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[Refactor] #38997 update_monsters() にplayer_type * 引数追加 / Added player_type * argumen...
[hengband/hengband.git] / src / player-status.c
index 5a78eca..e103ab4 100644 (file)
@@ -218,7 +218,6 @@ static concptr funny_comments[MAX_SAN_COMMENT] =
 
 };
 
-
 /*!
  * @brief 基本必要経験値テーブル /
  * Base experience levels, may be adjusted up for race and/or class
@@ -277,7 +276,6 @@ const s32b player_exp[PY_MAX_LEVEL] =
        5000000L
 };
 
-
 /*!
  * @brief 基本必要強化値テーブル(アンドロイド専用)
  */
@@ -335,7 +333,6 @@ const s32b player_exp_a[PY_MAX_LEVEL] =
        5000000L
 };
 
-
 /*!
  * 知力/賢さによるレベル毎の習得可能魔法数テーブル
  * Stat Table (INT/WIS) -- Number of half-spells per level
@@ -382,7 +379,6 @@ const byte adj_mag_study[] =
        6       /* 18/220+ */
 };
 
-
 /*!
  * 知力/賢さによるMP修正テーブル
  * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
@@ -429,7 +425,6 @@ const byte adj_mag_mana[] =
        30      /* 18/220+ */
 };
 
-
 /*!
  * 知力/賢さによる最低魔法失敗率テーブル
  * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
@@ -476,7 +471,6 @@ const byte adj_mag_fail[] =
        0       /* 18/220+ */
 };
 
-
 /*!
  * 知力/賢さによる魔法失敗率修正テーブル
  * Stat Table (INT/WIS) -- Various things
@@ -523,7 +517,6 @@ const byte adj_mag_stat[] =
        20      /* 18/220+ */
 };
 
-
 /*!
  * 魅力による店での取引修正テーブル
  * Stat Table (CHR) -- payment percentages
@@ -570,7 +563,6 @@ const byte adj_chr_gold[] =
        78      /* 18/220+ */
 };
 
-
 /*!
  * 知力による魔道具使用修正テーブル
  * Stat Table (INT) -- Magic devices
@@ -617,7 +609,6 @@ const byte adj_int_dev[] =
        20      /* 18/220+ */
 };
 
-
 /*!
  * 賢さによる魔法防御修正テーブル
  * Stat Table (WIS) -- Saving throw
@@ -664,7 +655,6 @@ const byte adj_wis_sav[] =
        19      /* 18/220+ */
 };
 
-
 /*!
  * 器用さによるトラップ解除修正テーブル
  * Stat Table (DEX) -- disarming
@@ -711,7 +701,6 @@ const byte adj_dex_dis[] =
        10      /* 18/220+ */
 };
 
-
 /*!
  * 知力によるトラップ解除修正テーブル
  * Stat Table (INT) -- disarming
@@ -758,7 +747,6 @@ const byte adj_int_dis[] =
        20      /* 18/220+ */
 };
 
-
 /*!
  * 器用さによるAC修正テーブル
  * Stat Table (DEX) -- bonus to ac (plus 128)
@@ -805,7 +793,6 @@ const byte adj_dex_ta[] =
        128 + 16    /* 18/220+ */
 };
 
-
 /*!
  * 腕力によるダメージ修正テーブル
  * Stat Table (STR) -- bonus to dam (plus 128)
@@ -852,7 +839,6 @@ const byte adj_str_td[] =
        128 + 20    /* 18/220+ */
 };
 
-
 /*!
  * 器用度による命中修正テーブル
  * Stat Table (DEX) -- bonus to hit (plus 128)
@@ -899,7 +885,6 @@ const byte adj_dex_th[] =
        128 + 16        /* 18/220+ */
 };
 
-
 /*!
  * 腕力による命中修正テーブル
  * Stat Table (STR) -- bonus to hit (plus 128)
@@ -946,7 +931,6 @@ const byte adj_str_th[] =
        128 + 16        /* 18/220+ */
 };
 
-
 /*!
  * 腕力による基本所持重量値テーブル
  * Stat Table (STR) -- weight limit in deca-pounds
@@ -993,7 +977,6 @@ const byte adj_str_wgt[] =
        39      /* 18/220+ */
 };
 
-
 /*!
  * 腕力による武器重量限界値テーブル
  * Stat Table (STR) -- weapon weight limit in pounds
@@ -1040,7 +1023,6 @@ const byte adj_str_hold[] =
        50     /* 18/220+ */
 };
 
-
 /*!
  * 腕力による採掘能力修正値テーブル
  * Stat Table (STR) -- digging value
@@ -1133,7 +1115,6 @@ const byte adj_dex_safe[] =
        100     /* 18/220+ */
 };
 
-
 /*!
  * 耐久による基本HP自然治癒値テーブル /
  * Stat Table (CON) -- base regeneration rate
@@ -1180,7 +1161,6 @@ const byte adj_con_fix[] =
        9       /* 18/220+ */
 };
 
-
 /*!
  * 耐久による基本HP自然治癒値テーブル /
  * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
@@ -1227,7 +1207,6 @@ const byte adj_con_mhp[] =
        128 + 48        /* 18/220+ */
 };
 
-
 /*!
  * 魅力による魅了能力修正テーブル /
  * Stat Table (CHR) -- charm
@@ -1274,7 +1253,6 @@ const byte adj_chr_chm[] =
        85      /* 18/220+ */
 };
 
-
 /*** Player information ***/
 
 /*
@@ -1290,14 +1268,14 @@ player_type *p_ptr = &p_body;
 /*
  * Return alignment title
  */
-concptr your_alignment(void)
+concptr your_alignment(player_type *creature_ptr)
 {
-       if (p_ptr->align > 150) return _("大善", "Lawful");
-       else if (p_ptr->align > 50) return _("中善", "Good");
-       else if (p_ptr->align > 10) return _("小善", "Neutral Good");
-       else if (p_ptr->align > -11) return _("中立", "Neutral");
-       else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
-       else if (p_ptr->align > -151) return _("中悪", "Evil");
+       if (creature_ptr->align > 150) return _("大善", "Lawful");
+       else if (creature_ptr->align > 50) return _("中善", "Good");
+       else if (creature_ptr->align > 10) return _("小善", "Neutral Good");
+       else if (creature_ptr->align > -11) return _("中立", "Neutral");
+       else if (creature_ptr->align > -51) return _("小悪", "Neutral Evil");
+       else if (creature_ptr->align > -151) return _("中悪", "Evil");
        else return _("大悪", "Chaotic");
 }
 
@@ -1340,6 +1318,7 @@ int spell_exp_level(int spell_exp)
        else return EXP_LEVEL_MASTER;
 }
 
+
 /*!
  * @brief プレイヤーの全ステータスを更新する /
  * Calculate the players current "state", taking into account
@@ -1364,12 +1343,12 @@ int spell_exp_level(int spell_exp)
  * This function induces various "status" messages.
  * </pre>
  */
-void calc_bonuses(void)
+void calc_bonuses(player_type *creature_ptr)
 {
-       int i, j, hold;
+       int hold;
        int new_speed;
        int default_hand = 0;
-       int empty_hands_status = empty_hands(TRUE);
+       int empty_hands_status = empty_hands(creature_ptr, TRUE);
        int extra_blows[2];
        object_type *o_ptr;
        BIT_FLAGS flgs[TR_FLAG_SIZE];
@@ -1377,9 +1356,6 @@ void calc_bonuses(void)
        bool yoiyami = FALSE;
        bool down_saving = FALSE;
 
-#if 0
-       bool have_dd_s = FALSE, have_dd_t = FALSE;
-#endif
        bool have_sw = FALSE, have_kabe = FALSE;
        bool easy_2weapon = FALSE;
        bool riding_levitation = FALSE;
@@ -1387,428 +1363,428 @@ void calc_bonuses(void)
        const player_race *tmp_rp_ptr;
 
        /* Save the old vision stuff */
-       bool old_telepathy = p_ptr->telepathy;
-       bool old_esp_animal = p_ptr->esp_animal;
-       bool old_esp_undead = p_ptr->esp_undead;
-       bool old_esp_demon = p_ptr->esp_demon;
-       bool old_esp_orc = p_ptr->esp_orc;
-       bool old_esp_troll = p_ptr->esp_troll;
-       bool old_esp_giant = p_ptr->esp_giant;
-       bool old_esp_dragon = p_ptr->esp_dragon;
-       bool old_esp_human = p_ptr->esp_human;
-       bool old_esp_evil = p_ptr->esp_evil;
-       bool old_esp_good = p_ptr->esp_good;
-       bool old_esp_nonliving = p_ptr->esp_nonliving;
-       bool old_esp_unique = p_ptr->esp_unique;
-       bool old_see_inv = p_ptr->see_inv;
-       bool old_mighty_throw = p_ptr->mighty_throw;
+       bool old_telepathy = creature_ptr->telepathy;
+       bool old_esp_animal = creature_ptr->esp_animal;
+       bool old_esp_undead = creature_ptr->esp_undead;
+       bool old_esp_demon = creature_ptr->esp_demon;
+       bool old_esp_orc = creature_ptr->esp_orc;
+       bool old_esp_troll = creature_ptr->esp_troll;
+       bool old_esp_giant = creature_ptr->esp_giant;
+       bool old_esp_dragon = creature_ptr->esp_dragon;
+       bool old_esp_human = creature_ptr->esp_human;
+       bool old_esp_evil = creature_ptr->esp_evil;
+       bool old_esp_good = creature_ptr->esp_good;
+       bool old_esp_nonliving = creature_ptr->esp_nonliving;
+       bool old_esp_unique = creature_ptr->esp_unique;
+       bool old_see_inv = creature_ptr->see_inv;
+       bool old_mighty_throw = creature_ptr->mighty_throw;
 
        /* Current feature under player. */
-       feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
 
        /* Save the old armor class */
-       ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
-       ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
-
+       ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
+       ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
 
        /* Clear extra blows/shots */
        extra_blows[0] = extra_blows[1] = 0;
 
        /* Clear the stat modifiers */
-       for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
+       for (int i = 0; i < A_MAX; i++) creature_ptr->stat_add[i] = 0;
 
 
        /* Clear the Displayed/Real armor class */
-       p_ptr->dis_ac = p_ptr->ac = 0;
+       creature_ptr->dis_ac = creature_ptr->ac = 0;
 
        /* Clear the Displayed/Real Bonuses */
-       p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
-       p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
-       p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
-       p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
-       p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
-       p_ptr->dis_to_a = p_ptr->to_a = 0;
-       p_ptr->to_h_m = 0;
-       p_ptr->to_d_m = 0;
+       creature_ptr->dis_to_h[0] = creature_ptr->to_h[0] = 0;
+       creature_ptr->dis_to_h[1] = creature_ptr->to_h[1] = 0;
+       creature_ptr->dis_to_d[0] = creature_ptr->to_d[0] = 0;
+       creature_ptr->dis_to_d[1] = creature_ptr->to_d[1] = 0;
+       creature_ptr->dis_to_h_b = creature_ptr->to_h_b = 0;
+       creature_ptr->dis_to_a = creature_ptr->to_a = 0;
+       creature_ptr->to_h_m = 0;
+       creature_ptr->to_d_m = 0;
 
-       p_ptr->to_m_chance = 0;
+       creature_ptr->to_m_chance = 0;
 
        /* Clear the Extra Dice Bonuses */
-       p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
-       p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
+       creature_ptr->to_dd[0] = creature_ptr->to_ds[0] = 0;
+       creature_ptr->to_dd[1] = creature_ptr->to_ds[1] = 0;
 
        /* Start with "normal" speed */
        new_speed = 110;
 
-       /* Start with a single blow per current_world_ptr->game_turn */
-       p_ptr->num_blow[0] = 1;
-       p_ptr->num_blow[1] = 1;
+       /* Start with a single blow per turn */
+       creature_ptr->num_blow[0] = 1;
+       creature_ptr->num_blow[1] = 1;
 
-       /* Start with a single shot per current_world_ptr->game_turn */
-       p_ptr->num_fire = 100;
+       /* Start with a single shot per turn */
+       creature_ptr->num_fire = 100;
 
        /* Reset the "xtra" tval */
-       p_ptr->tval_xtra = 0;
+       creature_ptr->tval_xtra = 0;
 
        /* Reset the "ammo" tval */
-       p_ptr->tval_ammo = 0;
+       creature_ptr->tval_ammo = 0;
 
        /* Clear all the flags */
-       p_ptr->cursed = 0L;
-       p_ptr->bless_blade = FALSE;
-       p_ptr->xtra_might = FALSE;
-       p_ptr->impact[0] = FALSE;
-       p_ptr->impact[1] = FALSE;
-       p_ptr->pass_wall = FALSE;
-       p_ptr->kill_wall = FALSE;
-       p_ptr->dec_mana = FALSE;
-       p_ptr->easy_spell = FALSE;
-       p_ptr->heavy_spell = FALSE;
-       p_ptr->see_inv = FALSE;
-       p_ptr->free_act = FALSE;
-       p_ptr->slow_digest = FALSE;
-       p_ptr->regenerate = FALSE;
-       p_ptr->can_swim = FALSE;
-       p_ptr->levitation = FALSE;
-       p_ptr->hold_exp = FALSE;
-       p_ptr->telepathy = FALSE;
-       p_ptr->esp_animal = FALSE;
-       p_ptr->esp_undead = FALSE;
-       p_ptr->esp_demon = FALSE;
-       p_ptr->esp_orc = FALSE;
-       p_ptr->esp_troll = FALSE;
-       p_ptr->esp_giant = FALSE;
-       p_ptr->esp_dragon = FALSE;
-       p_ptr->esp_human = FALSE;
-       p_ptr->esp_evil = FALSE;
-       p_ptr->esp_good = FALSE;
-       p_ptr->esp_nonliving = FALSE;
-       p_ptr->esp_unique = FALSE;
-       p_ptr->lite = FALSE;
-       p_ptr->sustain_str = FALSE;
-       p_ptr->sustain_int = FALSE;
-       p_ptr->sustain_wis = FALSE;
-       p_ptr->sustain_con = FALSE;
-       p_ptr->sustain_dex = FALSE;
-       p_ptr->sustain_chr = FALSE;
-       p_ptr->resist_acid = FALSE;
-       p_ptr->resist_elec = FALSE;
-       p_ptr->resist_fire = FALSE;
-       p_ptr->resist_cold = FALSE;
-       p_ptr->resist_pois = FALSE;
-       p_ptr->resist_conf = FALSE;
-       p_ptr->resist_sound = FALSE;
-       p_ptr->resist_lite = FALSE;
-       p_ptr->resist_dark = FALSE;
-       p_ptr->resist_chaos = FALSE;
-       p_ptr->resist_disen = FALSE;
-       p_ptr->resist_shard = FALSE;
-       p_ptr->resist_nexus = FALSE;
-       p_ptr->resist_blind = FALSE;
-       p_ptr->resist_neth = FALSE;
-       p_ptr->resist_time = FALSE;
-       p_ptr->resist_water = FALSE;
-       p_ptr->resist_fear = FALSE;
-       p_ptr->reflect = FALSE;
-       p_ptr->sh_fire = FALSE;
-       p_ptr->sh_elec = FALSE;
-       p_ptr->sh_cold = FALSE;
-       p_ptr->anti_magic = FALSE;
-       p_ptr->anti_tele = FALSE;
-       p_ptr->warning = FALSE;
-       p_ptr->mighty_throw = FALSE;
-       p_ptr->see_nocto = FALSE;
-
-       p_ptr->immune_acid = FALSE;
-       p_ptr->immune_elec = FALSE;
-       p_ptr->immune_fire = FALSE;
-       p_ptr->immune_cold = FALSE;
-
-       p_ptr->ryoute = FALSE;
-       p_ptr->migite = FALSE;
-       p_ptr->hidarite = FALSE;
-       p_ptr->no_flowed = FALSE;
-
-       if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
-       else tmp_rp_ptr = &race_info[p_ptr->prace];
+       creature_ptr->cursed = 0L;
+       creature_ptr->bless_blade = FALSE;
+       creature_ptr->xtra_might = FALSE;
+       creature_ptr->impact[0] = FALSE;
+       creature_ptr->impact[1] = FALSE;
+       creature_ptr->pass_wall = FALSE;
+       creature_ptr->kill_wall = FALSE;
+       creature_ptr->dec_mana = FALSE;
+       creature_ptr->easy_spell = FALSE;
+       creature_ptr->heavy_spell = FALSE;
+       creature_ptr->see_inv = FALSE;
+       creature_ptr->free_act = FALSE;
+       creature_ptr->slow_digest = FALSE;
+       creature_ptr->regenerate = FALSE;
+       creature_ptr->can_swim = FALSE;
+       creature_ptr->levitation = FALSE;
+       creature_ptr->hold_exp = FALSE;
+       creature_ptr->telepathy = FALSE;
+       creature_ptr->esp_animal = FALSE;
+       creature_ptr->esp_undead = FALSE;
+       creature_ptr->esp_demon = FALSE;
+       creature_ptr->esp_orc = FALSE;
+       creature_ptr->esp_troll = FALSE;
+       creature_ptr->esp_giant = FALSE;
+       creature_ptr->esp_dragon = FALSE;
+       creature_ptr->esp_human = FALSE;
+       creature_ptr->esp_evil = FALSE;
+       creature_ptr->esp_good = FALSE;
+       creature_ptr->esp_nonliving = FALSE;
+       creature_ptr->esp_unique = FALSE;
+       creature_ptr->lite = FALSE;
+       creature_ptr->sustain_str = FALSE;
+       creature_ptr->sustain_int = FALSE;
+       creature_ptr->sustain_wis = FALSE;
+       creature_ptr->sustain_con = FALSE;
+       creature_ptr->sustain_dex = FALSE;
+       creature_ptr->sustain_chr = FALSE;
+       creature_ptr->resist_acid = FALSE;
+       creature_ptr->resist_elec = FALSE;
+       creature_ptr->resist_fire = FALSE;
+       creature_ptr->resist_cold = FALSE;
+       creature_ptr->resist_pois = FALSE;
+       creature_ptr->resist_conf = FALSE;
+       creature_ptr->resist_sound = FALSE;
+       creature_ptr->resist_lite = FALSE;
+       creature_ptr->resist_dark = FALSE;
+       creature_ptr->resist_chaos = FALSE;
+       creature_ptr->resist_disen = FALSE;
+       creature_ptr->resist_shard = FALSE;
+       creature_ptr->resist_nexus = FALSE;
+       creature_ptr->resist_blind = FALSE;
+       creature_ptr->resist_neth = FALSE;
+       creature_ptr->resist_time = FALSE;
+       creature_ptr->resist_water = FALSE;
+       creature_ptr->resist_fear = FALSE;
+       creature_ptr->reflect = FALSE;
+       creature_ptr->sh_fire = FALSE;
+       creature_ptr->sh_elec = FALSE;
+       creature_ptr->sh_cold = FALSE;
+       creature_ptr->anti_magic = FALSE;
+       creature_ptr->anti_tele = FALSE;
+       creature_ptr->warning = FALSE;
+       creature_ptr->mighty_throw = FALSE;
+       creature_ptr->see_nocto = FALSE;
+
+       creature_ptr->immune_acid = FALSE;
+       creature_ptr->immune_elec = FALSE;
+       creature_ptr->immune_fire = FALSE;
+       creature_ptr->immune_cold = FALSE;
+
+       creature_ptr->ryoute = FALSE;
+       creature_ptr->migite = FALSE;
+       creature_ptr->hidarite = FALSE;
+       creature_ptr->no_flowed = FALSE;
+
+       if (creature_ptr->mimic_form) tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
+       else tmp_rp_ptr = &race_info[creature_ptr->prace];
 
        /* Base infravision (purely racial) */
-       p_ptr->see_infra = tmp_rp_ptr->infra;
+       creature_ptr->see_infra = tmp_rp_ptr->infra;
 
        /* Base skill -- disarming */
-       p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
+       creature_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
 
        /* Base skill -- magic devices */
-       p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
+       creature_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
 
        /* Base skill -- saving throw */
-       p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
+       creature_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
 
        /* Base skill -- stealth */
-       p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
+       creature_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
 
        /* Base skill -- searching ability */
-       p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
+       creature_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
 
        /* Base skill -- searching frequency */
-       p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
+       creature_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
 
        /* Base skill -- combat (normal) */
-       p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
+       creature_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
 
        /* Base skill -- combat (shooting) */
-       p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
+       creature_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
 
        /* Base skill -- combat (throwing) */
-       p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
+       creature_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
 
        /* Base skill -- digging */
-       p_ptr->skill_dig = 0;
+       creature_ptr->skill_dig = 0;
 
-       if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
-       if (has_melee_weapon(INVEN_LARM))
+       if (has_melee_weapon(creature_ptr, INVEN_RARM)) creature_ptr->migite = TRUE;
+       if (has_melee_weapon(creature_ptr, INVEN_LARM))
        {
-               p_ptr->hidarite = TRUE;
-               if (!p_ptr->migite) default_hand = 1;
+               creature_ptr->hidarite = TRUE;
+               if (!creature_ptr->migite) default_hand = 1;
        }
 
-       if (CAN_TWO_HANDS_WIELDING())
+       if (can_two_hands_wielding(creature_ptr))
        {
-               if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
-                       object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
+               if (creature_ptr->migite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) &&
+                       object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM]))
                {
-                       p_ptr->ryoute = TRUE;
+                       creature_ptr->ryoute = TRUE;
                }
-               else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
-                       object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
+               else if (creature_ptr->hidarite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) &&
+                       object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM]))
                {
-                       p_ptr->ryoute = TRUE;
+                       creature_ptr->ryoute = TRUE;
                }
                else
                {
-                       switch (p_ptr->pclass)
+                       switch (creature_ptr->pclass)
                        {
                        case CLASS_MONK:
                        case CLASS_FORCETRAINER:
                        case CLASS_BERSERKER:
-                               if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
+                               if (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
                                {
-                                       p_ptr->migite = TRUE;
-                                       p_ptr->ryoute = TRUE;
+                                       creature_ptr->migite = TRUE;
+                                       creature_ptr->ryoute = TRUE;
                                }
                                break;
                        }
                }
        }
 
-       if (!p_ptr->migite && !p_ptr->hidarite)
+       if (!creature_ptr->migite && !creature_ptr->hidarite)
        {
-               if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
+               if (empty_hands_status & EMPTY_HAND_RARM) creature_ptr->migite = TRUE;
                else if (empty_hands_status == EMPTY_HAND_LARM)
                {
-                       p_ptr->hidarite = TRUE;
+                       creature_ptr->hidarite = TRUE;
                        default_hand = 1;
                }
        }
 
-       if (p_ptr->special_defense & KAMAE_MASK)
+       if (creature_ptr->special_defense & KAMAE_MASK)
        {
                if (!(empty_hands_status & EMPTY_HAND_RARM))
                {
-                       set_action(p_ptr, ACTION_NONE);
+                       set_action(creature_ptr, ACTION_NONE);
                }
        }
 
