3950                 GAME_TEXT m_name[MAX_NLEN];
3951                 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3952
3953                 power = r_ptr->level / 2;
3954
3955                 monster_desc(m_name, m_ptr, 0);
3956
3957                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3958                 {
3959                         if (r_ptr->flags1 & RF1_FRIENDS)
3960                                 power /= 2;
3961                 }
3962                 else power *= 2;
3963
3964                 if (!is_loading_now)
3965                         return; /* No effect yet, just loaded... */
3966
3967                 if (!m_ptr->ml)
3968                         return; /* Cannot see it for some reason */
3969
3970                 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3971                         return;
3972
3973                 if (is_pet(m_ptr))
3974                         return; /* Pet eldritch horrors are safe most of the time */
3975
3976                 if (randint1(100) > power) return;
3977
3978                 if (saving_throw(p_ptr->skill_sav - power))
3979                 {
3980                         return; /* Save, no adverse effects */
3981                 }
3982
3983                 if (p_ptr->image)
3984                 {
3985                         /* Something silly happens... */
3986                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3987                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3988
3989                         if (one_in_(3))
3990                         {
3991                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3992                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3993                         }
3994
3995                         return; /* Never mind; we can't see it clearly enough */
3996                 }
3997
3998                 /* Something frightening happens... */
3999                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4000                         horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4001
4002                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4003
4004                 /* Demon characters are unaffected */
4005                 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4006                 if (p_ptr->wizard) return;
4007
4008                 /* Undead characters are 50% likely to be unaffected */
4009                 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4010                         || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4011                         (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4012                 {
4013                         if (saving_throw(25 + p_ptr->lev)) return;
4014                 }
4015         }
4016         else if (!necro)
4017         {
4018                 monster_race *r_ptr;
4019                 GAME_TEXT m_name[MAX_NLEN];
4020                 concptr desc;
4021
4022                 get_mon_num_prep(get_nightmare, NULL);
4023
4024                 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4025                 power = r_ptr->level + 10;
4026                 desc = r_name + r_ptr->name;
4027
4028                 get_mon_num_prep(NULL, NULL);
4029
4030 #ifndef JP
4031                 if (!(r_ptr->flags1 & RF1_UNIQUE))
4032                         sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4033                 else
4034 #endif
4035                         sprintf(m_name, "%s", desc);
4036
4037                 if (!(r_ptr->flags1 & RF1_UNIQUE))
4038                 {
4039                         if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4040                 }
4041                 else power *= 2;
4042
4043                 if (saving_throw(p_ptr->skill_sav * 100 / power))
4044                 {
4045                         msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4046                         /* Safe */
4047                         return;
4048                 }
4049
4050                 if (p_ptr->image)
4051                 {
4052                         /* Something silly happens... */
4053                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4054                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4055
4056                         if (one_in_(3))
4057                         {
4058                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4059                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4060                         }
4061
4062                         /* Never mind; we can't see it clearly enough */
4063                         return;
4064                 }
4065
4066                 /* Something frightening happens... */
4067                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4068                         horror_desc[randint0(MAX_SAN_HORROR)], desc);
4069
4070                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4071
4072                 if (!p_ptr->mimic_form)
4073                 {
4074                         switch (p_ptr->prace)
4075                         {
4076                                 /* Demons may make a saving throw */
4077                         case RACE_IMP:
4078                         case RACE_DEMON:
4079                                 if (saving_throw(20 + p_ptr->lev)) return;
4080                                 break;
4081                                 /* Undead may make a saving throw */
4082                         case RACE_SKELETON:
4083                         case RACE_ZOMBIE:
4084                         case RACE_SPECTRE:
4085                         case RACE_VAMPIRE:
4086                                 if (saving_throw(10 + p_ptr->lev)) return;
4087                                 break;
4088                         }
4089                 }
4090                 else
4091                 {
4092                         /* Demons may make a saving throw */
4093                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4094                         {
4095                                 if (saving_throw(20 + p_ptr->lev)) return;
4096                         }
4097                         /* Undead may make a saving throw */
4098                         else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4099                         {
4100                                 if (saving_throw(10 + p_ptr->lev)) return;
4101                         }
4102                 }
4103         }
4104         else
4105         {
4106                 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!"));
4107         }
4108
4109         if (saving_throw(p_ptr->skill_sav - power))
4110         {
4111                 return;
4112         }
4113
4114         do {
4115                 (void)do_dec_stat(A_INT);
4116         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4117
4118         do {
4119                 (void)do_dec_stat(A_WIS);
4120         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4121
4122         switch (randint1(21))
4123         {
4124         case 1:
4125                 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4126                 {
4127                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4128                         {
4129                                 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!"));
4130                         }
4131                         else
4132                         {
4133                                 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!"));
4134                         }
4135
4136                         if (p_ptr->muta3 & MUT3_HYPER_INT)
4137                         {
4138                                 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."));
4139                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4140                         }
4141                         p_ptr->muta3 |= MUT3_MORONIC;
4142                 }
4143                 break;
4144         case 2:
4145         case 3:
4146         case 4:
4147                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4148                 {
4149                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4150
4151                         /* Duh, the following should never happen, but anyway... */
4152                         if (p_ptr->muta3 & MUT3_FEARLESS)
4153                         {
4154                                 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."));
4155                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4156                         }
4157
4158                         p_ptr->muta2 |= MUT2_COWARDICE;
4159                 }
4160                 break;
4161         case 5:
4162         case 6:
4163         case 7:
4164                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4165                 {
4166                         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!"));
4167                         p_ptr->muta2 |= MUT2_HALLU;
4168                 }
4169                 break;
4170         case 8:
4171         case 9:
4172         case 10:
4173                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4174                 {
4175                         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!"));
4176                         p_ptr->muta2 |= MUT2_BERS_RAGE;
4177                 }
4178                 break;
4179         case 11:
4180         case 12:
4181         case 13:
4182         case 14:
4183         case 15:
4184         case 16:
4185                 /* Brain smash */
4186                 if (!p_ptr->resist_conf)
4187                 {
4188                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
4189                 }
4190                 if (!p_ptr->free_act)
4191                 {
4192                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4193                 }
4194                 if (!p_ptr->resist_chaos)
4195                 {
4196                         (void)set_image(p_ptr->image + randint0(250) + 150);
4197                 }
4198                 break;
4199         case 17:
4200         case 18:
4201         case 19:
4202         case 20:
4203         case 21:
4204                 /* Amnesia */
4205                 if (lose_all_info())
4206                         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!"));
4207                 break;
4208         }
4209
4210         p_ptr->update |= PU_BONUS;
4211         handle_stuff();
4212 }
4213
4214
4215 /*!