-       switch (p_ptr->pclass)
+       switch (creature_ptr->pclass)
        {
        case CLASS_WARRIOR:
-               if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
-               if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
+               if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
+               if (creature_ptr->lev > 44) creature_ptr->regenerate = TRUE;
                break;
        case CLASS_PALADIN:
-               if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
+               if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
                break;
        case CLASS_CHAOS_WARRIOR:
-               if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
-               if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
+               if (creature_ptr->lev > 29) creature_ptr->resist_chaos = TRUE;
+               if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
                break;
        case CLASS_MINDCRAFTER:
-               if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
-               if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
-               if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
-               if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
+               if (creature_ptr->lev > 9) creature_ptr->resist_fear = TRUE;
+               if (creature_ptr->lev > 19) creature_ptr->sustain_wis = TRUE;
+               if (creature_ptr->lev > 29) creature_ptr->resist_conf = TRUE;
+               if (creature_ptr->lev > 39) creature_ptr->telepathy = TRUE;
                break;
        case CLASS_MONK:
        case CLASS_FORCETRAINER:
                /* Unencumbered Monks become faster every 10 levels */
-               if (!(heavy_armor()))
+               if (!(heavy_armor(creature_ptr)))
                {
-                       if (!(PRACE_IS_(p_ptr, RACE_KLACKON) ||
-                               PRACE_IS_(p_ptr, RACE_SPRITE) ||
-                               (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
-                               new_speed += (p_ptr->lev) / 10;
+                       if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
+                               PRACE_IS_(creature_ptr, RACE_SPRITE) ||
+                               (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+                               new_speed += (creature_ptr->lev) / 10;
 
                        /* Free action if unencumbered at level 25 */
-                       if (p_ptr->lev > 24)
-                               p_ptr->free_act = TRUE;
+                       if (creature_ptr->lev > 24)
+                               creature_ptr->free_act = TRUE;
                }
                break;
        case CLASS_SORCERER:
-               p_ptr->to_a -= 50;
-               p_ptr->dis_to_a -= 50;
+               creature_ptr->to_a -= 50;
+               creature_ptr->dis_to_a -= 50;
                break;
        case CLASS_BARD:
-               p_ptr->resist_sound = TRUE;
+               creature_ptr->resist_sound = TRUE;
                break;
        case CLASS_SAMURAI:
-               if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
+               if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
                break;
        case CLASS_BERSERKER:
-               p_ptr->shero = 1;
-               p_ptr->sustain_str = TRUE;
-               p_ptr->sustain_dex = TRUE;
-               p_ptr->sustain_con = TRUE;
-               p_ptr->regenerate = TRUE;
-               p_ptr->free_act = TRUE;
+               creature_ptr->shero = 1;
+               creature_ptr->sustain_str = TRUE;
+               creature_ptr->sustain_dex = TRUE;
+               creature_ptr->sustain_con = TRUE;
+               creature_ptr->regenerate = TRUE;
+               creature_ptr->free_act = TRUE;
                new_speed += 2;
-               if (p_ptr->lev > 29) new_speed++;
-               if (p_ptr->lev > 39) new_speed++;
-               if (p_ptr->lev > 44) new_speed++;
-               if (p_ptr->lev > 49) new_speed++;
-               p_ptr->to_a += 10 + p_ptr->lev / 2;
-               p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
-               p_ptr->skill_dig += (100 + p_ptr->lev * 8);
-               if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
-               p_ptr->redraw |= PR_STATUS;
+               if (creature_ptr->lev > 29) new_speed++;
+               if (creature_ptr->lev > 39) new_speed++;
+               if (creature_ptr->lev > 44) new_speed++;
+               if (creature_ptr->lev > 49) new_speed++;
+               creature_ptr->to_a += 10 + creature_ptr->lev / 2;
+               creature_ptr->dis_to_a += 10 + creature_ptr->lev / 2;
+               creature_ptr->skill_dig += (100 + creature_ptr->lev * 8);
+               if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
+               creature_ptr->redraw |= PR_STATUS;
                break;
        case CLASS_MIRROR_MASTER:
-               if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
+               if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
                break;
        case CLASS_NINJA:
                /* Unencumbered Ninjas become faster every 10 levels */
-               if (heavy_armor())
+               if (heavy_armor(creature_ptr))
                {
-                       new_speed -= (p_ptr->lev) / 10;
-                       p_ptr->skill_stl -= (p_ptr->lev) / 10;
+                       new_speed -= (creature_ptr->lev) / 10;
+                       creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
                }
-               else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
-                       (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
+               else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
+                       (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
                {
                        new_speed += 3;
-                       if (!(PRACE_IS_(p_ptr, RACE_KLACKON) ||
-                               PRACE_IS_(p_ptr, RACE_SPRITE) ||
-                               (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
-                               new_speed += (p_ptr->lev) / 10;
-                       p_ptr->skill_stl += (p_ptr->lev) / 10;
+                       if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
+                               PRACE_IS_(creature_ptr, RACE_SPRITE) ||
+                               (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+                               new_speed += (creature_ptr->lev) / 10;
+                       creature_ptr->skill_stl += (creature_ptr->lev) / 10;
 
                        /* Free action if unencumbered at level 25 */
-                       if (p_ptr->lev > 24)
-                               p_ptr->free_act = TRUE;
+                       if (creature_ptr->lev > 24)
+                               creature_ptr->free_act = TRUE;
                }
-               if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
-                       (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
+               if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
+                       (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
                {
-                       p_ptr->to_a += p_ptr->lev / 2 + 5;
-                       p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
+                       creature_ptr->to_a += creature_ptr->lev / 2 + 5;
+                       creature_ptr->dis_to_a += creature_ptr->lev / 2 + 5;
                }
-               p_ptr->slow_digest = TRUE;
-               p_ptr->resist_fear = TRUE;
-               if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
-               if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
-               if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
-               if (p_ptr->lev > 44)
+               creature_ptr->slow_digest = TRUE;
+               creature_ptr->resist_fear = TRUE;
+               if (creature_ptr->lev > 19) creature_ptr->resist_pois = TRUE;
+               if (creature_ptr->lev > 24) creature_ptr->sustain_dex = TRUE;
+               if (creature_ptr->lev > 29) creature_ptr->see_inv = TRUE;
+               if (creature_ptr->lev > 44)
                {
-                       p_ptr->oppose_pois = 1;
-                       p_ptr->redraw |= PR_STATUS;
+                       creature_ptr->oppose_pois = 1;
+                       creature_ptr->redraw |= PR_STATUS;
                }
-               p_ptr->see_nocto = TRUE;
+               creature_ptr->see_nocto = TRUE;
                break;
        }
 
        /***** Races ****/
-       if (p_ptr->mimic_form)
+       if (creature_ptr->mimic_form)
        {
-               switch (p_ptr->mimic_form)
+               switch (creature_ptr->mimic_form)
                {
                case MIMIC_DEMON:
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->resist_chaos = TRUE;
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->resist_fire = TRUE;
-                       p_ptr->oppose_fire = 1;
-                       p_ptr->see_inv = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->resist_chaos = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->resist_fire = TRUE;
+                       creature_ptr->oppose_fire = 1;
+                       creature_ptr->see_inv = TRUE;
                        new_speed += 3;
-                       p_ptr->redraw |= PR_STATUS;
-                       p_ptr->to_a += 10;
-                       p_ptr->dis_to_a += 10;
+                       creature_ptr->redraw |= PR_STATUS;
+                       creature_ptr->to_a += 10;
+                       creature_ptr->dis_to_a += 10;
                        break;
                case MIMIC_DEMON_LORD:
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->resist_chaos = TRUE;
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->immune_fire = TRUE;
-                       p_ptr->resist_acid = TRUE;
-                       p_ptr->resist_fire = TRUE;
-                       p_ptr->resist_cold = TRUE;
-                       p_ptr->resist_elec = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       p_ptr->resist_conf = TRUE;
-                       p_ptr->resist_disen = TRUE;
-                       p_ptr->resist_nexus = TRUE;
-                       p_ptr->resist_fear = TRUE;
-                       p_ptr->sh_fire = TRUE;
-                       p_ptr->see_inv = TRUE;
-                       p_ptr->telepathy = TRUE;
-                       p_ptr->levitation = TRUE;
-                       p_ptr->kill_wall = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->resist_chaos = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->immune_fire = TRUE;
+                       creature_ptr->resist_acid = TRUE;
+                       creature_ptr->resist_fire = TRUE;
+                       creature_ptr->resist_cold = TRUE;
+                       creature_ptr->resist_elec = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       creature_ptr->resist_conf = TRUE;
+                       creature_ptr->resist_disen = TRUE;
+                       creature_ptr->resist_nexus = TRUE;
+                       creature_ptr->resist_fear = TRUE;
+                       creature_ptr->sh_fire = TRUE;
+                       creature_ptr->see_inv = TRUE;
+                       creature_ptr->telepathy = TRUE;
+                       creature_ptr->levitation = TRUE;
+                       creature_ptr->kill_wall = TRUE;
                        new_speed += 5;
-                       p_ptr->to_a += 20;
-                       p_ptr->dis_to_a += 20;
+                       creature_ptr->to_a += 20;
+                       creature_ptr->dis_to_a += 20;
                        break;
                case MIMIC_VAMPIRE:
-                       p_ptr->resist_dark = TRUE;
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->resist_cold = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       p_ptr->see_inv = TRUE;
+                       creature_ptr->resist_dark = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->resist_cold = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       creature_ptr->see_inv = TRUE;
                        new_speed += 3;
-                       p_ptr->to_a += 10;
-                       p_ptr->dis_to_a += 10;
-                       if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+                       creature_ptr->to_a += 10;
+                       creature_ptr->dis_to_a += 10;
+                       if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
                        break;
                }
        }
        else
        {
-               switch (p_ptr->prace)
+               switch (creature_ptr->prace)
                {
                case RACE_ELF:
-                       p_ptr->resist_lite = TRUE;
+                       creature_ptr->resist_lite = TRUE;
                        break;
                case RACE_HOBBIT:
-                       p_ptr->hold_exp = TRUE;
+                       creature_ptr->hold_exp = TRUE;
                        break;
                case RACE_GNOME:
-                       p_ptr->free_act = TRUE;
+                       creature_ptr->free_act = TRUE;
                        break;
                case RACE_DWARF:
-                       p_ptr->resist_blind = TRUE;
+                       creature_ptr->resist_blind = TRUE;
                        break;
                case RACE_HALF_ORC:
-                       p_ptr->resist_dark = TRUE;
+                       creature_ptr->resist_dark = TRUE;
                        break;
                case RACE_HALF_TROLL:
-                       p_ptr->sustain_str = TRUE;
+                       creature_ptr->sustain_str = TRUE;
 
-                       if (p_ptr->lev > 14)
+                       if (creature_ptr->lev > 14)
                        {
                                /* High level trolls heal fast... */
-                               p_ptr->regenerate = TRUE;
+                               creature_ptr->regenerate = TRUE;
 
-                               if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
+                               if (creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER)
                                {
-                                       p_ptr->slow_digest = TRUE;
+                                       creature_ptr->slow_digest = TRUE;
                                        /* Let's not make Regeneration
                                         * a disadvantage for the poor warriors who can
                                         * never learn a spell that satisfies hunger (actually
@@ -1818,172 +1794,172 @@ void calc_bonuses(void)
                        }
                        break;
                case RACE_AMBERITE:
-                       p_ptr->sustain_con = TRUE;
-                       p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
+                       creature_ptr->sustain_con = TRUE;
+                       creature_ptr->regenerate = TRUE;  /* Amberites heal fast... */
                        break;
                case RACE_HIGH_ELF:
-                       p_ptr->resist_lite = TRUE;
-                       p_ptr->see_inv = TRUE;
+                       creature_ptr->resist_lite = TRUE;
+                       creature_ptr->see_inv = TRUE;
                        break;
                case RACE_BARBARIAN:
-                       p_ptr->resist_fear = TRUE;
+                       creature_ptr->resist_fear = TRUE;
                        break;
                case RACE_HALF_OGRE:
-                       p_ptr->resist_dark = TRUE;
-                       p_ptr->sustain_str = TRUE;
+                       creature_ptr->resist_dark = TRUE;
+                       creature_ptr->sustain_str = TRUE;
                        break;
                case RACE_HALF_GIANT:
-                       p_ptr->sustain_str = TRUE;
-                       p_ptr->resist_shard = TRUE;
+                       creature_ptr->sustain_str = TRUE;
+                       creature_ptr->resist_shard = TRUE;
                        break;
                case RACE_HALF_TITAN:
-                       p_ptr->resist_chaos = TRUE;
+                       creature_ptr->resist_chaos = TRUE;
                        break;
                case RACE_CYCLOPS:
-                       p_ptr->resist_sound = TRUE;
+                       creature_ptr->resist_sound = TRUE;
                        break;
                case RACE_YEEK:
-                       p_ptr->resist_acid = TRUE;
-                       if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
+                       creature_ptr->resist_acid = TRUE;
+                       if (creature_ptr->lev > 19) creature_ptr->immune_acid = TRUE;
                        break;
                case RACE_KLACKON:
-                       p_ptr->resist_conf = TRUE;
-                       p_ptr->resist_acid = TRUE;
+                       creature_ptr->resist_conf = TRUE;
+                       creature_ptr->resist_acid = TRUE;
 
                        /* Klackons become faster */
-                       new_speed += (p_ptr->lev) / 10;
+                       new_speed += (creature_ptr->lev) / 10;
                        break;
                case RACE_KOBOLD:
-                       p_ptr->resist_pois = TRUE;
+                       creature_ptr->resist_pois = TRUE;
                        break;
                case RACE_NIBELUNG:
-                       p_ptr->resist_disen = TRUE;
-                       p_ptr->resist_dark = TRUE;
+                       creature_ptr->resist_disen = TRUE;
+                       creature_ptr->resist_dark = TRUE;
                        break;
                case RACE_DARK_ELF:
-                       p_ptr->resist_dark = TRUE;
-                       if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
+                       creature_ptr->resist_dark = TRUE;
+                       if (creature_ptr->lev > 19) creature_ptr->see_inv = TRUE;
                        break;
                case RACE_DRACONIAN:
-                       p_ptr->levitation = TRUE;
-                       if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
-                       if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
-                       if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
-                       if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
-                       if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
+                       creature_ptr->levitation = TRUE;
+                       if (creature_ptr->lev > 4) creature_ptr->resist_fire = TRUE;
+                       if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
+                       if (creature_ptr->lev > 14) creature_ptr->resist_acid = TRUE;
+                       if (creature_ptr->lev > 19) creature_ptr->resist_elec = TRUE;
+                       if (creature_ptr->lev > 34) creature_ptr->resist_pois = TRUE;
                        break;
                case RACE_MIND_FLAYER:
-                       p_ptr->sustain_int = TRUE;
-                       p_ptr->sustain_wis = TRUE;
-                       if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
-                       if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
+                       creature_ptr->sustain_int = TRUE;
+                       creature_ptr->sustain_wis = TRUE;
+                       if (creature_ptr->lev > 14) creature_ptr->see_inv = TRUE;
+                       if (creature_ptr->lev > 29) creature_ptr->telepathy = TRUE;
                        break;
                case RACE_IMP:
-                       p_ptr->resist_fire = TRUE;
-                       if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
+                       creature_ptr->resist_fire = TRUE;
+                       if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
                        break;
                case RACE_GOLEM:
-                       p_ptr->slow_digest = TRUE;
-                       p_ptr->free_act = TRUE;
-                       p_ptr->see_inv = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
+                       creature_ptr->slow_digest = TRUE;
+                       creature_ptr->free_act = TRUE;
+                       creature_ptr->see_inv = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       if (creature_ptr->lev > 34) creature_ptr->hold_exp = TRUE;
                        break;
                case RACE_SKELETON:
-                       p_ptr->resist_shard = TRUE;
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->see_inv = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
+                       creature_ptr->resist_shard = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->see_inv = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
                        break;
                case RACE_ZOMBIE:
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->see_inv = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       p_ptr->slow_digest = TRUE;
-                       if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->see_inv = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       creature_ptr->slow_digest = TRUE;
+                       if (creature_ptr->lev > 4) creature_ptr->resist_cold = TRUE;
                        break;
                case RACE_VAMPIRE:
-                       p_ptr->resist_dark = TRUE;
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->resist_cold = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+                       creature_ptr->resist_dark = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->resist_cold = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
                        break;
                case RACE_SPECTRE:
-                       p_ptr->levitation = TRUE;
-                       p_ptr->free_act = TRUE;
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->hold_exp = TRUE;
-                       p_ptr->see_inv = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       p_ptr->slow_digest = TRUE;
-                       p_ptr->resist_cold = TRUE;
-                       p_ptr->pass_wall = TRUE;
-                       if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
+                       creature_ptr->levitation = TRUE;
+                       creature_ptr->free_act = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       creature_ptr->see_inv = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       creature_ptr->slow_digest = TRUE;
+                       creature_ptr->resist_cold = TRUE;
+                       creature_ptr->pass_wall = TRUE;
+                       if (creature_ptr->lev > 34) creature_ptr->telepathy = TRUE;
                        break;
                case RACE_SPRITE:
-                       p_ptr->levitation = TRUE;
-                       p_ptr->resist_lite = TRUE;
+                       creature_ptr->levitation = TRUE;
+                       creature_ptr->resist_lite = TRUE;
 
                        /* Sprites become faster */
-                       new_speed += (p_ptr->lev) / 10;
+                       new_speed += (creature_ptr->lev) / 10;
                        break;
                case RACE_BEASTMAN:
-                       p_ptr->resist_conf = TRUE;
-                       p_ptr->resist_sound = TRUE;
+                       creature_ptr->resist_conf = TRUE;
+                       creature_ptr->resist_sound = TRUE;
                        break;
                case RACE_ENT:
                        /* Ents dig like maniacs, but only with their hands. */
-                       if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
-                               p_ptr->skill_dig += p_ptr->lev * 10;
+                       if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
+                               creature_ptr->skill_dig += creature_ptr->lev * 10;
                        /* Ents get tougher and stronger as they age, but lose dexterity. */
-                       if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
-                       if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
-                       if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
+                       if (creature_ptr->lev > 25) creature_ptr->stat_add[A_STR]++;
+                       if (creature_ptr->lev > 40) creature_ptr->stat_add[A_STR]++;
+                       if (creature_ptr->lev > 45) creature_ptr->stat_add[A_STR]++;
 
-                       if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
-                       if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
-                       if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
+                       if (creature_ptr->lev > 25) creature_ptr->stat_add[A_DEX]--;
+                       if (creature_ptr->lev > 40) creature_ptr->stat_add[A_DEX]--;
+                       if (creature_ptr->lev > 45) creature_ptr->stat_add[A_DEX]--;
 
-                       if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
-                       if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
-                       if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
+                       if (creature_ptr->lev > 25) creature_ptr->stat_add[A_CON]++;
+                       if (creature_ptr->lev > 40) creature_ptr->stat_add[A_CON]++;
+                       if (creature_ptr->lev > 45) creature_ptr->stat_add[A_CON]++;
                        break;
                case RACE_ANGEL:
-                       p_ptr->levitation = TRUE;
-                       p_ptr->see_inv = TRUE;
+                       creature_ptr->levitation = TRUE;
+                       creature_ptr->see_inv = TRUE;
                        break;
                case RACE_DEMON:
-                       p_ptr->resist_fire = TRUE;
-                       p_ptr->resist_neth = TRUE;
-                       p_ptr->hold_exp = TRUE;
-                       if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
-                       if (p_ptr->lev > 44)
+                       creature_ptr->resist_fire = TRUE;
+                       creature_ptr->resist_neth = TRUE;
+                       creature_ptr->hold_exp = TRUE;
+                       if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
+                       if (creature_ptr->lev > 44)
                        {
-                               p_ptr->oppose_fire = 1;
-                               p_ptr->redraw |= PR_STATUS;
+                               creature_ptr->oppose_fire = 1;
+                               creature_ptr->redraw |= PR_STATUS;
                        }
                        break;
                case RACE_DUNADAN:
-                       p_ptr->sustain_con = TRUE;
+                       creature_ptr->sustain_con = TRUE;
                        break;
                case RACE_S_FAIRY:
-                       p_ptr->levitation = TRUE;
+                       creature_ptr->levitation = TRUE;
                        break;
                case RACE_KUTAR:
-                       p_ptr->resist_conf = TRUE;
+                       creature_ptr->resist_conf = TRUE;
                        break;
                case RACE_ANDROID:
-                       p_ptr->slow_digest = TRUE;
-                       p_ptr->free_act = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       p_ptr->hold_exp = TRUE;
+                       creature_ptr->slow_digest = TRUE;
+                       creature_ptr->free_act = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       creature_ptr->hold_exp = TRUE;
                        break;
                case RACE_MERFOLK:
-                       p_ptr->resist_water = TRUE;
+                       creature_ptr->resist_water = TRUE;
                        break;
                default:
                        /* Do nothing */
@@ -1991,317 +1967,318 @@ void calc_bonuses(void)
                }
        }
 
-       if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
-       {
-               p_ptr->see_inv = TRUE;
-               p_ptr->free_act = TRUE;
-               p_ptr->slow_digest = TRUE;
-               p_ptr->regenerate = TRUE;
-               p_ptr->levitation = TRUE;
-               p_ptr->hold_exp = TRUE;
-               p_ptr->telepathy = TRUE;
-               p_ptr->lite = TRUE;
-               p_ptr->sustain_str = TRUE;
-               p_ptr->sustain_int = TRUE;
-               p_ptr->sustain_wis = TRUE;
-               p_ptr->sustain_con = TRUE;
-               p_ptr->sustain_dex = TRUE;
-               p_ptr->sustain_chr = TRUE;
-               p_ptr->resist_acid = TRUE;
-               p_ptr->resist_elec = TRUE;
-               p_ptr->resist_fire = TRUE;
-               p_ptr->resist_cold = TRUE;
-               p_ptr->resist_pois = TRUE;
-               p_ptr->resist_conf = TRUE;
-               p_ptr->resist_sound = TRUE;
-               p_ptr->resist_lite = TRUE;
-               p_ptr->resist_dark = TRUE;
-               p_ptr->resist_chaos = TRUE;
-               p_ptr->resist_disen = TRUE;
-               p_ptr->resist_shard = TRUE;
-               p_ptr->resist_nexus = TRUE;
-               p_ptr->resist_blind = TRUE;
-               p_ptr->resist_neth = TRUE;
-               p_ptr->resist_fear = TRUE;
-               p_ptr->reflect = TRUE;
-               p_ptr->sh_fire = TRUE;
-               p_ptr->sh_elec = TRUE;
-               p_ptr->sh_cold = TRUE;
-               p_ptr->to_a += 100;
-               p_ptr->dis_to_a += 100;
+       if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU))
+       {
+               creature_ptr->see_inv = TRUE;
+               creature_ptr->free_act = TRUE;
+               creature_ptr->slow_digest = TRUE;
+               creature_ptr->regenerate = TRUE;
+               creature_ptr->levitation = TRUE;
+               creature_ptr->hold_exp = TRUE;
+               creature_ptr->telepathy = TRUE;
+               creature_ptr->lite = TRUE;
+               creature_ptr->sustain_str = TRUE;
+               creature_ptr->sustain_int = TRUE;
+               creature_ptr->sustain_wis = TRUE;
+               creature_ptr->sustain_con = TRUE;
+               creature_ptr->sustain_dex = TRUE;
+               creature_ptr->sustain_chr = TRUE;
+               creature_ptr->resist_acid = TRUE;
+               creature_ptr->resist_elec = TRUE;
+               creature_ptr->resist_fire = TRUE;
+               creature_ptr->resist_cold = TRUE;
+               creature_ptr->resist_pois = TRUE;
+               creature_ptr->resist_conf = TRUE;
+               creature_ptr->resist_sound = TRUE;
+               creature_ptr->resist_lite = TRUE;
+               creature_ptr->resist_dark = TRUE;
+               creature_ptr->resist_chaos = TRUE;
+               creature_ptr->resist_disen = TRUE;
+               creature_ptr->resist_shard = TRUE;
+               creature_ptr->resist_nexus = TRUE;
+               creature_ptr->resist_blind = TRUE;
+               creature_ptr->resist_neth = TRUE;
+               creature_ptr->resist_fear = TRUE;
+               creature_ptr->reflect = TRUE;
+               creature_ptr->sh_fire = TRUE;
+               creature_ptr->sh_elec = TRUE;
+               creature_ptr->sh_cold = TRUE;
+               creature_ptr->to_a += 100;
+               creature_ptr->dis_to_a += 100;
        }
        /* Temporary shield */
-       else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
+       else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef)
        {
-               p_ptr->to_a += 50;
-               p_ptr->dis_to_a += 50;
+               creature_ptr->to_a += 50;
+               creature_ptr->dis_to_a += 50;
        }
 