4216  * @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 /
4217  * Advance experience levels and print experience
4218  * @return なし
4219  */
4220 void check_experience(void)
4221 {
4222         bool level_reward = FALSE;
4223         bool level_mutation = FALSE;
4224         bool level_inc_stat = FALSE;
4225         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4226         PLAYER_LEVEL old_lev = p_ptr->lev;
4227
4228         /* Hack -- lower limit */
4229         if (p_ptr->exp < 0) p_ptr->exp = 0;
4230         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4231         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4232
4233         /* Hack -- upper limit */
4234         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4235         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4236         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4237
4238         /* Hack -- maintain "max" experience */
4239         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4240
4241         /* Hack -- maintain "max max" experience */
4242         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4243
4244         /* Redraw experience */
4245         p_ptr->redraw |= (PR_EXP);
4246         handle_stuff();
4247
4248
4249         /* Lose levels while possible */
4250         while ((p_ptr->lev > 1) &&
4251                 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4252         {
4253                 /* Lose a level */
4254                 p_ptr->lev--;
4255                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4256                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4257                 p_ptr->window |= (PW_PLAYER);
4258                 handle_stuff();
4259         }
4260
4261
4262         /* Gain levels while possible */
4263         while ((p_ptr->lev < PY_MAX_LEVEL) &&
4264                 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4265         {
4266                 /* Gain a level */
4267                 p_ptr->lev++;
4268
4269                 /* Save the highest level */
4270                 if (p_ptr->lev > p_ptr->max_plv)
4271                 {
4272                         p_ptr->max_plv = p_ptr->lev;
4273
4274                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4275                                 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4276                         {
4277                                 level_reward = TRUE;
4278                         }
4279                         if (p_ptr->prace == RACE_BEASTMAN)
4280                         {
4281                                 if (one_in_(5)) level_mutation = TRUE;
4282                         }
4283                         level_inc_stat = TRUE;
4284
4285                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4286                 }
4287
4288                 sound(SOUND_LEVEL);
4289
4290                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4291
4292                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4293                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4294                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4295
4296                 /* HPとMPの上昇量を表示 */
4297                 level_up = 1;
4298                 handle_stuff();
4299
4300                 level_up = 0;
4301
4302                 if (level_inc_stat)
4303                 {
4304                         if (!(p_ptr->max_plv % 10))
4305                         {
4306                                 int choice;
4307                                 screen_save();
4308                                 while (1)
4309                                 {
4310                                         int n;
4311                                         char tmp[32];
4312
4313                                         cnv_stat(p_ptr->stat_max[0], tmp);
4314                                         prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
4315                                         cnv_stat(p_ptr->stat_max[1], tmp);
4316                                         prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
4317                                         cnv_stat(p_ptr->stat_max[2], tmp);
4318                                         prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
4319                                         cnv_stat(p_ptr->stat_max[3], tmp);
4320                                         prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
4321                                         cnv_stat(p_ptr->stat_max[4], tmp);
4322                                         prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
4323                                         cnv_stat(p_ptr->stat_max[5], tmp);
4324                                         prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
4325
4326                                         prt("", 8, 14);
4327                                         prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
4328
4329                                         while (1)
4330                                         {
4331                                                 choice = inkey();
4332                                                 if ((choice >= 'a') && (choice <= 'f')) break;
4333                                         }
4334                                         for (n = 0; n < A_MAX; n++)
4335                                                 if (n != choice - 'a')
4336                                                         prt("", n + 2, 14);
4337                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4338                                 }
4339                                 do_inc_stat(choice - 'a');
4340                                 screen_load();
4341                         }
4342                         else if (!(p_ptr->max_plv % 2))
4343                                 do_inc_stat(randint0(6));
4344                 }
4345
4346                 if (level_mutation)
4347                 {
4348                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
4349                         (void)gain_mutation(p_ptr, 0);
4350                         level_mutation = FALSE;
4351                 }
4352
4353                 /*
4354                  * 報酬でレベルが上ると再帰的に check_experience() が
4355                  * 呼ばれるので順番を最後にする。
4356                  */
4357                 if (level_reward)
4358                 {
4359                         gain_level_reward(0);
4360                         level_reward = FALSE;
4361                 }
4362
4363                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4364                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4365                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4366                 handle_stuff();
4367         }
4368
4369         /* Load an autopick preference file */
4370         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4371 }
4372