-       if (p_ptr->tim_res_nether)
+       if (creature_ptr->tim_res_nether)
        {
-               p_ptr->resist_neth = TRUE;
+               creature_ptr->resist_neth = TRUE;
        }
-       if (p_ptr->tim_sh_fire)
+
+       if (creature_ptr->tim_sh_fire)
        {
-               p_ptr->sh_fire = TRUE;
+               creature_ptr->sh_fire = TRUE;
        }
-       if (p_ptr->tim_res_time)
+
+       if (creature_ptr->tim_res_time)
        {
-               p_ptr->resist_time = TRUE;
+               creature_ptr->resist_time = TRUE;
        }
 
        /* Sexy Gal */
-       if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
+       if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
 
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
-       if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
-       if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
+       if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
+       if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
+       if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
 
-       if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+       if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
        {
-               p_ptr->to_m_chance += 5;
-               p_ptr->resist_conf = TRUE;
+               creature_ptr->to_m_chance += 5;
+               creature_ptr->resist_conf = TRUE;
        }
 
        /* Lucky man */
-       if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
+       if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
 
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
        {
-               p_ptr->resist_blind = TRUE;
-               p_ptr->resist_conf = TRUE;
-               p_ptr->hold_exp = TRUE;
-               if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
+               creature_ptr->resist_blind = TRUE;
+               creature_ptr->resist_conf = TRUE;
+               creature_ptr->hold_exp = TRUE;
+               if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
 
-               if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
+               if ((creature_ptr->prace != RACE_KLACKON) && (creature_ptr->prace != RACE_SPRITE))
                        /* Munchkin become faster */
-                       new_speed += (p_ptr->lev) / 10 + 5;
+                       new_speed += (creature_ptr->lev) / 10 + 5;
        }
 
-       if (music_singing(MUSIC_WALL))
+       if (music_singing(creature_ptr, MUSIC_WALL))
        {
-               p_ptr->kill_wall = TRUE;
+               creature_ptr->kill_wall = TRUE;
        }
 
        /* Hack -- apply racial/class stat maxes */
        /* Apply the racial modifiers */
-       for (i = 0; i < A_MAX; i++)
+       for (int i = 0; i < A_MAX; i++)
        {
                /* Modify the stats for "race" */
-               p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
+               creature_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
        }
 
-
        /* I'm adding the mutations here for the lack of a better place... */
-       if (p_ptr->muta3)
+       if (creature_ptr->muta3)
        {
                /* Hyper Strength */
-               if (p_ptr->muta3 & MUT3_HYPER_STR)
+               if (creature_ptr->muta3 & MUT3_HYPER_STR)
                {
-                       p_ptr->stat_add[A_STR] += 4;
+                       creature_ptr->stat_add[A_STR] += 4;
                }
 
                /* Puny */
-               if (p_ptr->muta3 & MUT3_PUNY)
+               if (creature_ptr->muta3 & MUT3_PUNY)
                {
-                       p_ptr->stat_add[A_STR] -= 4;
+                       creature_ptr->stat_add[A_STR] -= 4;
                }
 
                /* Living computer */
-               if (p_ptr->muta3 & MUT3_HYPER_INT)
+               if (creature_ptr->muta3 & MUT3_HYPER_INT)
                {
-                       p_ptr->stat_add[A_INT] += 4;
-                       p_ptr->stat_add[A_WIS] += 4;
+                       creature_ptr->stat_add[A_INT] += 4;
+                       creature_ptr->stat_add[A_WIS] += 4;
                }
 
                /* Moronic */
-               if (p_ptr->muta3 & MUT3_MORONIC)
+               if (creature_ptr->muta3 & MUT3_MORONIC)
                {
-                       p_ptr->stat_add[A_INT] -= 4;
-                       p_ptr->stat_add[A_WIS] -= 4;
+                       creature_ptr->stat_add[A_INT] -= 4;
+                       creature_ptr->stat_add[A_WIS] -= 4;
                }
 
-               if (p_ptr->muta3 & MUT3_RESILIENT)
+               if (creature_ptr->muta3 & MUT3_RESILIENT)
                {
-                       p_ptr->stat_add[A_CON] += 4;
+                       creature_ptr->stat_add[A_CON] += 4;
                }
 
-               if (p_ptr->muta3 & MUT3_XTRA_FAT)
+               if (creature_ptr->muta3 & MUT3_XTRA_FAT)
                {
-                       p_ptr->stat_add[A_CON] += 2;
+                       creature_ptr->stat_add[A_CON] += 2;
                        new_speed -= 2;
                }
 
-               if (p_ptr->muta3 & MUT3_ALBINO)
+               if (creature_ptr->muta3 & MUT3_ALBINO)
                {
-                       p_ptr->stat_add[A_CON] -= 4;
+                       creature_ptr->stat_add[A_CON] -= 4;
                }
 
-               if (p_ptr->muta3 & MUT3_FLESH_ROT)
+               if (creature_ptr->muta3 & MUT3_FLESH_ROT)
                {
-                       p_ptr->stat_add[A_CON] -= 2;
-                       p_ptr->stat_add[A_CHR] -= 1;
-                       p_ptr->regenerate = FALSE;
+                       creature_ptr->stat_add[A_CON] -= 2;
+                       creature_ptr->stat_add[A_CHR] -= 1;
+                       creature_ptr->regenerate = FALSE;
                        /* Cancel innate regeneration */
                }
 
-               if (p_ptr->muta3 & MUT3_SILLY_VOI)
+               if (creature_ptr->muta3 & MUT3_SILLY_VOI)
                {
-                       p_ptr->stat_add[A_CHR] -= 4;
+                       creature_ptr->stat_add[A_CHR] -= 4;
                }
 
-               if (p_ptr->muta3 & MUT3_BLANK_FAC)
+               if (creature_ptr->muta3 & MUT3_BLANK_FAC)
                {
-                       p_ptr->stat_add[A_CHR] -= 1;
+                       creature_ptr->stat_add[A_CHR] -= 1;
                }
 
-               if (p_ptr->muta3 & MUT3_XTRA_EYES)
+               if (creature_ptr->muta3 & MUT3_XTRA_EYES)
                {
-                       p_ptr->skill_fos += 15;
-                       p_ptr->skill_srh += 15;
+                       creature_ptr->skill_fos += 15;
+                       creature_ptr->skill_srh += 15;
                }
 
-               if (p_ptr->muta3 & MUT3_MAGIC_RES)
+               if (creature_ptr->muta3 & MUT3_MAGIC_RES)
                {
-                       p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
+                       creature_ptr->skill_sav += (15 + (creature_ptr->lev / 5));
                }
 
-               if (p_ptr->muta3 & MUT3_XTRA_NOIS)
+               if (creature_ptr->muta3 & MUT3_XTRA_NOIS)
                {
-                       p_ptr->skill_stl -= 3;
+                       creature_ptr->skill_stl -= 3;
                }
 
-               if (p_ptr->muta3 & MUT3_INFRAVIS)
+               if (creature_ptr->muta3 & MUT3_INFRAVIS)
                {
-                       p_ptr->see_infra += 3;
+                       creature_ptr->see_infra += 3;
                }
 
-               if (p_ptr->muta3 & MUT3_XTRA_LEGS)
+               if (creature_ptr->muta3 & MUT3_XTRA_LEGS)
                {
                        new_speed += 3;
                }
 
-               if (p_ptr->muta3 & MUT3_SHORT_LEG)
+               if (creature_ptr->muta3 & MUT3_SHORT_LEG)
                {
                        new_speed -= 3;
                }
 
-               if (p_ptr->muta3 & MUT3_ELEC_TOUC)
+               if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
                {
-                       p_ptr->sh_elec = TRUE;
+                       creature_ptr->sh_elec = TRUE;
                }
 
-               if (p_ptr->muta3 & MUT3_FIRE_BODY)
+               if (creature_ptr->muta3 & MUT3_FIRE_BODY)
                {
-                       p_ptr->sh_fire = TRUE;
-                       p_ptr->lite = TRUE;
+                       creature_ptr->sh_fire = TRUE;
+                       creature_ptr->lite = TRUE;
                }
 
-               if (p_ptr->muta3 & MUT3_WART_SKIN)
+               if (creature_ptr->muta3 & MUT3_WART_SKIN)
                {
-                       p_ptr->stat_add[A_CHR] -= 2;
-                       p_ptr->to_a += 5;
-                       p_ptr->dis_to_a += 5;
+                       creature_ptr->stat_add[A_CHR] -= 2;
+                       creature_ptr->to_a += 5;
+                       creature_ptr->dis_to_a += 5;
                }
 
-               if (p_ptr->muta3 & MUT3_SCALES)
+               if (creature_ptr->muta3 & MUT3_SCALES)
                {
-                       p_ptr->stat_add[A_CHR] -= 1;
-                       p_ptr->to_a += 10;
-                       p_ptr->dis_to_a += 10;
+                       creature_ptr->stat_add[A_CHR] -= 1;
+                       creature_ptr->to_a += 10;
+                       creature_ptr->dis_to_a += 10;
                }
 
-               if (p_ptr->muta3 & MUT3_IRON_SKIN)
+               if (creature_ptr->muta3 & MUT3_IRON_SKIN)
                {
-                       p_ptr->stat_add[A_DEX] -= 1;
-                       p_ptr->to_a += 25;
-                       p_ptr->dis_to_a += 25;
+                       creature_ptr->stat_add[A_DEX] -= 1;
+                       creature_ptr->to_a += 25;
+                       creature_ptr->dis_to_a += 25;
                }
 
-               if (p_ptr->muta3 & MUT3_WINGS)
+               if (creature_ptr->muta3 & MUT3_WINGS)
                {
-                       p_ptr->levitation = TRUE;
+                       creature_ptr->levitation = TRUE;
                }
 
-               if (p_ptr->muta3 & MUT3_FEARLESS)
+               if (creature_ptr->muta3 & MUT3_FEARLESS)
                {
-                       p_ptr->resist_fear = TRUE;
+                       creature_ptr->resist_fear = TRUE;
                }
 
-               if (p_ptr->muta3 & MUT3_REGEN)
+               if (creature_ptr->muta3 & MUT3_REGEN)
                {
-                       p_ptr->regenerate = TRUE;
+                       creature_ptr->regenerate = TRUE;
                }
 
-               if (p_ptr->muta3 & MUT3_ESP)
+               if (creature_ptr->muta3 & MUT3_ESP)
                {
-                       p_ptr->telepathy = TRUE;
+                       creature_ptr->telepathy = TRUE;
                }
 
-               if (p_ptr->muta3 & MUT3_LIMBER)
+               if (creature_ptr->muta3 & MUT3_LIMBER)
                {
-                       p_ptr->stat_add[A_DEX] += 3;
+                       creature_ptr->stat_add[A_DEX] += 3;
                }
 
-               if (p_ptr->muta3 & MUT3_ARTHRITIS)
+               if (creature_ptr->muta3 & MUT3_ARTHRITIS)
                {
-                       p_ptr->stat_add[A_DEX] -= 3;
+                       creature_ptr->stat_add[A_DEX] -= 3;
                }
 
-               if (p_ptr->muta3 & MUT3_MOTION)
+               if (creature_ptr->muta3 & MUT3_MOTION)
                {
-                       p_ptr->free_act = TRUE;
-                       p_ptr->skill_stl += 1;
+                       creature_ptr->free_act = TRUE;
+                       creature_ptr->skill_stl += 1;
                }
 
-               if (p_ptr->muta3 & MUT3_ILL_NORM)
+               if (creature_ptr->muta3 & MUT3_ILL_NORM)
                {
-                       p_ptr->stat_add[A_CHR] = 0;
+                       creature_ptr->stat_add[A_CHR] = 0;
                }
        }
 
-       if (p_ptr->tsuyoshi)
+       if (creature_ptr->tsuyoshi)
        {
-               p_ptr->stat_add[A_STR] += 4;
-               p_ptr->stat_add[A_CON] += 4;
+               creature_ptr->stat_add[A_STR] += 4;
+               creature_ptr->stat_add[A_CON] += 4;
        }
 
-       /* Scan the usable p_ptr->inventory_list */
-       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+       /* Scan the usable creature_ptr->inventory_list */
+       for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
        {
                int bonus_to_h, bonus_to_d;
-               o_ptr = &p_ptr->inventory_list[i];
+               o_ptr = &creature_ptr->inventory_list[i];
                if (!o_ptr->k_idx) continue;
 
                object_flags(o_ptr, flgs);
 
-               p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
-               if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
+               creature_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
+               if (o_ptr->name1 == ART_CHAINSWORD) creature_ptr->cursed |= TRC_CHAINSWORD;
 
                /* Affect stats */
-               if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
-               if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
-               if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
-               if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
-               if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
-               if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
+               if (have_flag(flgs, TR_STR)) creature_ptr->stat_add[A_STR] += o_ptr->pval;
+               if (have_flag(flgs, TR_INT)) creature_ptr->stat_add[A_INT] += o_ptr->pval;
+               if (have_flag(flgs, TR_WIS)) creature_ptr->stat_add[A_WIS] += o_ptr->pval;
+               if (have_flag(flgs, TR_DEX)) creature_ptr->stat_add[A_DEX] += o_ptr->pval;
+               if (have_flag(flgs, TR_CON)) creature_ptr->stat_add[A_CON] += o_ptr->pval;
+               if (have_flag(flgs, TR_CHR)) creature_ptr->stat_add[A_CHR] += o_ptr->pval;
 
-               if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
+               if (have_flag(flgs, TR_MAGIC_MASTERY))    creature_ptr->skill_dev += 8 * o_ptr->pval;
 
                /* Affect stealth */
-               if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
+               if (have_flag(flgs, TR_STEALTH)) creature_ptr->skill_stl += o_ptr->pval;
 
                /* Affect searching ability (factor of five) */
-               if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
+               if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_srh += (o_ptr->pval * 5);
 
                /* Affect searching frequency (factor of five) */
-               if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
+               if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_fos += (o_ptr->pval * 5);
 
                /* Affect infravision */
-               if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
+               if (have_flag(flgs, TR_INFRA)) creature_ptr->see_infra += o_ptr->pval;
 
                /* Affect digging (factor of 20) */
-               if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
+               if (have_flag(flgs, TR_TUNNEL)) creature_ptr->skill_dig += (o_ptr->pval * 20);
 
                /* Affect speed */
                if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
@@ -2309,63 +2286,63 @@ void calc_bonuses(void)
                /* Affect blows */
                if (have_flag(flgs, TR_BLOWS))
                {
-                       if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
-                       else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
+                       if ((i == INVEN_RARM || i == INVEN_RIGHT) && !creature_ptr->ryoute) extra_blows[0] += o_ptr->pval;
+                       else if ((i == INVEN_LARM || i == INVEN_LEFT) && !creature_ptr->ryoute) extra_blows[1] += o_ptr->pval;
                        else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
                }
 
                /* Hack -- cause earthquakes */
-               if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
+               if (have_flag(flgs, TR_IMPACT)) creature_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
 
                /* Various flags */
-               if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
-               if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
-               if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
-               if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
-               if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
-               if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
-               if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
-               if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
-               if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
-               if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
-               if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
-               if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
-               if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
-               if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
-               if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
-               if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
-               if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
-               if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
-               if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
-               if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
-               if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
-               if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
-               if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
-               if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
-               if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
-               if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
-               if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
-               if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
-               if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
-               if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
-               if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
-               if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
-               if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
-               if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
-               if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
-
-               if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
-               if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
-               if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
-               if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
+               if (have_flag(flgs, TR_AGGRAVATE))   creature_ptr->cursed |= TRC_AGGRAVATE;
+               if (have_flag(flgs, TR_DRAIN_EXP))   creature_ptr->cursed |= TRC_DRAIN_EXP;
+               if (have_flag(flgs, TR_TY_CURSE))    creature_ptr->cursed |= TRC_TY_CURSE;
+               if (have_flag(flgs, TR_ADD_L_CURSE)) creature_ptr->cursed |= TRC_ADD_L_CURSE;
+               if (have_flag(flgs, TR_ADD_H_CURSE)) creature_ptr->cursed |= TRC_ADD_H_CURSE;
+               if (have_flag(flgs, TR_DRAIN_HP))    creature_ptr->cursed |= TRC_DRAIN_HP;
+               if (have_flag(flgs, TR_DRAIN_MANA))  creature_ptr->cursed |= TRC_DRAIN_MANA;
+               if (have_flag(flgs, TR_CALL_ANIMAL)) creature_ptr->cursed |= TRC_CALL_ANIMAL;
+               if (have_flag(flgs, TR_CALL_DEMON))  creature_ptr->cursed |= TRC_CALL_DEMON;
+               if (have_flag(flgs, TR_CALL_DRAGON)) creature_ptr->cursed |= TRC_CALL_DRAGON;
+               if (have_flag(flgs, TR_CALL_UNDEAD)) creature_ptr->cursed |= TRC_CALL_UNDEAD;
+               if (have_flag(flgs, TR_COWARDICE))   creature_ptr->cursed |= TRC_COWARDICE;
+               if (have_flag(flgs, TR_LOW_MELEE))   creature_ptr->cursed |= TRC_LOW_MELEE;
+               if (have_flag(flgs, TR_LOW_AC))      creature_ptr->cursed |= TRC_LOW_AC;
+               if (have_flag(flgs, TR_LOW_MAGIC))   creature_ptr->cursed |= TRC_LOW_MAGIC;
+               if (have_flag(flgs, TR_FAST_DIGEST)) creature_ptr->cursed |= TRC_FAST_DIGEST;
+               if (have_flag(flgs, TR_SLOW_REGEN))  creature_ptr->cursed |= TRC_SLOW_REGEN;
+               if (have_flag(flgs, TR_DEC_MANA))    creature_ptr->dec_mana = TRUE;
+               if (have_flag(flgs, TR_BLESSED))     creature_ptr->bless_blade = TRUE;
+               if (have_flag(flgs, TR_XTRA_MIGHT))  creature_ptr->xtra_might = TRUE;
+               if (have_flag(flgs, TR_SLOW_DIGEST)) creature_ptr->slow_digest = TRUE;
+               if (have_flag(flgs, TR_REGEN))       creature_ptr->regenerate = TRUE;
+               if (have_flag(flgs, TR_TELEPATHY))   creature_ptr->telepathy = TRUE;
+               if (have_flag(flgs, TR_ESP_ANIMAL))  creature_ptr->esp_animal = TRUE;
+               if (have_flag(flgs, TR_ESP_UNDEAD))  creature_ptr->esp_undead = TRUE;
+               if (have_flag(flgs, TR_ESP_DEMON))   creature_ptr->esp_demon = TRUE;
+               if (have_flag(flgs, TR_ESP_ORC))     creature_ptr->esp_orc = TRUE;
+               if (have_flag(flgs, TR_ESP_TROLL))   creature_ptr->esp_troll = TRUE;
+               if (have_flag(flgs, TR_ESP_GIANT))   creature_ptr->esp_giant = TRUE;
+               if (have_flag(flgs, TR_ESP_DRAGON))  creature_ptr->esp_dragon = TRUE;
+               if (have_flag(flgs, TR_ESP_HUMAN))   creature_ptr->esp_human = TRUE;
+               if (have_flag(flgs, TR_ESP_EVIL))    creature_ptr->esp_evil = TRUE;
+               if (have_flag(flgs, TR_ESP_GOOD))    creature_ptr->esp_good = TRUE;
+               if (have_flag(flgs, TR_ESP_NONLIVING)) creature_ptr->esp_nonliving = TRUE;
+               if (have_flag(flgs, TR_ESP_UNIQUE))  creature_ptr->esp_unique = TRUE;
+
+               if (have_flag(flgs, TR_SEE_INVIS))   creature_ptr->see_inv = TRUE;
+               if (have_flag(flgs, TR_LEVITATION))     creature_ptr->levitation = TRUE;
+               if (have_flag(flgs, TR_FREE_ACT))    creature_ptr->free_act = TRUE;
+               if (have_flag(flgs, TR_HOLD_EXP))   creature_ptr->hold_exp = TRUE;
                if (have_flag(flgs, TR_WARNING)) {
                        if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
-                               p_ptr->warning = TRUE;
+                               creature_ptr->warning = TRUE;
                }
 
                if (have_flag(flgs, TR_TELEPORT))
                {
-                       if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
+                       if (object_is_cursed(o_ptr)) creature_ptr->cursed |= TRC_TELEPORT;
                        else
                        {
                                concptr insc = quark_str(o_ptr->inscription);
@@ -2379,83 +2356,83 @@ void calc_bonuses(void)
                                else
                                {
                                        /* Controlled random teleportation */
-                                       p_ptr->cursed |= TRC_TELEPORT_SELF;
+                                       creature_ptr->cursed |= TRC_TELEPORT_SELF;
                                }
                        }
                }
 
                /* Immunity flags */
-               if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
-               if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
-               if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
-               if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
+               if (have_flag(flgs, TR_IM_FIRE)) creature_ptr->immune_fire = TRUE;
+               if (have_flag(flgs, TR_IM_ACID)) creature_ptr->immune_acid = TRUE;
+               if (have_flag(flgs, TR_IM_COLD)) creature_ptr->immune_cold = TRUE;
+               if (have_flag(flgs, TR_IM_ELEC)) creature_ptr->immune_elec = TRUE;
 
                /* Resistance flags */
-               if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
-               if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
-               if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
-               if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
-               if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
-               if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
-               if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
-               if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
-               if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
-               if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
-               if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
-               if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
-               if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
-               if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
-               if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
-               if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
-
-               if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
-               if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
-               if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
-               if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
-               if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
-               if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
+               if (have_flag(flgs, TR_RES_ACID))   creature_ptr->resist_acid = TRUE;
+               if (have_flag(flgs, TR_RES_ELEC))   creature_ptr->resist_elec = TRUE;
+               if (have_flag(flgs, TR_RES_FIRE))   creature_ptr->resist_fire = TRUE;
+               if (have_flag(flgs, TR_RES_COLD))   creature_ptr->resist_cold = TRUE;
+               if (have_flag(flgs, TR_RES_POIS))   creature_ptr->resist_pois = TRUE;
+               if (have_flag(flgs, TR_RES_FEAR))   creature_ptr->resist_fear = TRUE;
+               if (have_flag(flgs, TR_RES_CONF))   creature_ptr->resist_conf = TRUE;
+               if (have_flag(flgs, TR_RES_SOUND))  creature_ptr->resist_sound = TRUE;
+               if (have_flag(flgs, TR_RES_LITE))   creature_ptr->resist_lite = TRUE;
+               if (have_flag(flgs, TR_RES_DARK))   creature_ptr->resist_dark = TRUE;
+               if (have_flag(flgs, TR_RES_CHAOS))  creature_ptr->resist_chaos = TRUE;
+               if (have_flag(flgs, TR_RES_DISEN))  creature_ptr->resist_disen = TRUE;
+               if (have_flag(flgs, TR_RES_SHARDS)) creature_ptr->resist_shard = TRUE;
+               if (have_flag(flgs, TR_RES_NEXUS))  creature_ptr->resist_nexus = TRUE;
+               if (have_flag(flgs, TR_RES_BLIND))  creature_ptr->resist_blind = TRUE;
+               if (have_flag(flgs, TR_RES_NETHER)) creature_ptr->resist_neth = TRUE;
+
+               if (have_flag(flgs, TR_REFLECT))  creature_ptr->reflect = TRUE;
+               if (have_flag(flgs, TR_SH_FIRE))  creature_ptr->sh_fire = TRUE;
+               if (have_flag(flgs, TR_SH_ELEC))  creature_ptr->sh_elec = TRUE;
+               if (have_flag(flgs, TR_SH_COLD))  creature_ptr->sh_cold = TRUE;
+               if (have_flag(flgs, TR_NO_MAGIC)) creature_ptr->anti_magic = TRUE;
+               if (have_flag(flgs, TR_NO_TELE))  creature_ptr->anti_tele = TRUE;
 
                /* Sustain flags */
-               if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
-               if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
-               if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
-               if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
-               if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
-               if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
+               if (have_flag(flgs, TR_SUST_STR)) creature_ptr->sustain_str = TRUE;
+               if (have_flag(flgs, TR_SUST_INT)) creature_ptr->sustain_int = TRUE;
+               if (have_flag(flgs, TR_SUST_WIS)) creature_ptr->sustain_wis = TRUE;
+               if (have_flag(flgs, TR_SUST_DEX)) creature_ptr->sustain_dex = TRUE;
+               if (have_flag(flgs, TR_SUST_CON)) creature_ptr->sustain_con = TRUE;
+               if (have_flag(flgs, TR_SUST_CHR)) creature_ptr->sustain_chr = TRUE;
 
                if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
                if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
-               if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
-               if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
-               if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
-               if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
+               if (o_ptr->name2 == EGO_RING_RES_TIME) creature_ptr->resist_time = TRUE;
+               if (o_ptr->name2 == EGO_RING_THROW) creature_ptr->mighty_throw = TRUE;
+               if (have_flag(flgs, TR_EASY_SPELL)) creature_ptr->easy_spell = TRUE;
+               if (o_ptr->name2 == EGO_AMU_FOOL) creature_ptr->heavy_spell = TRUE;
                if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
 
                if (o_ptr->curse_flags & TRC_LOW_MAGIC)
                {
                        if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
                        {
-                               p_ptr->to_m_chance += 10;
+                               creature_ptr->to_m_chance += 10;
                        }
                        else
                        {
-                               p_ptr->to_m_chance += 3;
+                               creature_ptr->to_m_chance += 3;
                        }
                }
 
                if (o_ptr->tval == TV_CAPTURE) continue;
 
                /* Modify the base armor class */
-               p_ptr->ac += o_ptr->ac;
+               creature_ptr->ac += o_ptr->ac;
 
                /* The base armor class is always known */
-               p_ptr->dis_ac += o_ptr->ac;
+               creature_ptr->dis_ac += o_ptr->ac;
 
                /* Apply the bonuses to armor class */
-               p_ptr->to_a += o_ptr->to_a;
+               creature_ptr->to_a += o_ptr->to_a;
 
                /* Apply the mental bonuses to armor class, if known */
-               if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
+               if (object_is_known(o_ptr)) creature_ptr->dis_to_a += o_ptr->to_a;
 
                if (o_ptr->curse_flags & TRC_LOW_MELEE)
                {
@@ -2464,26 +2441,26 @@ void calc_bonuses(void)
                        {
                                if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
                                {
-                                       p_ptr->to_h[slot] -= 15;
-                                       if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
+                                       creature_ptr->to_h[slot] -= 15;
+                                       if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 15;
                                }
                                else
                                {
-                                       p_ptr->to_h[slot] -= 5;
-                                       if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
+                                       creature_ptr->to_h[slot] -= 5;
+                                       if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 5;
                                }
                        }
                        else
                        {
                                if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
                                {
-                                       p_ptr->to_h_b -= 15;
-                                       if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
+                                       creature_ptr->to_h_b -= 15;
+                                       if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 15;
                                }
                                else
                                {
-                                       p_ptr->to_h_b -= 5;
-                                       if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
+                                       creature_ptr->to_h_b -= 5;
+                                       if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 5;
                                }
                        }
                }
@@ -2492,19 +2469,19 @@ void calc_bonuses(void)
                {
                        if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
                        {
-                               p_ptr->to_a -= 30;
-                               if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
+                               creature_ptr->to_a -= 30;
+                               if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 30;
                        }
                        else
                        {
-                               p_ptr->to_a -= 10;
-                               if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
+                               creature_ptr->to_a -= 10;
+                               if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 10;
                        }
                }
 
                /* Hack -- do not apply "weapon" bonuses */
-               if (i == INVEN_RARM && has_melee_weapon(i)) continue;
-               if (i == INVEN_LARM && has_melee_weapon(i)) continue;
+               if (i == INVEN_RARM && has_melee_weapon(creature_ptr, i)) continue;
+               if (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) continue;
 
                /* Hack -- do not apply "bow" bonuses */
                if (i == INVEN_BOW) continue;
@@ -2512,7 +2489,7 @@ void calc_bonuses(void)
                bonus_to_h = o_ptr->to_h;
                bonus_to_d = o_ptr->to_d;
 
-               if (p_ptr->pclass == CLASS_NINJA)
+               if (creature_ptr->pclass == CLASS_NINJA)
                {
                        if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
                        if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
@@ -2521,234 +2498,237 @@ void calc_bonuses(void)
                /* To Bow and Natural attack */
 
                /* Apply the bonuses to hit/damage */
-               p_ptr->to_h_b += (s16b)bonus_to_h;
-               p_ptr->to_h_m += (s16b)bonus_to_h;
-               p_ptr->to_d_m += (s16b)bonus_to_d;
+               creature_ptr->to_h_b += (s16b)bonus_to_h;
+               creature_ptr->to_h_m += (s16b)bonus_to_h;
+               creature_ptr->to_d_m += (s16b)bonus_to_d;
 
                /* Apply the mental bonuses tp hit/damage, if known */
-               if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
+               if (object_is_known(o_ptr)) creature_ptr->dis_to_h_b += (s16b)bonus_to_h;
 
                /* To Melee */
-               if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
+               if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !creature_ptr->ryoute)
                {
                        /* Apply the bonuses to hit/damage */
-                       p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
-                       p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
+                       creature_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
+                       creature_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
 
                        /* Apply the mental bonuses tp hit/damage, if known */
                        if (object_is_known(o_ptr))
                        {
-                               p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
-                               p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
+                               creature_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
+                               creature_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
                        }
+
+                       continue;
                }
-               else if (p_ptr->migite && p_ptr->hidarite)
+
+               if (creature_ptr->migite && creature_ptr->hidarite)
                {
                        /* Apply the bonuses to hit/damage */
-                       p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
-                       p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
-                       p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
-                       p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+                       creature_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+                       creature_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+                       creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+                       creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
 
                        /* Apply the mental bonuses tp hit/damage, if known */
-                       if (object_is_known(o_ptr))
-                       {
-                               p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
-                               p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
-                               p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
-                               p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
-                       }
-               }
-               else
-               {
-                       /* Apply the bonuses to hit/damage */
-                       p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
-                       p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
+                       if (!object_is_known(o_ptr)) continue;
 
-                       /* Apply the mental bonuses to hit/damage, if known */
-                       if (object_is_known(o_ptr))
-                       {
-                               p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
-                               p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
-                       }
+                       creature_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+                       creature_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+                       creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+                       creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+                       continue;
                }
+
+               /* Apply the bonuses to hit/damage */
+               creature_ptr->to_h[default_hand] += (s16b)bonus_to_h;
+               creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;
+
+               /* Apply the mental bonuses to hit/damage, if known */
+               if (!object_is_known(o_ptr)) continue;
+
+               creature_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
+               creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
        }
 
        /* Shield skill bonus */
-       if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
+       if (object_is_armour(&creature_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&creature_ptr->inventory_list[INVEN_LARM]))
        {
-               p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
-               p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
+               creature_ptr->ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
+               creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
        }
 
-       if (old_mighty_throw != p_ptr->mighty_throw)
+       if (old_mighty_throw != creature_ptr->mighty_throw)
        {
                /* Redraw average damege display of Shuriken */
-               p_ptr->window |= PW_INVEN;
+               creature_ptr->window |= PW_INVEN;
        }
 
-       if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
+       if (creature_ptr->cursed & TRC_TELEPORT) creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);
 
        /* Monks get extra ac for armour _not worn_ */
-       if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
+       if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr))
        {
-               if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
+               if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx))
                {
-                       p_ptr->to_a += (p_ptr->lev * 3) / 2;
-                       p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
+                       creature_ptr->to_a += (creature_ptr->lev * 3) / 2;
+                       creature_ptr->dis_to_a += (creature_ptr->lev * 3) / 2;
                }
-               if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
+               if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15))
                {
-                       p_ptr->to_a += ((p_ptr->lev - 13) / 3);
-                       p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
+                       creature_ptr->to_a += ((creature_ptr->lev - 13) / 3);
+                       creature_ptr->dis_to_a += ((creature_ptr->lev - 13) / 3);
                }
-               if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
+               if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10))
                {
-                       p_ptr->to_a += ((p_ptr->lev - 8) / 3);
-                       p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
+                       creature_ptr->to_a += ((creature_ptr->lev - 8) / 3);
+                       creature_ptr->dis_to_a += ((creature_ptr->lev - 8) / 3);
                }
-               if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
+               if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4))
                {
-                       p_ptr->to_a += (p_ptr->lev - 2) / 3;
-                       p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
+                       creature_ptr->to_a += (creature_ptr->lev - 2) / 3;
+                       creature_ptr->dis_to_a += (creature_ptr->lev - 2) / 3;
                }
-               if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
+               if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx))
                {
-                       p_ptr->to_a += (p_ptr->lev / 2);
-                       p_ptr->dis_to_a += (p_ptr->lev / 2);
+                       creature_ptr->to_a += (creature_ptr->lev / 2);
+                       creature_ptr->dis_to_a += (creature_ptr->lev / 2);
                }
-               if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
+               if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx))
                {
-                       p_ptr->to_a += (p_ptr->lev / 3);
-                       p_ptr->dis_to_a += (p_ptr->lev / 3);
+                       creature_ptr->to_a += (creature_ptr->lev / 3);
+                       creature_ptr->dis_to_a += (creature_ptr->lev / 3);
                }
-               if (p_ptr->special_defense & KAMAE_BYAKKO)
+               if (creature_ptr->special_defense & KAMAE_BYAKKO)
                {
-                       p_ptr->stat_add[A_STR] += 2;
-                       p_ptr->stat_add[A_DEX] += 2;
-                       p_ptr->stat_add[A_CON] -= 3;
+                       creature_ptr->stat_add[A_STR] += 2;
+                       creature_ptr->stat_add[A_DEX] += 2;
+                       creature_ptr->stat_add[A_CON] -= 3;
                }
-               else if (p_ptr->special_defense & KAMAE_SEIRYU)
+               else if (creature_ptr->special_defense & KAMAE_SEIRYU)
                {
                }
-               else if (p_ptr->special_defense & KAMAE_GENBU)
+               else if (creature_ptr->special_defense & KAMAE_GENBU)
                {
-                       p_ptr->stat_add[A_INT] -= 1;
-                       p_ptr->stat_add[A_WIS] -= 1;
-                       p_ptr->stat_add[A_DEX] -= 2;
-                       p_ptr->stat_add[A_CON] += 3;
+                       creature_ptr->stat_add[A_INT] -= 1;
+                       creature_ptr->stat_add[A_WIS] -= 1;
+                       creature_ptr->stat_add[A_DEX] -= 2;
+                       creature_ptr->stat_add[A_CON] += 3;
                }
-               else if (p_ptr->special_defense & KAMAE_SUZAKU)
+               else if (creature_ptr->special_defense & KAMAE_SUZAKU)
                {
-                       p_ptr->stat_add[A_STR] -= 2;
-                       p_ptr->stat_add[A_INT] += 1;
-                       p_ptr->stat_add[A_WIS] += 1;
-                       p_ptr->stat_add[A_DEX] += 2;
-                       p_ptr->stat_add[A_CON] -= 2;
+                       creature_ptr->stat_add[A_STR] -= 2;
+                       creature_ptr->stat_add[A_INT] += 1;
+                       creature_ptr->stat_add[A_WIS] += 1;
+                       creature_ptr->stat_add[A_DEX] += 2;
+                       creature_ptr->stat_add[A_CON] -= 2;
                }
        }
 
-       if (p_ptr->special_defense & KATA_KOUKIJIN)
+       if (creature_ptr->special_defense & KATA_KOUKIJIN)
        {
-               for (i = 0; i < A_MAX; i++)
-                       p_ptr->stat_add[i] += 5;
-               p_ptr->to_a -= 50;
-               p_ptr->dis_to_a -= 50;
+               for (int i = 0; i < A_MAX; i++)
+                       creature_ptr->stat_add[i] += 5;
+               creature_ptr->to_a -= 50;
+               creature_ptr->dis_to_a -= 50;
        }
 
        /* Hack -- aura of fire also provides light */
-       if (p_ptr->sh_fire) p_ptr->lite = TRUE;
+       if (creature_ptr->sh_fire) creature_ptr->lite = TRUE;
 
        /* Golems also get an intrinsic AC bonus */
-       if (PRACE_IS_(p_ptr, RACE_GOLEM) || PRACE_IS_(p_ptr, RACE_ANDROID))
+       if (PRACE_IS_(creature_ptr, RACE_GOLEM) || PRACE_IS_(creature_ptr, RACE_ANDROID))
        {
-               p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
-               p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
+               creature_ptr->to_a += 10 + (creature_ptr->lev * 2 / 5);
+               creature_ptr->dis_to_a += 10 + (creature_ptr->lev * 2 / 5);
        }
 
        /* Hex bonuses */
-       if (p_ptr->realm1 == REALM_HEX)
+       if (creature_ptr->realm1 == REALM_HEX)
        {
-               if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
-               if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
-               if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
-               if (hex_spelling(HEX_BUILDING))
+               if (hex_spelling_any(creature_ptr)) creature_ptr->skill_stl -= (1 + CASTING_HEX_NUM(creature_ptr));
+               if (hex_spelling(creature_ptr, HEX_DETECT_EVIL)) creature_ptr->esp_evil = TRUE;
+               if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) creature_ptr->stat_add[A_STR] += 4;
+               if (hex_spelling(creature_ptr, HEX_BUILDING))
                {
-                       p_ptr->stat_add[A_STR] += 4;
-                       p_ptr->stat_add[A_DEX] += 4;
-                       p_ptr->stat_add[A_CON] += 4;
+                       creature_ptr->stat_add[A_STR] += 4;
+                       creature_ptr->stat_add[A_DEX] += 4;
+                       creature_ptr->stat_add[A_CON] += 4;
                }
-               if (hex_spelling(HEX_DEMON_AURA))
+
+               if (hex_spelling(creature_ptr, HEX_DEMON_AURA))
                {
-                       p_ptr->sh_fire = TRUE;
-                       p_ptr->regenerate = TRUE;
+                       creature_ptr->sh_fire = TRUE;
+                       creature_ptr->regenerate = TRUE;
                }
-               if (hex_spelling(HEX_ICE_ARMOR))
+
+               if (hex_spelling(creature_ptr, HEX_ICE_ARMOR))
                {
-                       p_ptr->sh_cold = TRUE;
-                       p_ptr->to_a += 30;
-                       p_ptr->dis_to_a += 30;
+                       creature_ptr->sh_cold = TRUE;
+                       creature_ptr->to_a += 30;
+                       creature_ptr->dis_to_a += 30;
                }
-               if (hex_spelling(HEX_SHOCK_CLOAK))
+
+               if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK))
                {
-                       p_ptr->sh_elec = TRUE;
+                       creature_ptr->sh_elec = TRUE;
                        new_speed += 3;
                }
-               for (i = INVEN_RARM; i <= INVEN_FEET; i++)
+
+               for (int i = INVEN_RARM; i <= INVEN_FEET; i++)
                {
                        ARMOUR_CLASS ac = 0;
-                       o_ptr = &p_ptr->inventory_list[i];
+                       o_ptr = &creature_ptr->inventory_list[i];
                        if (!o_ptr->k_idx) continue;
                        if (!object_is_armour(o_ptr)) continue;
                        if (!object_is_cursed(o_ptr)) continue;
                        ac += 5;
                        if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
                        if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
-                       p_ptr->to_a += (s16b)ac;
-                       p_ptr->dis_to_a += (s16b)ac;
+                       creature_ptr->to_a += (s16b)ac;
+                       creature_ptr->dis_to_a += (s16b)ac;
                }
        }
 
        /* Calculate stats */
-       for (i = 0; i < A_MAX; i++)
+       int count = 0;
+       for (int i = 0; i < A_MAX; i++)
        {
                int top, use, ind;
 
                /* Extract the new "stat_use" value for the stat */
-               top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
+               top = modify_stat_value(creature_ptr->stat_max[i], creature_ptr->stat_add[i]);
 
                /* Notice changes */
-               if (p_ptr->stat_top[i] != top)
+               if (creature_ptr->stat_top[i] != top)
                {
                        /* Save the new value */
-                       p_ptr->stat_top[i] = (s16b)top;
-                       p_ptr->redraw |= (PR_STATS);
-                       p_ptr->window |= (PW_PLAYER);
+                       creature_ptr->stat_top[i] = (s16b)top;
+                       creature_ptr->redraw |= (PR_STATS);
+                       creature_ptr->window |= (PW_PLAYER);
                }
 
-
                /* Extract the new "stat_use" value for the stat */
-               use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
+               use = modify_stat_value(creature_ptr->stat_cur[i], creature_ptr->stat_add[i]);
 
-               if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
+               if ((i == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM))
                {
                        /* 10 to 18/90 charisma, guaranteed, based on level */
-                       if (use < 8 + 2 * p_ptr->lev)
+                       if (use < 8 + 2 * creature_ptr->lev)
                        {
-                               use = 8 + 2 * p_ptr->lev;
+                               use = 8 + 2 * creature_ptr->lev;
                        }
                }
 
                /* Notice changes */
-               if (p_ptr->stat_use[i] != use)
+               if (creature_ptr->stat_use[i] != use)
                {
                        /* Save the new value */
-                       p_ptr->stat_use[i] = (s16b)use;
-                       p_ptr->redraw |= (PR_STATS);
-                       p_ptr->window |= (PW_PLAYER);
+                       creature_ptr->stat_use[i] = (s16b)use;
+                       creature_ptr->redraw |= (PR_STATS);
+                       creature_ptr->window |= (PW_PLAYER);
                }
 
-
                /* Values: 3, 4, ..., 17 */
                if (use <= 18) ind = (use - 3);
 
@@ -2759,473 +2739,470 @@ void calc_bonuses(void)
                else ind = (37);
 
                /* Notice changes */
-               if (p_ptr->stat_ind[i] != ind)
+               if (creature_ptr->stat_ind[i] == ind) continue;
+
+               /* Save the new index */
+               creature_ptr->stat_ind[i] = (s16b)ind;
+
+               /* Change in CON affects Hitpoints */
+               if (i == A_CON)
                {
-                       /* Save the new index */
-                       p_ptr->stat_ind[i] = (s16b)ind;
+                       creature_ptr->update |= (PU_HP);
+               }
 
-                       /* Change in CON affects Hitpoints */
-                       if (i == A_CON)
+               /* Change in INT may affect Mana/Spells */
+               else if (i == A_INT)
+               {
+                       if (mp_ptr->spell_stat == A_INT)
                        {
-                               p_ptr->update |= (PU_HP);
-                       }
-
-                       /* Change in INT may affect Mana/Spells */
-                       else if (i == A_INT)
-                       {
-                               if (mp_ptr->spell_stat == A_INT)
-                               {
-                                       p_ptr->update |= (PU_MANA | PU_SPELLS);
-                               }
+                               creature_ptr->update |= (PU_MANA | PU_SPELLS);
                        }
+               }
 
-                       /* Change in WIS may affect Mana/Spells */
-                       else if (i == A_WIS)
+               /* Change in WIS may affect Mana/Spells */
+               else if (i == A_WIS)
+               {
+                       if (mp_ptr->spell_stat == A_WIS)
                        {
-                               if (mp_ptr->spell_stat == A_WIS)
-                               {
-                                       p_ptr->update |= (PU_MANA | PU_SPELLS);
-                               }
+                               creature_ptr->update |= (PU_MANA | PU_SPELLS);
                        }
+               }
 
-                       /* Change in WIS may affect Mana/Spells */
-                       else if (i == A_CHR)
+               /* Change in WIS may affect Mana/Spells */
+               else if (i == A_CHR)
+               {
+                       if (mp_ptr->spell_stat == A_CHR)
                        {
-                               if (mp_ptr->spell_stat == A_CHR)
-                               {
-                                       p_ptr->update |= (PU_MANA | PU_SPELLS);
-                               }
+                               creature_ptr->update |= (PU_MANA | PU_SPELLS);
                        }
-
-                       p_ptr->window |= (PW_PLAYER);
                }
-       }
 
+               creature_ptr->window |= (PW_PLAYER);
+               count++;
+       }
 
        /* Apply temporary "stun" */
-       if (p_ptr->stun > 50)
-       {
-               p_ptr->to_h[0] -= 20;
-               p_ptr->to_h[1] -= 20;
-               p_ptr->to_h_b -= 20;
-               p_ptr->to_h_m -= 20;
-               p_ptr->dis_to_h[0] -= 20;
-               p_ptr->dis_to_h[1] -= 20;
-               p_ptr->dis_to_h_b -= 20;
-               p_ptr->to_d[0] -= 20;
-               p_ptr->to_d[1] -= 20;
-               p_ptr->to_d_m -= 20;
-               p_ptr->dis_to_d[0] -= 20;
-               p_ptr->dis_to_d[1] -= 20;
-       }
-       else if (p_ptr->stun)
-       {
-               p_ptr->to_h[0] -= 5;
-               p_ptr->to_h[1] -= 5;
-               p_ptr->to_h_b -= 5;
-               p_ptr->to_h_m -= 5;
-               p_ptr->dis_to_h[0] -= 5;
-               p_ptr->dis_to_h[1] -= 5;
-               p_ptr->dis_to_h_b -= 5;
-               p_ptr->to_d[0] -= 5;
-               p_ptr->to_d[1] -= 5;
-               p_ptr->to_d_m -= 5;
-               p_ptr->dis_to_d[0] -= 5;
-               p_ptr->dis_to_d[1] -= 5;
+       if (creature_ptr->stun > 50)
+       {
+               creature_ptr->to_h[0] -= 20;
+               creature_ptr->to_h[1] -= 20;
+               creature_ptr->to_h_b -= 20;
+               creature_ptr->to_h_m -= 20;
+               creature_ptr->dis_to_h[0] -= 20;
+               creature_ptr->dis_to_h[1] -= 20;
+               creature_ptr->dis_to_h_b -= 20;
+               creature_ptr->to_d[0] -= 20;
+               creature_ptr->to_d[1] -= 20;
+               creature_ptr->to_d_m -= 20;
+               creature_ptr->dis_to_d[0] -= 20;
+               creature_ptr->dis_to_d[1] -= 20;
+       }
+       else if (creature_ptr->stun)
+       {
+               creature_ptr->to_h[0] -= 5;
+               creature_ptr->to_h[1] -= 5;
+               creature_ptr->to_h_b -= 5;
+               creature_ptr->to_h_m -= 5;
+               creature_ptr->dis_to_h[0] -= 5;
+               creature_ptr->dis_to_h[1] -= 5;
+               creature_ptr->dis_to_h_b -= 5;
+               creature_ptr->to_d[0] -= 5;
+               creature_ptr->to_d[1] -= 5;
+               creature_ptr->to_d_m -= 5;
+               creature_ptr->dis_to_d[0] -= 5;
+               creature_ptr->dis_to_d[1] -= 5;
        }
 
        /* Wraith form */
-       if (p_ptr->wraith_form)
+       if (creature_ptr->wraith_form)
        {
-               p_ptr->reflect = TRUE;
-               p_ptr->pass_wall = TRUE;
+               creature_ptr->reflect = TRUE;
+               creature_ptr->pass_wall = TRUE;
        }
 
-       if (p_ptr->kabenuke)
+       if (creature_ptr->kabenuke)
        {
-               p_ptr->pass_wall = TRUE;
+               creature_ptr->pass_wall = TRUE;
        }
 
        /* Temporary blessing */
-       if (IS_BLESSED())
+       if (is_blessed(creature_ptr))
        {
-               p_ptr->to_a += 5;
-               p_ptr->dis_to_a += 5;
-               p_ptr->to_h[0] += 10;
-               p_ptr->to_h[1] += 10;
-               p_ptr->to_h_b += 10;
-               p_ptr->to_h_m += 10;
-               p_ptr->dis_to_h[0] += 10;
-               p_ptr->dis_to_h[1] += 10;
-               p_ptr->dis_to_h_b += 10;
+               creature_ptr->to_a += 5;
+               creature_ptr->dis_to_a += 5;
+               creature_ptr->to_h[0] += 10;
+               creature_ptr->to_h[1] += 10;
+               creature_ptr->to_h_b += 10;
+               creature_ptr->to_h_m += 10;
+               creature_ptr->dis_to_h[0] += 10;
+               creature_ptr->dis_to_h[1] += 10;
+               creature_ptr->dis_to_h_b += 10;
        }
 
-       if (p_ptr->magicdef)
+       if (creature_ptr->magicdef)
        {
-               p_ptr->resist_blind = TRUE;
-               p_ptr->resist_conf = TRUE;
-               p_ptr->reflect = TRUE;
-               p_ptr->free_act = TRUE;
-               p_ptr->levitation = TRUE;
+               creature_ptr->resist_blind = TRUE;
+               creature_ptr->resist_conf = TRUE;
+               creature_ptr->reflect = TRUE;
+               creature_ptr->free_act = TRUE;
+               creature_ptr->levitation = TRUE;
        }
 
        /* Temporary "Hero" */
-       if (IS_HERO())
+       if (IS_HERO(creature_ptr))
        {
-               p_ptr->to_h[0] += 12;
-               p_ptr->to_h[1] += 12;
-               p_ptr->to_h_b += 12;
-               p_ptr->to_h_m += 12;
-               p_ptr->dis_to_h[0] += 12;
-               p_ptr->dis_to_h[1] += 12;
-               p_ptr->dis_to_h_b += 12;
+               creature_ptr->to_h[0] += 12;
+               creature_ptr->to_h[1] += 12;
+               creature_ptr->to_h_b += 12;
+               creature_ptr->to_h_m += 12;
+               creature_ptr->dis_to_h[0] += 12;
+               creature_ptr->dis_to_h[1] += 12;
+               creature_ptr->dis_to_h_b += 12;
        }
 
        /* Temporary "Beserk" */
-       if (p_ptr->shero)
-       {
-               p_ptr->to_h[0] += 12;
-               p_ptr->to_h[1] += 12;
-               p_ptr->to_h_b -= 12;
-               p_ptr->to_h_m += 12;
-               p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
-               p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
-               p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
-               p_ptr->dis_to_h[0] += 12;
-               p_ptr->dis_to_h[1] += 12;
-               p_ptr->dis_to_h_b -= 12;
-               p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
-               p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
-               p_ptr->to_a -= 10;
-               p_ptr->dis_to_a -= 10;
-               p_ptr->skill_stl -= 7;
-               p_ptr->skill_dev -= 20;
-               p_ptr->skill_sav -= 30;
-               p_ptr->skill_srh -= 15;
-               p_ptr->skill_fos -= 15;
-               p_ptr->skill_tht -= 20;
-               p_ptr->skill_dig += 30;
+       if (creature_ptr->shero)
+       {
+               creature_ptr->to_h[0] += 12;
+               creature_ptr->to_h[1] += 12;
+               creature_ptr->to_h_b -= 12;
+               creature_ptr->to_h_m += 12;
+               creature_ptr->to_d[0] += 3 + (creature_ptr->lev / 5);
+               creature_ptr->to_d[1] += 3 + (creature_ptr->lev / 5);
+               creature_ptr->to_d_m += 3 + (creature_ptr->lev / 5);
+               creature_ptr->dis_to_h[0] += 12;
+               creature_ptr->dis_to_h[1] += 12;
+               creature_ptr->dis_to_h_b -= 12;
+               creature_ptr->dis_to_d[0] += 3 + (creature_ptr->lev / 5);
+               creature_ptr->dis_to_d[1] += 3 + (creature_ptr->lev / 5);
+               creature_ptr->to_a -= 10;
+               creature_ptr->dis_to_a -= 10;
+               creature_ptr->skill_stl -= 7;
+               creature_ptr->skill_dev -= 20;
+               creature_ptr->skill_sav -= 30;
+               creature_ptr->skill_srh -= 15;
+               creature_ptr->skill_fos -= 15;
+               creature_ptr->skill_tht -= 20;
+               creature_ptr->skill_dig += 30;
        }
 
        /* Temporary "fast" */
-       if (IS_FAST())
+       if (IS_FAST(creature_ptr))
        {
                new_speed += 10;
        }
 
        /* Temporary "slow" */
-       if (p_ptr->slow)
+       if (creature_ptr->slow)
        {
                new_speed -= 10;
        }
 
        /* Temporary "telepathy" */
-       if (IS_TIM_ESP())
+       if (is_time_limit_esp(creature_ptr))
        {
-               p_ptr->telepathy = TRUE;
+               creature_ptr->telepathy = TRUE;
        }
 
-       if (p_ptr->ele_immune)
+       if (creature_ptr->ele_immune)
        {
-               if (p_ptr->special_defense & DEFENSE_ACID)
-                       p_ptr->immune_acid = TRUE;
-               else if (p_ptr->special_defense & DEFENSE_ELEC)
-                       p_ptr->immune_elec = TRUE;
-               else if (p_ptr->special_defense & DEFENSE_FIRE)
-                       p_ptr->immune_fire = TRUE;
-               else if (p_ptr->special_defense & DEFENSE_COLD)
-                       p_ptr->immune_cold = TRUE;
+               if (creature_ptr->special_defense & DEFENSE_ACID)
+                       creature_ptr->immune_acid = TRUE;
+               else if (creature_ptr->special_defense & DEFENSE_ELEC)
+                       creature_ptr->immune_elec = TRUE;
+               else if (creature_ptr->special_defense & DEFENSE_FIRE)
+                       creature_ptr->immune_fire = TRUE;
+               else if (creature_ptr->special_defense & DEFENSE_COLD)
+                       creature_ptr->immune_cold = TRUE;
        }
 
        /* Temporary see invisible */
-       if (p_ptr->tim_invis)
+       if (creature_ptr->tim_invis)
        {
-               p_ptr->see_inv = TRUE;
+               creature_ptr->see_inv = TRUE;
        }
 
        /* Temporary infravision boost */
-       if (p_ptr->tim_infra)
+       if (creature_ptr->tim_infra)
        {
-               p_ptr->see_infra += 3;
+               creature_ptr->see_infra += 3;
        }
 
        /* Temporary regeneration boost */
-       if (p_ptr->tim_regen)
+       if (creature_ptr->tim_regen)
        {
-               p_ptr->regenerate = TRUE;
+               creature_ptr->regenerate = TRUE;
        }
 
        /* Temporary levitation */
-       if (p_ptr->tim_levitation)
+       if (creature_ptr->tim_levitation)
        {
-               p_ptr->levitation = TRUE;
+               creature_ptr->levitation = TRUE;
        }
 
        /* Temporary reflection */
-       if (p_ptr->tim_reflect)
+       if (creature_ptr->tim_reflect)
        {
-               p_ptr->reflect = TRUE;
+               creature_ptr->reflect = TRUE;
        }
 
        /* Hack -- Hero/Shero -> Res fear */
-       if (IS_HERO() || p_ptr->shero)
+       if (IS_HERO(creature_ptr) || creature_ptr->shero)
        {
-               p_ptr->resist_fear = TRUE;
+               creature_ptr->resist_fear = TRUE;
        }
 
-
        /* Hack -- Telepathy Change */
-       if (p_ptr->telepathy != old_telepathy)
+       if (creature_ptr->telepathy != old_telepathy)
        {
-               p_ptr->update |= (PU_MONSTERS);
+               creature_ptr->update |= (PU_MONSTERS);
        }
 
-       if ((p_ptr->esp_animal != old_esp_animal) ||
-               (p_ptr->esp_undead != old_esp_undead) ||
-               (p_ptr->esp_demon != old_esp_demon) ||
-               (p_ptr->esp_orc != old_esp_orc) ||
-               (p_ptr->esp_troll != old_esp_troll) ||
-               (p_ptr->esp_giant != old_esp_giant) ||
-               (p_ptr->esp_dragon != old_esp_dragon) ||
-               (p_ptr->esp_human != old_esp_human) ||
-               (p_ptr->esp_evil != old_esp_evil) ||
-               (p_ptr->esp_good != old_esp_good) ||
-               (p_ptr->esp_nonliving != old_esp_nonliving) ||
-               (p_ptr->esp_unique != old_esp_unique))
+       if ((creature_ptr->esp_animal != old_esp_animal) ||
+               (creature_ptr->esp_undead != old_esp_undead) ||
+               (creature_ptr->esp_demon != old_esp_demon) ||
+               (creature_ptr->esp_orc != old_esp_orc) ||
+               (creature_ptr->esp_troll != old_esp_troll) ||
+               (creature_ptr->esp_giant != old_esp_giant) ||
+               (creature_ptr->esp_dragon != old_esp_dragon) ||
+               (creature_ptr->esp_human != old_esp_human) ||
+               (creature_ptr->esp_evil != old_esp_evil) ||
+               (creature_ptr->esp_good != old_esp_good) ||
+               (creature_ptr->esp_nonliving != old_esp_nonliving) ||
+               (creature_ptr->esp_unique != old_esp_unique))
        {
-               p_ptr->update |= (PU_MONSTERS);
+               creature_ptr->update |= (PU_MONSTERS);
        }
 
        /* Hack -- See Invis Change */
-       if (p_ptr->see_inv != old_see_inv)
+       if (creature_ptr->see_inv != old_see_inv)
        {
-               p_ptr->update |= (PU_MONSTERS);
+               creature_ptr->update |= (PU_MONSTERS);
        }
 
        /* Bloating slows the player down (a little) */
-       if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
+       if (creature_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
 
-       if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
+       if (creature_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
 
-       if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
-               (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
+       if ((creature_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
+               (creature_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
        {
-               p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
-               p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
+               creature_ptr->to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
+               creature_ptr->dis_to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
        }
 
-       if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
+       if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
        {
                int penalty1, penalty2;
-               penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
-               penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
-               if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
+               penalty1 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_RARM].weight) / 8);
+               penalty2 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_LARM].weight) / 8);
+               if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
                {
                        penalty1 = penalty1 / 2 - 5;
                        penalty2 = penalty2 / 2 - 5;
                        new_speed += 7;
-                       p_ptr->to_a += 10;
-                       p_ptr->dis_to_a += 10;
+                       creature_ptr->to_a += 10;
+                       creature_ptr->dis_to_a += 10;
                }
                if (easy_2weapon)
                {
                        if (penalty1 > 0) penalty1 /= 2;
                        if (penalty2 > 0) penalty2 /= 2;
                }
-               else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
+               else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
                {
                        penalty1 = MAX(0, penalty1 - 10);
                        penalty2 = MAX(0, penalty2 - 10);
                }
-               if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
+               if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
                {
                        penalty1 = MIN(0, penalty1);
                        penalty2 = MIN(0, penalty2);
-                       p_ptr->to_a += 10;
-                       p_ptr->dis_to_a += 10;
+                       creature_ptr->to_a += 10;
+                       creature_ptr->dis_to_a += 10;
                }
                else
                {
-                       if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
+                       if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
                                penalty1 /= 2;
-                       if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
+                       if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
                                penalty2 /= 2;
                }
-               if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
-               if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
-               p_ptr->to_h[0] -= (s16b)penalty1;
-               p_ptr->to_h[1] -= (s16b)penalty2;
-               p_ptr->dis_to_h[0] -= (s16b)penalty1;
-               p_ptr->dis_to_h[1] -= (s16b)penalty2;
+
+               if (creature_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
+               if (creature_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
+               creature_ptr->to_h[0] -= (s16b)penalty1;
+               creature_ptr->to_h[1] -= (s16b)penalty2;
+               creature_ptr->dis_to_h[0] -= (s16b)penalty1;
+               creature_ptr->dis_to_h[1] -= (s16b)penalty2;
        }
 
        /* Extract the current weight (in tenth pounds) */
-       j = p_ptr->total_weight;
+       int j = creature_ptr->total_weight;
 
-       if (!p_ptr->riding)
+       if (!creature_ptr->riding)
        {
                /* Extract the "weight limit" (in tenth pounds) */
-               i = (int)weight_limit();
+               count = (int)weight_limit(creature_ptr);
        }
        else
        {
-               monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
+               monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
                monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
                SPEED speed = riding_m_ptr->mspeed;
 
                if (riding_m_ptr->mspeed > 110)
                {
-                       new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
+                       new_speed = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
                        if (new_speed < 110) new_speed = 110;
                }
                else
                {
                        new_speed = speed;
                }
-               new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
+               new_speed += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
                if (MON_FAST(riding_m_ptr)) new_speed += 10;
                if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
                riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
-               if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
+               if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) creature_ptr->can_swim = TRUE;
 
-               if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
-               if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
+               if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) creature_ptr->pass_wall = FALSE;
+               if (riding_r_ptr->flags2 & RF2_KILL_WALL) creature_ptr->kill_wall = TRUE;
 
-               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;
+               if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
 
                /* Extract the "weight limit" */
-               i = 1500 + riding_r_ptr->level * 25;
+               count = 1500 + riding_r_ptr->level * 25;
        }
 
        /* Apply "encumbrance" from weight */
-       if (j > i) new_speed -= ((j - i) / (i / 5));
+       if (j > count) new_speed -= ((j - count) / (count / 5));
 
        /* Searching slows the player down */
-       if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
+       if (creature_ptr->action == ACTION_SEARCH) new_speed -= 10;
 
        /* Feature bonus */
-       if (p_ptr->prace == RACE_MERFOLK)
+       if (creature_ptr->prace == RACE_MERFOLK)
        {
                if (have_flag(f_ptr->flags, FF_WATER))
                {
-                       new_speed += (2 + p_ptr->lev / 10);
+                       new_speed += (2 + creature_ptr->lev / 10);
                }
-               else if (!p_ptr->levitation)
+               else if (!creature_ptr->levitation)
                {
                        new_speed -= 2;
                }
        }
 
-
        /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
-       p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_d_m += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->to_h_m += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->to_h_m += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
 
        /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
-       p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-       p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
-       p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
-
+       creature_ptr->dis_to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->dis_to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->dis_to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->dis_to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->dis_to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->dis_to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+       creature_ptr->dis_to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->dis_to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
+       creature_ptr->dis_to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
 
        /* Obtain the "hold" value */
-       hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
-
+       hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
 
        /* Examine the "current bow" */
-       o_ptr = &p_ptr->inventory_list[INVEN_BOW];
+       o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
 
        /* It is hard to carholdry a heavy bow */
-       p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
-       if (p_ptr->heavy_shoot)
+       creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
+       if (creature_ptr->heavy_shoot)
        {
                /* Hard to wield a heavy bow */
-               p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
-               p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
+               creature_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
+               creature_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
        }
 
        /* Compute "extra shots" if needed */
        if (o_ptr->k_idx)
        {
-               p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
+               creature_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
 
                /* Apply special flags */
-               if (o_ptr->k_idx && !p_ptr->heavy_shoot)
+               if (o_ptr->k_idx && !creature_ptr->heavy_shoot)
                {
                        /* Extra shots */
-                       p_ptr->num_fire = calc_num_fire(o_ptr);
+                       creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
 
                        /* Snipers love Cross bows */
-                       if ((p_ptr->pclass == CLASS_SNIPER) &&
-                               (p_ptr->tval_ammo == TV_BOLT))
+                       if ((creature_ptr->pclass == CLASS_SNIPER) &&
+                               (creature_ptr->tval_ammo == TV_BOLT))
                        {
-                               p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
-                               p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
+                               creature_ptr->to_h_b += (10 + (creature_ptr->lev / 5));
+                               creature_ptr->dis_to_h_b += (10 + (creature_ptr->lev / 5));
                        }
                }
        }
 
-       if (p_ptr->ryoute) hold *= 2;
+       if (creature_ptr->ryoute) hold *= 2;
 
-       for (i = 0; i < 2; i++)
+       for (int i = 0; i < 2; i++)
        {
                /* Examine the "main weapon" */
-               o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
+               o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
 
                object_flags(o_ptr, flgs);
 
                /* Assume not heavy */
-               p_ptr->heavy_wield[i] = FALSE;
-               p_ptr->icky_wield[i] = FALSE;
-               p_ptr->riding_wield[i] = FALSE;
+               creature_ptr->heavy_wield[i] = FALSE;
+               creature_ptr->icky_wield[i] = FALSE;
+               creature_ptr->riding_wield[i] = FALSE;
 
-               if (!has_melee_weapon(INVEN_RARM + i))
+               if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
                {
-                       p_ptr->num_blow[i] = 1;
+                       creature_ptr->num_blow[i] = 1;
                        continue;
                }
+
                /* It is hard to hold a heavy weapon */
                if (hold < o_ptr->weight / 10)
                {
                        /* Hard to wield a heavy weapon */
-                       p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
-                       p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
+                       creature_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
+                       creature_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
 
                        /* Heavy weapon */
-                       p_ptr->heavy_wield[i] = TRUE;
+                       creature_ptr->heavy_wield[i] = TRUE;
                }
-               else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
+               else if (creature_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
 
                if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
                {
-                       p_ptr->to_a += 5;
-                       p_ptr->dis_to_a += 5;
+                       creature_ptr->to_a += 5;
+                       creature_ptr->dis_to_a += 5;
                }
 
                /* Normal weapons */
-               if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
+               if (o_ptr->k_idx && !creature_ptr->heavy_wield[i])
                {
                        int str_index, dex_index;
 
                        int num = 0, wgt = 0, mul = 0, div = 0;
 
                        /* Analyze the class */
-                       switch (p_ptr->pclass)
+                       switch (creature_ptr->pclass)
                        {
                        case CLASS_WARRIOR:
                                num = 6; wgt = 70; mul = 5; break;
@@ -3276,7 +3253,7 @@ void calc_bonuses(void)
                                num = 5; wgt = 70; mul = 3; break;
 
                        case CLASS_CAVALRY:
-                               if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
+                               if ((creature_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
                                else { num = 5; wgt = 100; mul = 3; }
                                break;
 
@@ -3299,321 +3276,323 @@ void calc_bonuses(void)
                        }
 
                        /* Hex - extra mights gives +1 bonus to max blows */
-                       if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
+                       if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
 
                        /* Enforce a minimum "weight" (tenth pounds) */
                        div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
 
                        /* Access the strength vs weight */
-                       str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
+                       str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
 
-                       if (p_ptr->ryoute && !omoi) str_index++;
-                       if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
+                       if (creature_ptr->ryoute && !omoi) str_index++;
+                       if (creature_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
 
                        /* Maximal value */
                        if (str_index > 11) str_index = 11;
 
                        /* Index by dexterity */
-                       dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
+                       dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
 
                        /* Maximal value */
                        if (dex_index > 11) dex_index = 11;
 
                        /* Use the blows table */
-                       p_ptr->num_blow[i] = blows_table[str_index][dex_index];
+                       creature_ptr->num_blow[i] = blows_table[str_index][dex_index];
 
                        /* Maximal value */
-                       if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
+                       if (creature_ptr->num_blow[i] > num) creature_ptr->num_blow[i] = (s16b)num;
 
                        /* Add in the "bonus blows" */
-                       p_ptr->num_blow[i] += (s16b)extra_blows[i];
+                       creature_ptr->num_blow[i] += (s16b)extra_blows[i];
 
 
-                       if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
-                       else if (p_ptr->pclass == CLASS_BERSERKER)
+                       if (creature_ptr->pclass == CLASS_WARRIOR) creature_ptr->num_blow[i] += (creature_ptr->lev / 40);
+                       else if (creature_ptr->pclass == CLASS_BERSERKER)
                        {
-                               p_ptr->num_blow[i] += (p_ptr->lev / 23);
+                               creature_ptr->num_blow[i] += (creature_ptr->lev / 23);
                        }
-                       else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
+                       else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30)) creature_ptr->num_blow[i] ++;
 
-                       if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
+                       if (creature_ptr->special_defense & KATA_FUUJIN) creature_ptr->num_blow[i] -= 1;
 
-                       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
+                       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) creature_ptr->num_blow[i] = 1;
 
 
                        /* Require at least one blow */
-                       if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
+                       if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
 
                        /* Boost digging skill by weapon weight */
-                       p_ptr->skill_dig += (o_ptr->weight / 10);
+                       creature_ptr->skill_dig += (o_ptr->weight / 10);
                }
 
                /* Assume okay */
                /* Priest weapon penalty for non-blessed edged weapons */
-               if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
+               if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
                        ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
                {
                        /* Reduce the real bonuses */
-                       p_ptr->to_h[i] -= 2;
-                       p_ptr->to_d[i] -= 2;
+                       creature_ptr->to_h[i] -= 2;
+                       creature_ptr->to_d[i] -= 2;
 
                        /* Reduce the mental bonuses */
-                       p_ptr->dis_to_h[i] -= 2;
-                       p_ptr->dis_to_d[i] -= 2;
+                       creature_ptr->dis_to_h[i] -= 2;
+                       creature_ptr->dis_to_d[i] -= 2;
 
                        /* Icky weapon */
-                       p_ptr->icky_wield[i] = TRUE;
+                       creature_ptr->icky_wield[i] = TRUE;
                }
-               else if (p_ptr->pclass == CLASS_BERSERKER)
+               else if (creature_ptr->pclass == CLASS_BERSERKER)
                {
-                       p_ptr->to_h[i] += p_ptr->lev / 5;
-                       p_ptr->to_d[i] += p_ptr->lev / 6;
-                       p_ptr->dis_to_h[i] += p_ptr->lev / 5;
-                       p_ptr->dis_to_d[i] += p_ptr->lev / 6;
-                       if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
+                       creature_ptr->to_h[i] += creature_ptr->lev / 5;
+                       creature_ptr->to_d[i] += creature_ptr->lev / 6;
+                       creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
+                       creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
+                       if (((i == 0) && !creature_ptr->hidarite) || creature_ptr->ryoute)
                        {
-                               p_ptr->to_h[i] += p_ptr->lev / 5;
-                               p_ptr->to_d[i] += p_ptr->lev / 6;
-                               p_ptr->dis_to_h[i] += p_ptr->lev / 5;
-                               p_ptr->dis_to_d[i] += p_ptr->lev / 6;
+                               creature_ptr->to_h[i] += creature_ptr->lev / 5;
+                               creature_ptr->to_d[i] += creature_ptr->lev / 6;
+                               creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
+                               creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
                        }
                }
-               else if (p_ptr->pclass == CLASS_SORCERER)
+               else if (creature_ptr->pclass == CLASS_SORCERER)
                {
                        if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
                        {
                                /* Reduce the real bonuses */
-                               p_ptr->to_h[i] -= 200;
-                               p_ptr->to_d[i] -= 200;
+                               creature_ptr->to_h[i] -= 200;
+                               creature_ptr->to_d[i] -= 200;
 
                                /* Reduce the mental bonuses */
-                               p_ptr->dis_to_h[i] -= 200;
-                               p_ptr->dis_to_d[i] -= 200;
+                               creature_ptr->dis_to_h[i] -= 200;
+                               creature_ptr->dis_to_d[i] -= 200;
 
                                /* Icky weapon */
-                               p_ptr->icky_wield[i] = TRUE;
+                               creature_ptr->icky_wield[i] = TRUE;
                        }
                        else
                        {
                                /* Reduce the real bonuses */
-                               p_ptr->to_h[i] -= 30;
-                               p_ptr->to_d[i] -= 10;
+                               creature_ptr->to_h[i] -= 30;
+                               creature_ptr->to_d[i] -= 10;
 
                                /* Reduce the mental bonuses */
-                               p_ptr->dis_to_h[i] -= 30;
-                               p_ptr->dis_to_d[i] -= 10;
+                               creature_ptr->dis_to_h[i] -= 30;
+                               creature_ptr->dis_to_d[i] -= 10;
                        }
                }
+
                /* Hex bonuses */
-               if (p_ptr->realm1 == REALM_HEX)
+               if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr))
                {
-                       if (object_is_cursed(o_ptr))
+                       if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
+                       if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_h[i] += 7; creature_ptr->dis_to_h[i] += 7; }
+                       if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_h[i] += 13; creature_ptr->dis_to_h[i] += 13; }
+                       if (o_ptr->curse_flags & (TRC_TY_CURSE)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
+                       if (hex_spelling(creature_ptr, HEX_RUNESWORD))
                        {
-                               if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
-                               if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
-                               if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
-                               if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
-                               if (hex_spelling(HEX_RUNESWORD))
-                               {
-                                       if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
-                                       if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
-                                       if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
-                               }
+                               if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_d[i] += 5; creature_ptr->dis_to_d[i] += 5; }
+                               if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_d[i] += 7; creature_ptr->dis_to_d[i] += 7; }
+                               if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_d[i] += 13; creature_ptr->dis_to_d[i] += 13; }
                        }
                }
-               if (p_ptr->riding)
+
+               if (creature_ptr->riding == 0) continue;
+
+               if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
                {
-                       if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
-                       {
-                               p_ptr->to_h[i] += 15;
-                               p_ptr->dis_to_h[i] += 15;
-                               p_ptr->to_dd[i] += 2;
-                       }
-                       else if (!(have_flag(flgs, TR_RIDING)))
-                       {
-                               int penalty;
-                               if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
-                               {
-                                       penalty = 5;
-                               }
-                               else
-                               {
-                                       penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
-                                       penalty += 30;
-                                       if (penalty < 30) penalty = 30;
-                               }
-                               p_ptr->to_h[i] -= (s16b)penalty;
-                               p_ptr->dis_to_h[i] -= (s16b)penalty;
+                       creature_ptr->to_h[i] += 15;
+                       creature_ptr->dis_to_h[i] += 15;
+                       creature_ptr->to_dd[i] += 2;
+                       continue;
+               }
 
-                               /* Riding weapon */
-                               p_ptr->riding_wield[i] = TRUE;
-                       }
+               if (have_flag(flgs, TR_RIDING)) continue;
+
+               int penalty;
+               if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
+               {
+                       penalty = 5;
                }
+               else
+               {
+                       penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
+                       penalty += 30;
+                       if (penalty < 30) penalty = 30;
+               }
+
+               creature_ptr->to_h[i] -= (s16b)penalty;
+               creature_ptr->dis_to_h[i] -= (s16b)penalty;
+
+               /* Riding weapon */
+               creature_ptr->riding_wield[i] = TRUE;
        }
 
-       if (p_ptr->riding)
+       if (creature_ptr->riding)
        {
                int penalty = 0;
 
-               p_ptr->riding_ryoute = FALSE;
+               creature_ptr->riding_ryoute = FALSE;
 
-               if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
-               else if (p_ptr->pet_extra_flags & PF_RYOUTE)
+               if (creature_ptr->ryoute || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE)) creature_ptr->riding_ryoute = TRUE;
+               else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS)
                {
-                       switch (p_ptr->pclass)
+                       switch (creature_ptr->pclass)
                        {
                        case CLASS_MONK:
                        case CLASS_FORCETRAINER:
                        case CLASS_BERSERKER:
-                               if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
-                                       p_ptr->riding_ryoute = TRUE;
+                               if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
+                                       creature_ptr->riding_ryoute = TRUE;
                                break;
                        }
                }
 
-               if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
+               if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
                {
-                       if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
+                       if (creature_ptr->tval_ammo != TV_ARROW) penalty = 5;
                }
                else
                {
-                       penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
+                       penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
                        penalty += 30;
                        if (penalty < 30) penalty = 30;
                }
-               if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
-               p_ptr->to_h_b -= (s16b)penalty;
-               p_ptr->dis_to_h_b -= (s16b)penalty;
+
+               if (creature_ptr->tval_ammo == TV_BOLT) penalty *= 2;
+               creature_ptr->to_h_b -= (s16b)penalty;
+               creature_ptr->dis_to_h_b -= (s16b)penalty;
        }
 
        /* Different calculation for monks with empty hands */
-       if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
-               (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
+       if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) &&
+               (empty_hands_status & EMPTY_HAND_RARM) && !creature_ptr->hidarite)
        {
-               int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
-               p_ptr->num_blow[0] = 0;
+               int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
+               creature_ptr->num_blow[0] = 0;
 
-               if (p_ptr->pclass == CLASS_FORCETRAINER)
+               if (creature_ptr->pclass == CLASS_FORCETRAINER)
                {
-                       if (blow_base > 18) p_ptr->num_blow[0]++;
-                       if (blow_base > 31) p_ptr->num_blow[0]++;
-                       if (blow_base > 44) p_ptr->num_blow[0]++;
-                       if (blow_base > 58) p_ptr->num_blow[0]++;
+                       if (blow_base > 18) creature_ptr->num_blow[0]++;
+                       if (blow_base > 31) creature_ptr->num_blow[0]++;
+                       if (blow_base > 44) creature_ptr->num_blow[0]++;
+                       if (blow_base > 58) creature_ptr->num_blow[0]++;
                        if (P_PTR_KI)
                        {
-                               p_ptr->to_d[0] += P_PTR_KI / 5;
-                               p_ptr->dis_to_d[0] += P_PTR_KI / 5;
+                               creature_ptr->to_d[0] += P_PTR_KI / 5;
+                               creature_ptr->dis_to_d[0] += P_PTR_KI / 5;
                        }
                }
                else
                {
-                       if (blow_base > 12) p_ptr->num_blow[0]++;
-                       if (blow_base > 22) p_ptr->num_blow[0]++;
-                       if (blow_base > 31) p_ptr->num_blow[0]++;
-                       if (blow_base > 39) p_ptr->num_blow[0]++;
-                       if (blow_base > 46) p_ptr->num_blow[0]++;
-                       if (blow_base > 53) p_ptr->num_blow[0]++;
-                       if (blow_base > 59) p_ptr->num_blow[0]++;
+                       if (blow_base > 12) creature_ptr->num_blow[0]++;
+                       if (blow_base > 22) creature_ptr->num_blow[0]++;
+                       if (blow_base > 31) creature_ptr->num_blow[0]++;
+                       if (blow_base > 39) creature_ptr->num_blow[0]++;
+                       if (blow_base > 46) creature_ptr->num_blow[0]++;
+                       if (blow_base > 53) creature_ptr->num_blow[0]++;
+                       if (blow_base > 59) creature_ptr->num_blow[0]++;
                }
 
-               if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
-                       p_ptr->num_blow[0] /= 2;
+               if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
+                       creature_ptr->num_blow[0] /= 2;
                else
                {
-                       p_ptr->to_h[0] += (p_ptr->lev / 3);
-                       p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
+                       creature_ptr->to_h[0] += (creature_ptr->lev / 3);
+                       creature_ptr->dis_to_h[0] += (creature_ptr->lev / 3);
 
-                       p_ptr->to_d[0] += (p_ptr->lev / 6);
-                       p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
+                       creature_ptr->to_d[0] += (creature_ptr->lev / 6);
+                       creature_ptr->dis_to_d[0] += (creature_ptr->lev / 6);
                }
 
-               if (p_ptr->special_defense & KAMAE_BYAKKO)
+               if (creature_ptr->special_defense & KAMAE_BYAKKO)
                {
-                       p_ptr->to_a -= 40;
-                       p_ptr->dis_to_a -= 40;
+                       creature_ptr->to_a -= 40;
+                       creature_ptr->dis_to_a -= 40;
 
                }
-               else if (p_ptr->special_defense & KAMAE_SEIRYU)
+               else if (creature_ptr->special_defense & KAMAE_SEIRYU)
                {
-                       p_ptr->to_a -= 50;
-                       p_ptr->dis_to_a -= 50;
-                       p_ptr->resist_acid = TRUE;
-                       p_ptr->resist_fire = TRUE;
-                       p_ptr->resist_elec = TRUE;
-                       p_ptr->resist_cold = TRUE;
-                       p_ptr->resist_pois = TRUE;
-                       p_ptr->sh_fire = TRUE;
-                       p_ptr->sh_elec = TRUE;
-                       p_ptr->sh_cold = TRUE;
-                       p_ptr->levitation = TRUE;
+                       creature_ptr->to_a -= 50;
+                       creature_ptr->dis_to_a -= 50;
+                       creature_ptr->resist_acid = TRUE;
+                       creature_ptr->resist_fire = TRUE;
+                       creature_ptr->resist_elec = TRUE;
+                       creature_ptr->resist_cold = TRUE;
+                       creature_ptr->resist_pois = TRUE;
+                       creature_ptr->sh_fire = TRUE;
+                       creature_ptr->sh_elec = TRUE;
+                       creature_ptr->sh_cold = TRUE;
+                       creature_ptr->levitation = TRUE;
                }
-               else if (p_ptr->special_defense & KAMAE_GENBU)
+               else if (creature_ptr->special_defense & KAMAE_GENBU)
                {
-                       p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
-                       p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
-                       p_ptr->reflect = TRUE;
-                       p_ptr->num_blow[0] -= 2;
-                       if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
-                       if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
+                       creature_ptr->to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
+                       creature_ptr->dis_to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
+                       creature_ptr->reflect = TRUE;
+                       creature_ptr->num_blow[0] -= 2;
+                       if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42)) creature_ptr->num_blow[0]--;
+                       if (creature_ptr->num_blow[0] < 0) creature_ptr->num_blow[0] = 0;
                }
-               else if (p_ptr->special_defense & KAMAE_SUZAKU)
+               else if (creature_ptr->special_defense & KAMAE_SUZAKU)
                {
-                       p_ptr->to_h[0] -= (p_ptr->lev / 3);
-                       p_ptr->to_d[0] -= (p_ptr->lev / 6);
+                       creature_ptr->to_h[0] -= (creature_ptr->lev / 3);
+                       creature_ptr->to_d[0] -= (creature_ptr->lev / 6);
 
-                       p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
-                       p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
-                       p_ptr->num_blow[0] /= 2;
-                       p_ptr->levitation = TRUE;
+                       creature_ptr->dis_to_h[0] -= (creature_ptr->lev / 3);
+                       creature_ptr->dis_to_d[0] -= (creature_ptr->lev / 6);
+                       creature_ptr->num_blow[0] /= 2;
+                       creature_ptr->levitation = TRUE;
                }
 
-               p_ptr->num_blow[0] += 1 + extra_blows[0];
+               creature_ptr->num_blow[0] += 1 + extra_blows[0];
        }
 
-       if (p_ptr->riding) p_ptr->levitation = riding_levitation;
+       if (creature_ptr->riding) creature_ptr->levitation = riding_levitation;
 
-       p_ptr->monk_armour_aux = FALSE;
+       creature_ptr->monk_armour_aux = FALSE;
 
-       if (heavy_armor())
+       if (heavy_armor(creature_ptr))
        {
-               p_ptr->monk_armour_aux = TRUE;
+               creature_ptr->monk_armour_aux = TRUE;
        }
 
-       for (i = 0; i < 2; i++)
+       for (int i = 0; i < 2; i++)
        {
-               if (has_melee_weapon(INVEN_RARM + i))
-               {
-                       OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
-                       OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
+               if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) continue;
 
-                       p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
-                       p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
-                       if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
-                       {
-                               if (!s_info[p_ptr->pclass].w_max[tval][sval])
-                               {
-                                       p_ptr->to_h[i] -= 40;
-                                       p_ptr->dis_to_h[i] -= 40;
-                                       p_ptr->icky_wield[i] = TRUE;
-                               }
-                       }
-                       else if (p_ptr->pclass == CLASS_NINJA)
+               OBJECT_TYPE_VALUE tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
+               OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;
+
+               creature_ptr->to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
+               creature_ptr->dis_to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
+               if ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER))
+               {
+                       if (!s_info[creature_ptr->pclass].w_max[tval][sval])
                        {
-                               if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
-                               {
-                                       p_ptr->to_h[i] -= 40;
-                                       p_ptr->dis_to_h[i] -= 40;
-                                       p_ptr->icky_wield[i] = TRUE;
-                                       p_ptr->num_blow[i] /= 2;
-                                       if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
-                               }
+                               creature_ptr->to_h[i] -= 40;
+                               creature_ptr->dis_to_h[i] -= 40;
+                               creature_ptr->icky_wield[i] = TRUE;
                        }
+
+                       continue;
                }
+
+               if (creature_ptr->pclass != CLASS_NINJA) continue;
+
+               if ((s_info[CLASS_NINJA].w_max[tval][sval] > WEAPON_EXP_BEGINNER) && (creature_ptr->inventory_list[INVEN_LARM - i].tval != TV_SHIELD))
+                       continue;
+
+               creature_ptr->to_h[i] -= 40;
+               creature_ptr->dis_to_h[i] -= 40;
+               creature_ptr->icky_wield[i] = TRUE;
+               creature_ptr->num_blow[i] /= 2;
+               if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
        }
 
        /* Maximum speed is (+99). (internally it's 110 + 99) */
        /* Temporary lightspeed forces to be maximum speed */
-       if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
+       if ((creature_ptr->lightspeed && !creature_ptr->riding) || (new_speed > 209))
        {
                new_speed = 209;
        }
@@ -3622,126 +3601,128 @@ void calc_bonuses(void)
        if (new_speed < 11) new_speed = 11;
 
        /* Display the speed (if needed) */
-       if (p_ptr->pspeed != (byte)new_speed)
+       if (creature_ptr->pspeed != (byte)new_speed)
        {
-               p_ptr->pspeed = (byte)new_speed;
-               p_ptr->redraw |= (PR_SPEED);
+               creature_ptr->pspeed = (byte)new_speed;
+               creature_ptr->redraw |= (PR_SPEED);
        }
 
        if (yoiyami)
        {
-               if (p_ptr->to_a > (0 - p_ptr->ac))
-                       p_ptr->to_a = 0 - p_ptr->ac;
-               if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
-                       p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
+               if (creature_ptr->to_a > (0 - creature_ptr->ac))
+                       creature_ptr->to_a = 0 - creature_ptr->ac;
+               if (creature_ptr->dis_to_a > (0 - creature_ptr->dis_ac))
+                       creature_ptr->dis_to_a = 0 - creature_ptr->dis_ac;
        }
 
        /* Redraw armor (if needed) */
-       if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
+       if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a))
        {
-               p_ptr->redraw |= (PR_ARMOR);
-               p_ptr->window |= (PW_PLAYER);
+               creature_ptr->redraw |= (PR_ARMOR);
+               creature_ptr->window |= (PW_PLAYER);
        }
 
-       if (p_ptr->ryoute && !omoi)
+       if (creature_ptr->ryoute && !omoi)
        {
                int bonus_to_h = 0, bonus_to_d = 0;
-               bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
-               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);
+               bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
+               bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
 
-               p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
-               p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
-               p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
-               p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
+               creature_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
+               creature_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
+               creature_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
+               creature_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
        }
 
-       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;
+       bool is_special_class = creature_ptr->pclass == CLASS_MONK;
+       is_special_class |= creature_ptr->pclass == CLASS_FORCETRAINER;
+       is_special_class |= creature_ptr->pclass == CLASS_BERSERKER;
+       if (is_special_class && (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM)))
+               creature_ptr->ryoute = FALSE;
 
        /* Affect Skill -- stealth (bonus one) */
-       p_ptr->skill_stl += 1;
+       creature_ptr->skill_stl += 1;
 
-       if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
+       if (is_time_limit_stealth(creature_ptr)) creature_ptr->skill_stl += 99;
 
        /* Affect Skill -- disarming (DEX and INT) */
-       p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
-       p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
+       creature_ptr->skill_dis += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
+       creature_ptr->skill_dis += adj_int_dis[creature_ptr->stat_ind[A_INT]];
 
        /* Affect Skill -- magic devices (INT) */
-       p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
+       creature_ptr->skill_dev += adj_int_dev[creature_ptr->stat_ind[A_INT]];
 
        /* Affect Skill -- saving throw (WIS) */
-       p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
+       creature_ptr->skill_sav += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
 
        /* Affect Skill -- digging (STR) */
-       p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
+       creature_ptr->skill_dig += adj_str_dig[creature_ptr->stat_ind[A_STR]];
 
        /* Affect Skill -- disarming (Level, by Class) */
-       p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
+       creature_ptr->skill_dis += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
 
        /* Affect Skill -- magic devices (Level, by Class) */
-       p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
+       creature_ptr->skill_dev += ((cp_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
 
        /* Affect Skill -- saving throw (Level, by Class) */
-       p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
+       creature_ptr->skill_sav += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
 
        /* Affect Skill -- stealth (Level, by Class) */
-       p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
+       creature_ptr->skill_stl += (cp_ptr->x_stl * creature_ptr->lev / 10);
 
        /* Affect Skill -- search ability (Level, by Class) */
-       p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
+       creature_ptr->skill_srh += (cp_ptr->x_srh * creature_ptr->lev / 10);
 
        /* Affect Skill -- search frequency (Level, by Class) */
-       p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
+       creature_ptr->skill_fos += (cp_ptr->x_fos * creature_ptr->lev / 10);
 
        /* Affect Skill -- combat (normal) (Level, by Class) */
-       p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
+       creature_ptr->skill_thn += ((cp_ptr->x_thn * creature_ptr->lev / 10) + (ap_ptr->a_thn * creature_ptr->lev / 50));
 
        /* Affect Skill -- combat (shooting) (Level, by Class) */
-       p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
+       creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
 
        /* Affect Skill -- combat (throwing) (Level, by Class) */
-       p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
+       creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
 
-
-       if ((PRACE_IS_(p_ptr, RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
+       if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
        {
-               p_ptr->cursed &= ~(TRC_AGGRAVATE);
-               p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
+               creature_ptr->cursed &= ~(TRC_AGGRAVATE);
+               creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
        }
 
        /* Limit Skill -- stealth from 0 to 30 */
-       if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
-       if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
+       if (creature_ptr->skill_stl > 30) creature_ptr->skill_stl = 30;
+       if (creature_ptr->skill_stl < 0) creature_ptr->skill_stl = 0;
 
        /* Limit Skill -- digging from 1 up */
-       if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
+       if (creature_ptr->skill_dig < 1) creature_ptr->skill_dig = 1;
 
-       if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
+       if (creature_ptr->anti_magic && (creature_ptr->skill_sav < (90 + creature_ptr->lev))) creature_ptr->skill_sav = 90 + creature_ptr->lev;
 
-       if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
+       if (creature_ptr->tsubureru) creature_ptr->skill_sav = 10;
 
-       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;
+       if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (creature_ptr->skill_sav < (95 + creature_ptr->lev))) creature_ptr->skill_sav = 95 + creature_ptr->lev;
 
-       if (down_saving) p_ptr->skill_sav /= 2;
+       if (down_saving) creature_ptr->skill_sav /= 2;
 
        /* Hack -- Each elemental immunity includes resistance */
-       if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
-       if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
-       if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
-       if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
-
+       if (creature_ptr->immune_acid) creature_ptr->resist_acid = TRUE;
+       if (creature_ptr->immune_elec) creature_ptr->resist_elec = TRUE;
+       if (creature_ptr->immune_fire) creature_ptr->resist_fire = TRUE;
+       if (creature_ptr->immune_cold) creature_ptr->resist_cold = TRUE;
 
        /* Hack -- handle "xtra" mode */
        if (current_world_ptr->character_xtra) return;
 
        /* Take note when "heavy bow" changes */
-       if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
+       if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot)
        {
-               if (p_ptr->heavy_shoot)
+               if (creature_ptr->heavy_shoot)
                {
                        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."));
                }
-               else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
+               else if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
                {
                        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."));
                }
@@ -3750,24 +3731,23 @@ void calc_bonuses(void)
                        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."));
                }
 
-               /* Save it */
-               p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
+               creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
        }
 
-       for (i = 0; i < 2; i++)
+       for (int i = 0; i < 2; i++)
        {
                /* Take note when "heavy weapon" changes */
-               if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
+               if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i])
                {
-                       if (p_ptr->heavy_wield[i])
+                       if (creature_ptr->heavy_wield[i])
                        {
                                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."));
                        }
-                       else if (has_melee_weapon(INVEN_RARM + i))
+                       else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
                        {
                                msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
                        }
-                       else if (p_ptr->heavy_wield[1 - i])
+                       else if (creature_ptr->heavy_wield[1 - i])
                        {
                                msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
                        }
@@ -3776,60 +3756,57 @@ void calc_bonuses(void)
                                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."));
                        }
 
-                       /* Save it */
-                       p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
+                       creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
                }
 
                /* Take note when "heavy weapon" changes */
-               if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
+               if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i])
                {
-                       if (p_ptr->riding_wield[i])
+                       if (creature_ptr->riding_wield[i])
                        {
                                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."));
                        }
-                       else if (!p_ptr->riding)
+                       else if (!creature_ptr->riding)
                        {
                                msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
                        }
-                       else if (has_melee_weapon(INVEN_RARM + i))
+                       else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
                        {
                                msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
                        }
-                       /* Save it */
-                       p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
+
+                       creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
                }
 
                /* Take note when "illegal weapon" changes */
-               if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
+               if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i]) continue;
+
+               if (creature_ptr->icky_wield[i])
                {
-                       if (p_ptr->icky_wield[i])
-                       {
-                               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."));
-                               if (current_world_ptr->is_loading_now)
-                               {
-                                       chg_virtue(p_ptr, V_FAITH, -1);
-                               }
-                       }
-                       else if (has_melee_weapon(INVEN_RARM + i))
-                       {
-                               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."));
-                       }
-                       else
+                       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."));
+                       if (current_world_ptr->is_loading_now)
                        {
-                               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."));
+                               chg_virtue(creature_ptr, V_FAITH, -1);
                        }
-
-                       /* Save it */
-                       p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
                }
+               else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
+               {
+                       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."));
+               }
+               else
+               {
+                       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."));
+               }
+
+               creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
        }
 
-       if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
+       if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute))
        {
-               if (p_ptr->riding_ryoute)
+               if (creature_ptr->riding_ryoute)
                {
 #ifdef JP
-                       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" : "");
+                       msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
 #else
                        msg_print("You are using both hand for fighting, and you can't control a riding pet.");
 #endif
@@ -3837,23 +3814,23 @@ void calc_bonuses(void)
                else
                {
 #ifdef JP
-                       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" : "");
+                       msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
 #else
                        msg_print("You began to control riding pet with one hand.");
 #endif
                }
 
-               p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
+               creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
        }
 
-       if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
+       if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && (creature_ptr->monk_armour_aux != creature_ptr->monk_notify_aux))
        {
-               if (heavy_armor())
+               if (heavy_armor(creature_ptr))
                {
                        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."));
                        if (current_world_ptr->is_loading_now)
                        {
-                               chg_virtue(p_ptr, V_HARMONY, -1);
+                               chg_virtue(creature_ptr, V_HARMONY, -1);
                        }
                }
                else
@@ -3861,121 +3838,99 @@ void calc_bonuses(void)
                        msg_print(_("バランスがとれるようになった。", "You regain your balance."));
                }
 
-               p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
+               creature_ptr->monk_notify_aux = creature_ptr->monk_armour_aux;
        }
 
-       for (i = 0; i < INVEN_PACK; i++)
+       for (int i = 0; i < INVEN_PACK; i++)
        {
-#if 0
-               if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
-               if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
-#endif
-               if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
-               if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
+               if ((creature_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
+               if ((creature_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
        }
 
-       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)
+       for (this_o_idx = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
-               o_ptr = &current_floor_ptr->o_list[this_o_idx];
+               o_ptr = &floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
 
-#if 0
-               if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
-               if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
-#endif
                if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
                if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
        }
 
-       if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
-#if 0
-       if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
-       {
-               const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
-               if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
-       }
+       if (creature_ptr->pass_wall && !creature_ptr->kill_wall) creature_ptr->no_flowed = TRUE;
 
-       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)))
-       {
-               const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
-               if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
-       }
-#endif
-       if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
+       if (have_sw && ((creature_ptr->realm1 == REALM_NATURE) || (creature_ptr->realm2 == REALM_NATURE) || (creature_ptr->pclass == CLASS_SORCERER)))
        {
                const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
-               if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+               if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
        }
 
-       if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
+       if (have_kabe && ((creature_ptr->realm1 == REALM_CRAFT) || (creature_ptr->realm2 == REALM_CRAFT) || (creature_ptr->pclass == CLASS_SORCERER)))
        {
                const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
-               if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
+               if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
        }
 }
 
 
-static void calc_alignment(void)
+static void calc_alignment(player_type *creature_ptr)
 {
-       MONSTER_IDX m_idx;
-       p_ptr->align = 0;
-       int i, j, neutral[2];
-
-       for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
+       creature_ptr->align = 0;
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
        {
                monster_type *m_ptr;
                monster_race *r_ptr;
-               m_ptr = &current_floor_ptr->m_list[m_idx];
+               m_ptr = &floor_ptr->m_list[m_idx];
                if (!monster_is_valid(m_ptr)) continue;
                r_ptr = &r_info[m_ptr->r_idx];
 
-               if (is_pet(m_ptr))
-               {
-                       if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
-                       if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
-               }
+               if (!is_pet(m_ptr)) continue;
+
+               if (r_ptr->flags3 & RF3_GOOD) creature_ptr->align += r_ptr->level;
+               if (r_ptr->flags3 & RF3_EVIL) creature_ptr->align -= r_ptr->level;
        }
 
-       if (p_ptr->mimic_form)
+       if (creature_ptr->mimic_form)
        {
-               switch (p_ptr->mimic_form)
+               switch (creature_ptr->mimic_form)
                {
                case MIMIC_DEMON:
-                       p_ptr->align -= 200;
+                       creature_ptr->align -= 200;
                        break;
                case MIMIC_DEMON_LORD:
-                       p_ptr->align -= 200;
+                       creature_ptr->align -= 200;
                        break;
                }
        }
        else
        {
-               switch (p_ptr->prace)
+               switch (creature_ptr->prace)
                {
                case RACE_ANGEL:
-                       p_ptr->align += 200;
+                       creature_ptr->align += 200;
                        break;
                case RACE_DEMON:
-                       p_ptr->align -= 200;
+                       creature_ptr->align -= 200;
                        break;
                }
        }
 
-       for (i = 0; i < 2; i++)
+       for (int i = 0; i < 2; i++)
        {
-               if (has_melee_weapon(INVEN_RARM + i))
-               {
-                       if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
-               }
+               if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) continue;
+               if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL) continue;
+               creature_ptr->align -= 1000;
        }
 
        /* Determine player alignment */
-       for (i = 0, j = 0; i < 8; i++)
+       int j = 0;
+       int neutral[2];
+       for (int i = 0; i < 8; i++)
        {
-               switch (p_ptr->vir_types[i])
+               switch (creature_ptr->vir_types[i])
                {
                case V_JUSTICE:
-                       p_ptr->align += p_ptr->virtues[i] * 2;
+                       creature_ptr->align += creature_ptr->virtues[i] * 2;
                        break;
                case V_CHANCE:
                        /* Do nothing */
@@ -3985,29 +3940,30 @@ static void calc_alignment(void)
                        neutral[j++] = i;
                        break;
                case V_UNLIFE:
-                       p_ptr->align -= p_ptr->virtues[i];
+                       creature_ptr->align -= creature_ptr->virtues[i];
                        break;
                default:
-                       p_ptr->align += p_ptr->virtues[i];
+                       creature_ptr->align += creature_ptr->virtues[i];
                        break;
                }
        }
 
-       for (i = 0; i < j; i++)
+       for (int i = 0; i < j; i++)
        {
-               if (p_ptr->align > 0)
+               if (creature_ptr->align > 0)
                {
-                       p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
-                       if (p_ptr->align < 0) p_ptr->align = 0;
+                       creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
+                       if (creature_ptr->align < 0) creature_ptr->align = 0;
                }
-               else if (p_ptr->align < 0)
+               else if (creature_ptr->align < 0)
                {
-                       p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
-                       if (p_ptr->align > 0) p_ptr->align = 0;
+                       creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
+                       if (creature_ptr->align > 0) creature_ptr->align = 0;
                }
        }
 }
 
+
 /*!
  * @brief プレイヤーの最大HPを計算する /
  * Calculate the players (maximal) hit points
@@ -4015,30 +3971,28 @@ static void calc_alignment(void)
  * @return なし
  * @details
  */
-static void calc_hitpoints(void)
+static void calc_hitpoints(player_type *creature_ptr)
 {
-       int bonus, mhp;
-       byte tmp_hitdie;
-
        /* Un-inflate "half-hitpoint bonus per level" value */
-       bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
+       int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
 
        /* Calculate hitpoints */
-       mhp = p_ptr->player_hp[p_ptr->lev - 1];
+       int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
 
-       if (p_ptr->mimic_form)
+       byte tmp_hitdie;
+       if (creature_ptr->mimic_form)
        {
-               if (p_ptr->pclass == CLASS_SORCERER)
-                       tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
+               if (creature_ptr->pclass == CLASS_SORCERER)
+                       tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
                else
-                       tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
-               mhp = mhp * tmp_hitdie / p_ptr->hitdie;
+                       tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
+               mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
        }
 
-       if (p_ptr->pclass == CLASS_SORCERER)
+       if (creature_ptr->pclass == CLASS_SORCERER)
        {
-               if (p_ptr->lev < 30)
-                       mhp = (mhp * (45 + p_ptr->lev) / 100);
+               if (creature_ptr->lev < 30)
+                       mhp = (mhp * (45 + creature_ptr->lev) / 100);
                else
                        mhp = (mhp * 75 / 100);
                bonus = (bonus * 65 / 100);
@@ -4046,73 +4000,66 @@ static void calc_hitpoints(void)
 
        mhp += bonus;
 
-       if (p_ptr->pclass == CLASS_BERSERKER)
+       if (creature_ptr->pclass == CLASS_BERSERKER)
        {
-               mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
+               mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
        }
 
        /* Always have at least one hitpoint per level */
-       if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
+       if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
 
        /* Factor in the hero / superhero settings */
-       if (IS_HERO()) mhp += 10;
-       if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
-       if (p_ptr->tsuyoshi) mhp += 50;
+       if (IS_HERO(creature_ptr)) mhp += 10;
+       if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
+       if (creature_ptr->tsuyoshi) mhp += 50;
 
        /* Factor in the hex spell settings */
-       if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
-       if (hex_spelling(HEX_BUILDING)) mhp += 60;
+       if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) mhp += 15;
+       if (hex_spelling(creature_ptr, HEX_BUILDING)) mhp += 60;
 
        /* New maximum hitpoints */
-       if (p_ptr->mhp != mhp)
+       if (creature_ptr->mhp == mhp) return;
+
+       /* Enforce maximum */
+       if (creature_ptr->chp >= mhp)
        {
-               /* Enforce maximum */
-               if (p_ptr->chp >= mhp)
-               {
-                       p_ptr->chp = mhp;
-                       p_ptr->chp_frac = 0;
-               }
+               creature_ptr->chp = mhp;
+               creature_ptr->chp_frac = 0;
+       }
 
 #ifdef JP
-               /* レベルアップの時は上昇量を表示する */
-               if (p_ptr->level_up_message && (mhp > p_ptr->mhp))
-               {
-                       msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
-               }
+       /* レベルアップの時は上昇量を表示する */
+       if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp))
+       {
+               msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
+       }
 #endif
-               /* Save the new max-hitpoints */
-               p_ptr->mhp = mhp;
+       creature_ptr->mhp = mhp;
 
-               /* Display hitpoints (later) */
-               p_ptr->redraw |= (PR_HP);
-               p_ptr->window |= (PW_PLAYER);
-       }
+       creature_ptr->redraw |= PR_HP;
+       creature_ptr->window |= PW_PLAYER;
 }
 
+
 /*!
  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
  * @return なし
  * @details
  * SWD: Experimental modification: multiple light sources have additive effect.
  */
-static void calc_torch(void)
+static void calc_torch(player_type *creature_ptr)
 {
-       int i;
-       POSITION rad;
-       object_type *o_ptr;
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-
-       /* Assume no light */
-       p_ptr->cur_lite = 0;
+       creature_ptr->cur_lite = 0;
 
        /* Loop through all wielded items */
-       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+       for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
        {
-               o_ptr = &p_ptr->inventory_list[i];
+               object_type *o_ptr;
+               o_ptr = &creature_ptr->inventory_list[i];
                /* Skip empty slots */
                if (!o_ptr->k_idx) continue;
 
-               if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
+               if (o_ptr->name2 == EGO_LITE_SHINE) creature_ptr->cur_lite++;
 
                /* Need Fuels */
                if (o_ptr->name2 != EGO_LITE_DARKNESS)
@@ -4123,49 +4070,48 @@ static void calc_torch(void)
                                if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
                        }
                }
-               object_flags(o_ptr, flgs);
 
-               /* calc the lite_radius */
+               BIT_FLAGS flgs[TR_FLAG_SIZE];
+               object_flags(o_ptr, flgs);
 
-               rad = 0;
+               POSITION rad = 0;
                if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
                if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
                if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
                if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
                if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
                if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
-               p_ptr->cur_lite += rad;
+               creature_ptr->cur_lite += rad;
        }
 
        /* max radius is 14 (was 5) without rewriting other code -- */
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
-               p_ptr->cur_lite = 1;
+       if (d_info[creature_ptr->dungeon_idx].flags1 & DF1_DARKNESS && creature_ptr->cur_lite > 1)
+               creature_ptr->cur_lite = 1;
 
        /*
         * check if the player doesn't have light radius,
         * but does weakly glow as an intrinsic.
         */
-       if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
+       if (creature_ptr->cur_lite <= 0 && creature_ptr->lite) creature_ptr->cur_lite++;
 
-       if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
-       if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
-
-       /* end experimental mods */
+       if (creature_ptr->cur_lite > 14) creature_ptr->cur_lite = 14;
+       if (creature_ptr->cur_lite < 0) creature_ptr->cur_lite = 0;
 
        /* Notice changes in the "lite radius" */
-       if (p_ptr->old_lite != p_ptr->cur_lite)
-       {
-               /* Hack -- PU_MON_LITE for monsters' darkness */
-               p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
+       if (creature_ptr->old_lite == creature_ptr->cur_lite) return;
 
-               /* Remember the old lite */
-               p_ptr->old_lite = p_ptr->cur_lite;
+       /* Hack -- PU_MON_LITE for monsters' darkness */
+       creature_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
+
+       /* Remember the old lite */
+       creature_ptr->old_lite = creature_ptr->cur_lite;
+
+       if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
+               set_superstealth(creature_ptr, FALSE);
 
-               if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
-                       set_superstealth(p_ptr, FALSE);
-       }
 }
 
+
 /*!
  * @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。 /
  * Calculate number of spells player should have, and forget,
@@ -4175,18 +4121,8 @@ static void calc_torch(void)
  * Note that this function induces various "status" messages,
  * which must be bypasses until the character is created.
  */
-static void calc_spells(void)
+static void calc_spells(player_type *creature_ptr)
 {
-       int i, j, k, levels;
-       int num_allowed;
-       int num_boukyaku = 0;
-
-       const magic_type        *s_ptr;
-       REALM_IDX which;
-       int bonus = 0;
-
-       concptr p;
-
        /* Hack -- must be literate */
        if (!mp_ptr->spell_book) return;
 
@@ -4196,37 +4132,39 @@ static void calc_spells(void)
        /* Hack -- handle "xtra" mode */
        if (current_world_ptr->character_xtra) return;
 
-       if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
+       if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
        {
-               p_ptr->new_spells = 0;
+               creature_ptr->new_spells = 0;
                return;
        }
 
-       p = spell_category_name(mp_ptr->spell_book);
+       concptr p = spell_category_name(mp_ptr->spell_book);
 
        /* Determine the number of spells allowed */
-       levels = p_ptr->lev - mp_ptr->spell_first + 1;
+       int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
 
        /* Hack -- no negative spells */
        if (levels < 0) levels = 0;
 
        /* Extract total allowed spells */
-       num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
+       int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
 
-       if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
+       int bonus = 0;
+       if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
        {
                bonus = 4;
        }
-       if (p_ptr->pclass == CLASS_SAMURAI)
+
+       if (creature_ptr->pclass == CLASS_SAMURAI)
        {
                num_allowed = 32;
        }
-       else if (p_ptr->realm2 == REALM_NONE)
+       else if (creature_ptr->realm2 == REALM_NONE)
        {
                num_allowed = (num_allowed + 1) / 2;
                if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
        }
-       else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
+       else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST))
        {
                if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
        }
@@ -4236,235 +4174,227 @@ static void calc_spells(void)
        }
 
        /* Count the number of spells we know */
-       for (j = 0; j < 64; j++)
+       int num_boukyaku = 0;
+       for (int j = 0; j < 64; j++)
        {
                /* Count known spells */
                if ((j < 32) ?
-                       (p_ptr->spell_forgotten1 & (1L << j)) :
-                       (p_ptr->spell_forgotten2 & (1L << (j - 32))))
+                       (creature_ptr->spell_forgotten1 & (1L << j)) :
+                       (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
                {
                        num_boukyaku++;
                }
        }
 
        /* See how many spells we must forget or may learn */
-       p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
+       creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
 
        /* Forget spells which are too hard */
-       for (i = 63; i >= 0; i--)
+       for (int i = 63; i >= 0; i--)
        {
                /* Efficiency -- all done */
-               if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
+               if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
 
                /* Access the spell */
-               j = p_ptr->spell_order[i];
+               int j = creature_ptr->spell_order[i];
 
                /* Skip non-spells */
                if (j >= 99) continue;
 
-
                /* Get the spell */
-               if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
+               const magic_type *s_ptr;
+               if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
                {
                        if (j < 32)
-                               s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
+                               s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
                        else
-                               s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
+                               s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
                }
                else if (j < 32)
-                       s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
+                       s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
                else
-                       s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
+                       s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
 
                /* Skip spells we are allowed to know */
-               if (s_ptr->slevel <= p_ptr->lev) continue;
+               if (s_ptr->slevel <= creature_ptr->lev) continue;
 
                /* Is it known? */
-               if ((j < 32) ?
-                       (p_ptr->spell_learned1 & (1L << j)) :
-                       (p_ptr->spell_learned2 & (1L << (j - 32))))
+               bool is_spell_learned = (j < 32) ?
+                       (creature_ptr->spell_learned1 & (1L << j)) :
+                       (creature_ptr->spell_learned2 & (1L << (j - 32)));
+               if (!is_spell_learned) continue;
+
+               /* Mark as forgotten */
+               REALM_IDX which;
+               if (j < 32)
                {
-                       /* Mark as forgotten */
-                       if (j < 32)
-                       {
-                               p_ptr->spell_forgotten1 |= (1L << j);
-                               which = p_ptr->realm1;
-                       }
-                       else
-                       {
-                               p_ptr->spell_forgotten2 |= (1L << (j - 32));
-                               which = p_ptr->realm2;
-                       }
+                       creature_ptr->spell_forgotten1 |= (1L << j);
+                       which = creature_ptr->realm1;
+               }
+               else
+               {
+                       creature_ptr->spell_forgotten2 |= (1L << (j - 32));
+                       which = creature_ptr->realm2;
+               }
 
-                       /* No longer known */
-                       if (j < 32)
-                       {
-                               p_ptr->spell_learned1 &= ~(1L << j);
-                               which = p_ptr->realm1;
-                       }
-                       else
-                       {
-                               p_ptr->spell_learned2 &= ~(1L << (j - 32));
-                               which = p_ptr->realm2;
-                       }
+               /* No longer known */
+               if (j < 32)
+               {
+                       creature_ptr->spell_learned1 &= ~(1L << j);
+                       which = creature_ptr->realm1;
+               }
+               else
+               {
+                       creature_ptr->spell_learned2 &= ~(1L << (j - 32));
+                       which = creature_ptr->realm2;
+               }
 
 #ifdef JP
-                       msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
+               msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
 #else
-                       msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
+               msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
 #endif
-
-
-                       /* One more can be learned */
-                       p_ptr->new_spells++;
-               }
+               creature_ptr->new_spells++;
        }
 
-
        /* Forget spells if we know too many spells */
-       for (i = 63; i >= 0; i--)
+       for (int i = 63; i >= 0; i--)
        {
                /* Stop when possible */
-               if (p_ptr->new_spells >= 0) break;
+               if (creature_ptr->new_spells >= 0) break;
 
                /* Efficiency -- all done */
-               if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
+               if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
 
                /* Get the (i+1)th spell learned */
-               j = p_ptr->spell_order[i];
+               int j = creature_ptr->spell_order[i];
 
                /* Skip unknown spells */
                if (j >= 99) continue;
 
-               /* Forget it (if learned) */
-               if ((j < 32) ?
-                       (p_ptr->spell_learned1 & (1L << j)) :
-                       (p_ptr->spell_learned2 & (1L << (j - 32))))
+               bool is_spell_learned = (j < 32) ?
+                       (creature_ptr->spell_learned1 & (1L << j)) :
+                       (creature_ptr->spell_learned2 & (1L << (j - 32)));
+               if (!is_spell_learned) continue;
+
+               /* Mark as forgotten */
+               REALM_IDX which;
+               if (j < 32)
                {
-                       /* Mark as forgotten */
-                       if (j < 32)
-                       {
-                               p_ptr->spell_forgotten1 |= (1L << j);
-                               which = p_ptr->realm1;
-                       }
-                       else
-                       {
-                               p_ptr->spell_forgotten2 |= (1L << (j - 32));
-                               which = p_ptr->realm2;
-                       }
+                       creature_ptr->spell_forgotten1 |= (1L << j);
+                       which = creature_ptr->realm1;
+               }
+               else
+               {
+                       creature_ptr->spell_forgotten2 |= (1L << (j - 32));
+                       which = creature_ptr->realm2;
+               }
 
-                       /* No longer known */
-                       if (j < 32)
-                       {
-                               p_ptr->spell_learned1 &= ~(1L << j);
-                               which = p_ptr->realm1;
-                       }
-                       else
-                       {
-                               p_ptr->spell_learned2 &= ~(1L << (j - 32));
-                               which = p_ptr->realm2;
-                       }
+               /* No longer known */
+               if (j < 32)
+               {
+                       creature_ptr->spell_learned1 &= ~(1L << j);
+                       which = creature_ptr->realm1;
+               }
+               else
+               {
+                       creature_ptr->spell_learned2 &= ~(1L << (j - 32));
+                       which = creature_ptr->realm2;
+               }
 
 #ifdef JP
-                       msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
+               msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
 #else
-                       msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
+               msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
 #endif
-
-
-                       /* One more can be learned */
-                       p_ptr->new_spells++;
-               }
+               creature_ptr->new_spells++;
        }
 
-
        /* Check for spells to remember */
-       for (i = 0; i < 64; i++)
+       for (int i = 0; i < 64; i++)
        {
                /* None left to remember */
-               if (p_ptr->new_spells <= 0) break;
+               if (creature_ptr->new_spells <= 0) break;
 
                /* Efficiency -- all done */
-               if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
+               if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2) break;
 
                /* Get the next spell we learned */
-               j = p_ptr->spell_order[i];
+               int j = creature_ptr->spell_order[i];
 
                /* Skip unknown spells */
                if (j >= 99) break;
 
                /* Access the spell */
-               if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
+               const magic_type *s_ptr;
+               if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
                {
                        if (j < 32)
-                               s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
+                               s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
                        else
-                               s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
+                               s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
                }
                else if (j < 32)
-                       s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
+                       s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
                else
-                       s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
+                       s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
 
                /* Skip spells we cannot remember */
-               if (s_ptr->slevel > p_ptr->lev) continue;
+               if (s_ptr->slevel > creature_ptr->lev) continue;
 
-               /* First set of spells */
-               if ((j < 32) ?
-                       (p_ptr->spell_forgotten1 & (1L << j)) :
-                       (p_ptr->spell_forgotten2 & (1L << (j - 32))))
+               bool is_spell_learned = (j < 32) ?
+                       (creature_ptr->spell_forgotten1 & (1L << j)) :
+                       (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
+               if (!is_spell_learned) continue;
+
+               /* No longer forgotten */
+               REALM_IDX which;
+               if (j < 32)
                {
-                       /* No longer forgotten */
-                       if (j < 32)
-                       {
-                               p_ptr->spell_forgotten1 &= ~(1L << j);
-                               which = p_ptr->realm1;
-                       }
-                       else
-                       {
-                               p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
-                               which = p_ptr->realm2;
-                       }
+                       creature_ptr->spell_forgotten1 &= ~(1L << j);
+                       which = creature_ptr->realm1;
+               }
+               else
+               {
+                       creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
+                       which = creature_ptr->realm2;
+               }
 
-                       /* Known once more */
-                       if (j < 32)
-                       {
-                               p_ptr->spell_learned1 |= (1L << j);
-                               which = p_ptr->realm1;
-                       }
-                       else
-                       {
-                               p_ptr->spell_learned2 |= (1L << (j - 32));
-                               which = p_ptr->realm2;
-                       }
+               /* Known once more */
+               if (j < 32)
+               {
+                       creature_ptr->spell_learned1 |= (1L << j);
+                       which = creature_ptr->realm1;
+               }
+               else
+               {
+                       creature_ptr->spell_learned2 |= (1L << (j - 32));
+                       which = creature_ptr->realm2;
+               }
 
 #ifdef JP
-                       msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
+               msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
 #else
-                       msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
+               msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
 #endif
-
-
-                       /* One less can be learned */
-                       p_ptr->new_spells--;
-               }
+               creature_ptr->new_spells--;
        }
 
-       k = 0;
-
-       if (p_ptr->realm2 == REALM_NONE)
+       if (creature_ptr->realm2 == REALM_NONE)
        {
                /* Count spells that can be learned */
-               for (j = 0; j < 32; j++)
+               int k = 0;
+               for (int j = 0; j < 32; j++)
                {
-                       if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
-                       else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
+                       const magic_type *s_ptr;
+                       if (!is_magic(creature_ptr->realm1)) s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
+                       else s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
 
                        /* Skip spells we cannot remember */
-                       if (s_ptr->slevel > p_ptr->lev) continue;
+                       if (s_ptr->slevel > creature_ptr->lev) continue;
 
                        /* Skip spells we already know */
-                       if (p_ptr->spell_learned1 & (1L << j))
+                       if (creature_ptr->spell_learned1 & (1L << j))
                        {
                                continue;
                        }
@@ -4472,48 +4402,43 @@ static void calc_spells(void)
                        /* Count it */
                        k++;
                }
+
                if (k > 32) k = 32;
-               if ((p_ptr->new_spells > k) &&
+               if ((creature_ptr->new_spells > k) &&
                        ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
                {
-                       p_ptr->new_spells = (s16b)k;
+                       creature_ptr->new_spells = (s16b)k;
                }
        }
 
-       if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
+       if (creature_ptr->new_spells < 0) creature_ptr->new_spells = 0;
 
        /* Spell count changed */
-       if (p_ptr->old_spells != p_ptr->new_spells)
+       if (creature_ptr->old_spells == creature_ptr->new_spells) return;
+
+       /* Message if needed */
+       if (creature_ptr->new_spells)
        {
-               /* Message if needed */
-               if (p_ptr->new_spells)
-               {
 #ifdef JP
-                       if (p_ptr->new_spells < 10) {
-                               msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
-                       }
-                       else {
-                               msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
-                       }
+               if (creature_ptr->new_spells < 10) {
+                       msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
+               }
+               else {
+                       msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
+               }
 #else
-                       msg_format("You can learn %d more %s%s.",
-                               p_ptr->new_spells, p,
-                               (p_ptr->new_spells != 1) ? "s" : "");
+               msg_format("You can learn %d more %s%s.",
+                       creature_ptr->new_spells, p,
+                       (creature_ptr->new_spells != 1) ? "s" : "");
 #endif
-
-               }
-
-               /* Save the new_spells value */
-               p_ptr->old_spells = p_ptr->new_spells;
-
-               /* Redraw Study Status */
-               p_ptr->redraw |= (PR_STUDY);
-
-               /* Redraw object recall */
-               p_ptr->window |= (PW_OBJECT);
        }
+
+       creature_ptr->old_spells = creature_ptr->new_spells;
+       creature_ptr->redraw |= PR_STUDY;
+       creature_ptr->window |= PW_OBJECT;
 }
 
+
 /*!
  * @brief プレイヤーの最大MPを計算する /
  * Calculate maximum mana.  You do not need to know any spells.
@@ -4522,59 +4447,56 @@ static void calc_spells(void)
  * @details
  * This function induces status messages.
  */
-static void calc_mana(void)
+static void calc_mana(player_type *creature_ptr)
 {
-       int msp, levels, cur_wgt, max_wgt;
-
-       object_type *o_ptr;
-
-
        /* Hack -- Must be literate */
        if (!mp_ptr->spell_book) return;
 
-       if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
-               (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
-               (p_ptr->pclass == CLASS_BLUE_MAGE))
+       int levels;
+       if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
+               (creature_ptr->pclass == CLASS_MIRROR_MASTER) ||
+               (creature_ptr->pclass == CLASS_BLUE_MAGE))
        {
-               levels = p_ptr->lev;
+               levels = creature_ptr->lev;
        }
        else
        {
-               if (mp_ptr->spell_first > p_ptr->lev)
+               if (mp_ptr->spell_first > creature_ptr->lev)
                {
                        /* Save new mana */
-                       p_ptr->msp = 0;
+                       creature_ptr->msp = 0;
 
                        /* Display mana later */
-                       p_ptr->redraw |= (PR_MANA);
+                       creature_ptr->redraw |= (PR_MANA);
                        return;
                }
 
                /* Extract "effective" player level */
-               levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
+               levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
        }
 
-       if (p_ptr->pclass == CLASS_SAMURAI)
+       int msp;
+       if (creature_ptr->pclass == CLASS_SAMURAI)
        {
-               msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
+               msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
                if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
        }
        else
        {
                /* Extract total mana */
-               msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
+               msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
 
                /* Hack -- usually add one mana */
                if (msp) msp++;
 
                if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
 
-               if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
+               if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
 
                /* Hack: High mages have a 25% mana bonus */
-               if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
+               if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
 
-               if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
+               if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
        }
 
        /* Only mages are affected */
@@ -4583,10 +4505,11 @@ static void calc_mana(void)
                BIT_FLAGS flgs[TR_FLAG_SIZE];
 
                /* Assume player is not encumbered by gloves */
-               p_ptr->cumber_glove = FALSE;
+               creature_ptr->cumber_glove = FALSE;
 
                /* Get the gloves */
-               o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
+               object_type *o_ptr;
+               o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
 
                /* Examine the gloves */
                object_flags(o_ptr, flgs);
@@ -4600,29 +4523,28 @@ static void calc_mana(void)
                        !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
                {
                        /* Encumbered */
-                       p_ptr->cumber_glove = TRUE;
+                       creature_ptr->cumber_glove = TRUE;
 
                        /* Reduce mana */
                        msp = (3 * msp) / 4;
                }
        }
 
-
        /* Assume player not encumbered by armor */
-       p_ptr->cumber_armor = FALSE;
+       creature_ptr->cumber_armor = FALSE;
 
        /* Weigh the armor */
-       cur_wgt = 0;
-       if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
-       if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
-       cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
-       cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
-       cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
-       cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
-       cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
+       int cur_wgt = 0;
+       if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
+       if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
+       cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
+       cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
+       cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
+       cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
+       cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
 
        /* Subtract a percentage of maximum mana. */
-       switch (p_ptr->pclass)
+       switch (creature_ptr->pclass)
        {
                /* For these classes, mana is halved if armour
                 * is 30 pounds over their weight limit. */
@@ -4633,8 +4555,8 @@ static void calc_mana(void)
        case CLASS_FORCETRAINER:
        case CLASS_SORCERER:
        {
-               if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
-               if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
+               if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
+               if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
                break;
        }
 
@@ -4643,8 +4565,8 @@ static void calc_mana(void)
        case CLASS_BARD:
        case CLASS_TOURIST:
        {
-               if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
-               if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
+               if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
+               if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
                break;
        }
 
@@ -4652,8 +4574,8 @@ static void calc_mana(void)
        case CLASS_BEASTMASTER:
        case CLASS_MIRROR_MASTER:
        {
-               if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
-               if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
+               if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
+               if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
                break;
        }
 
@@ -4663,8 +4585,8 @@ static void calc_mana(void)
        case CLASS_RED_MAGE:
        case CLASS_WARRIOR_MAGE:
        {
-               if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
-               if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
+               if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
+               if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
                break;
        }
 
@@ -4672,8 +4594,8 @@ static void calc_mana(void)
        case CLASS_PALADIN:
        case CLASS_CHAOS_WARRIOR:
        {
-               if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
-               if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
+               if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
+               if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
                break;
        }
 
@@ -4685,16 +4607,16 @@ static void calc_mana(void)
        }
 
        /* Determine the weight allowance */
-       max_wgt = mp_ptr->spell_weight;
+       int max_wgt = mp_ptr->spell_weight;
 
        /* Heavy armor penalizes mana by a percentage.  -LM- */
        if ((cur_wgt - max_wgt) > 0)
        {
                /* Encumbered */
-               p_ptr->cumber_armor = TRUE;
+               creature_ptr->cumber_armor = TRUE;
 
                /* Subtract a percentage of maximum mana. */
-               switch (p_ptr->pclass)
+               switch (creature_ptr->pclass)
                {
                        /* For these classes, mana is halved if armour
                         * is 30 pounds over their weight limit. */
@@ -4746,7 +4668,7 @@ static void calc_mana(void)
 
                case CLASS_SAMURAI:
                {
-                       p_ptr->cumber_armor = FALSE;
+                       creature_ptr->cumber_armor = FALSE;
                        break;
                }
 
@@ -4762,40 +4684,38 @@ static void calc_mana(void)
        /* Mana can never be negative */
        if (msp < 0) msp = 0;
 
-
        /* Maximum mana has changed */
-       if (p_ptr->msp != msp)
+       if (creature_ptr->msp != msp)
        {
                /* Enforce maximum */
-               if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
+               if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI))
                {
-                       p_ptr->csp = msp;
-                       p_ptr->csp_frac = 0;
+                       creature_ptr->csp = msp;
+                       creature_ptr->csp_frac = 0;
                }
 
 #ifdef JP
                /* レベルアップの時は上昇量を表示する */
-               if (p_ptr->level_up_message && (msp > p_ptr->msp))
+               if (creature_ptr->level_up_message && (msp > creature_ptr->msp))
                {
-                       msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
+                       msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
                }
 #endif
                /* Save new mana */
-               p_ptr->msp = msp;
+               creature_ptr->msp = msp;
 
                /* Display mana later */
-               p_ptr->redraw |= (PR_MANA);
-               p_ptr->window |= (PW_PLAYER | PW_SPELL);
+               creature_ptr->redraw |= (PR_MANA);
+               creature_ptr->window |= (PW_PLAYER | PW_SPELL);
        }
 
-
        /* Hack -- handle "xtra" mode */
        if (current_world_ptr->character_xtra) return;
 
        /* Take note when "glove state" changes */
-       if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
+       if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove)
        {
-               if (p_ptr->cumber_glove)
+               if (creature_ptr->cumber_glove)
                {
                        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."));
                }
@@ -4804,47 +4724,40 @@ static void calc_mana(void)
                        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."));
                }
 
-               /* Save it */
-               p_ptr->old_cumber_glove = p_ptr->cumber_glove;
+               creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
        }
 
-
        /* Take note when "armor state" changes */
-       if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
-       {
-               if (p_ptr->cumber_armor)
-               {
-                       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."));
-               }
-               else
-               {
-                       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."));
-               }
+       if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor) return;
 
-               /* Save it */
-               p_ptr->old_cumber_armor = p_ptr->cumber_armor;
+       if (creature_ptr->cumber_armor)
+       {
+               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."));
+       }
+       else
+       {
+               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."));
        }
+
+       creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
 }
 
+
 /*!
  * @brief 装備中の射撃武器の威力倍率を返す /
  * calcurate the fire rate of target object
  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
  * @return 射撃倍率の値(100で1.00倍)
  */
-s16b calc_num_fire(object_type *o_ptr)
+s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
 {
+       /* Scan the usable creature_ptr->inventory_list */
        int extra_shots = 0;
-       int i;
-       int num = 0;
-       OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
-       object_type *q_ptr;
        BIT_FLAGS flgs[TR_FLAG_SIZE];
-
-       /* Scan the usable p_ptr->inventory_list */
-       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+       for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
        {
-               q_ptr = &p_ptr->inventory_list[i];
+               object_type *q_ptr;
+               q_ptr = &creature_ptr->inventory_list[i];
                if (!q_ptr->k_idx) continue;
 
                /* Do not apply current equip */
@@ -4859,92 +4772,95 @@ s16b calc_num_fire(object_type *o_ptr)
        object_flags(o_ptr, flgs);
        if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
 
-       if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
-       {
-               num = 100;
-               /* Extra shots */
-               num += (extra_shots * 100);
+       int num = 0;
+       if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
+               return (s16b)num;
 
-               /* Hack -- Rangers love Bows */
-               if ((p_ptr->pclass == CLASS_RANGER) &&
-                       (tval_ammo == TV_ARROW))
-               {
-                       num += (p_ptr->lev * 4);
-               }
+       num = 100;
+       /* Extra shots */
+       num += (extra_shots * 100);
 
-               if ((p_ptr->pclass == CLASS_CAVALRY) &&
-                       (tval_ammo == TV_ARROW))
-               {
-                       num += (p_ptr->lev * 3);
-               }
+       /* Hack -- Rangers love Bows */
+       OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
+       if ((creature_ptr->pclass == CLASS_RANGER) &&
+               (tval_ammo == TV_ARROW))
+       {
+               num += (creature_ptr->lev * 4);
+       }
 
-               if (p_ptr->pclass == CLASS_ARCHER)
-               {
-                       if (tval_ammo == TV_ARROW)
-                               num += ((p_ptr->lev * 5) + 50);
-                       else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
-                               num += (p_ptr->lev * 4);
-               }
+       if ((creature_ptr->pclass == CLASS_CAVALRY) &&
+               (tval_ammo == TV_ARROW))
+       {
+               num += (creature_ptr->lev * 3);
+       }
 
-               /*
-                * Addendum -- also "Reward" high level warriors,
-                * with _any_ missile weapon -- TY
-                */
-               if (p_ptr->pclass == CLASS_WARRIOR &&
-                       (tval_ammo <= TV_BOLT) &&
-                       (tval_ammo >= TV_SHOT))
-               {
-                       num += (p_ptr->lev * 2);
-               }
-               if ((p_ptr->pclass == CLASS_ROGUE) &&
-                       (tval_ammo == TV_SHOT))
-               {
-                       num += (p_ptr->lev * 4);
-               }
+       if (creature_ptr->pclass == CLASS_ARCHER)
+       {
+               if (tval_ammo == TV_ARROW)
+                       num += ((creature_ptr->lev * 5) + 50);
+               else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
+                       num += (creature_ptr->lev * 4);
        }
+
+       /*
+        * Addendum -- also "Reward" high level warriors,
+        * with _any_ missile weapon -- TY
+        */
+       if (creature_ptr->pclass == CLASS_WARRIOR &&
+               (tval_ammo <= TV_BOLT) &&
+               (tval_ammo >= TV_SHOT))
+       {
+               num += (creature_ptr->lev * 2);
+       }
+       if ((creature_ptr->pclass == CLASS_ROGUE) &&
+               (tval_ammo == TV_SHOT))
+       {
+               num += (creature_ptr->lev * 4);
+       }
+
        return (s16b)num;
 }
 
+
 /*!
  * @brief プレイヤーの所持重量制限を計算する /
  * Computes current weight limit.
  * @return 制限重量(ポンド)
  */
-WEIGHT weight_limit(void)
+WEIGHT weight_limit(player_type *creature_ptr)
 {
-       WEIGHT i;
-
        /* Weight limit based only on strength */
-       i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
-       if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
+       WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
+       if (creature_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
 
        /* Return the result */
        return i;
 }
 
+
 /*!
  * @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 /
  * @param i 判定する手のID(右手:0 左手:1)
  * @return 持っているならばTRUE
  */
-bool has_melee_weapon(int i)
+bool has_melee_weapon(player_type *creature_ptr, int i)
 {
-       return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
+       return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
 }
 
+
 /*!
  * @brief プレイヤーの現在開いている手の状態を返す
  * @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。
  * @return 開いている手のビットフラグ
  */
-BIT_FLAGS16 empty_hands(bool riding_control)
+BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
 {
        BIT_FLAGS16 status = EMPTY_HAND_NONE;
+       if (!creature_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
+       if (!creature_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
 
-       if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
-       if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
-
-       if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
+       if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS))
        {
                if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
                else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
@@ -4958,26 +4874,26 @@ BIT_FLAGS16 empty_hands(bool riding_control)
  * @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。
  * @return ペナルティが適用されるならばTRUE。
  */
-bool heavy_armor(void)
+bool heavy_armor(player_type *creature_ptr)
 {
-       WEIGHT monk_arm_wgt = 0;
-
-       if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
+       if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA)) return FALSE;
 
        /* Weight the armor */
-       if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
-       if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
-       monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
-       monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
-       monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
-       monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
-       monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
-
-       return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
+       WEIGHT monk_arm_wgt = 0;
+       if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
+       if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
+       monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
+       monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
+       monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
+       monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
+       monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
+
+       return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
 }
 
+
 /*!
- * @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"
+ * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
  * @return なし
  * @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。
  */
@@ -4985,54 +4901,55 @@ void update_creature(player_type *creature_ptr)
 {
        if (!creature_ptr->update) return;
 
-       /* Actually do auto-destroy */
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
        if (creature_ptr->update & (PU_AUTODESTROY))
        {
                creature_ptr->update &= ~(PU_AUTODESTROY);
-               autopick_delayed_alter();
+               autopick_delayed_alter(creature_ptr);
        }
+
        if (creature_ptr->update & (PU_COMBINE))
        {
                creature_ptr->update &= ~(PU_COMBINE);
-               combine_pack();
+               combine_pack(creature_ptr);
        }
 
        /* Reorder the pack */
        if (creature_ptr->update & (PU_REORDER))
        {
                creature_ptr->update &= ~(PU_REORDER);
-               reorder_pack();
+               reorder_pack(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_BONUS))
        {
                creature_ptr->update &= ~(PU_BONUS);
-               calc_alignment();
-               calc_bonuses();
+               calc_alignment(creature_ptr);
+               calc_bonuses(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_TORCH))
        {
                creature_ptr->update &= ~(PU_TORCH);
-               calc_torch();
+               calc_torch(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_HP))
        {
                creature_ptr->update &= ~(PU_HP);
-               calc_hitpoints();
+               calc_hitpoints(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_MANA))
        {
                creature_ptr->update &= ~(PU_MANA);
-               calc_mana();
+               calc_mana(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_SPELLS))
        {
                creature_ptr->update &= ~(PU_SPELLS);
-               calc_spells();
+               calc_spells(creature_ptr);
        }
 
        /* Character is not ready yet, no screen updates */
@@ -5044,48 +4961,44 @@ void update_creature(player_type *creature_ptr)
        if (creature_ptr->update & (PU_UN_LITE))
        {
                creature_ptr->update &= ~(PU_UN_LITE);
-               forget_lite();
+               forget_lite(floor_ptr);
        }
 
        if (creature_ptr->update & (PU_UN_VIEW))
        {
                creature_ptr->update &= ~(PU_UN_VIEW);
-               forget_view();
+               forget_view(floor_ptr);
        }
 
        if (creature_ptr->update & (PU_VIEW))
        {
                creature_ptr->update &= ~(PU_VIEW);
-               update_view();
+               update_view(creature_ptr, floor_ptr);
        }
 
        if (creature_ptr->update & (PU_LITE))
        {
                creature_ptr->update &= ~(PU_LITE);
-               update_lite();
+               update_lite(creature_ptr);
        }
 
-
        if (creature_ptr->update & (PU_FLOW))
        {
                creature_ptr->update &= ~(PU_FLOW);
-               update_flow();
+               update_flow(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_DISTANCE))
        {
                creature_ptr->update &= ~(PU_DISTANCE);
 
-               /* Still need to call update_monsters(FALSE) after update_mon_lite() */
-               /* creature_ptr->update &= ~(PU_MONSTERS); */
-
-               update_monsters(TRUE);
+               update_monsters(creature_ptr, TRUE);
        }
 
        if (creature_ptr->update & (PU_MON_LITE))
        {
                creature_ptr->update &= ~(PU_MON_LITE);
-               update_mon_lite();
+               update_mon_lite(creature_ptr);
        }
 
        /*
@@ -5095,103 +5008,100 @@ void update_creature(player_type *creature_ptr)
        if (creature_ptr->update & (PU_DELAY_VIS))
        {
                creature_ptr->update &= ~(PU_DELAY_VIS);
-               delayed_visual_update();
+               delayed_visual_update(creature_ptr);
        }
 
        if (creature_ptr->update & (PU_MONSTERS))
        {
                creature_ptr->update &= ~(PU_MONSTERS);
-               update_monsters(FALSE);
+               update_monsters(creature_ptr, FALSE);
        }
 }
 
+
 /*!
  * @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
  * @return 魔道書を一冊も持っていないならTRUEを返す
  */
-bool player_has_no_spellbooks(void)
+bool player_has_no_spellbooks(player_type *creature_ptr)
 {
-       int i;
        object_type *o_ptr;
-
-       for (i = 0; i < INVEN_PACK; i++)
+       for (int i = 0; i < INVEN_PACK; i++)
        {
-               o_ptr = &p_ptr->inventory_list[i];
-               if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
+               o_ptr = &creature_ptr->inventory_list[i];
+               if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval)) return FALSE;
        }
 
-       for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
        {
-               o_ptr = &current_floor_ptr->o_list[i];
-               if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
+               o_ptr = &floor_ptr->o_list[i];
+               if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval)) return FALSE;
        }
 
        return TRUE;
 }
 
+
 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
 {
        creature_ptr->energy_use = (ENERGY)need_cost;
 }
 
+
 void free_turn(player_type *creature_ptr)
 {
        creature_ptr->energy_use = 0;
 }
 
+
 /*!
  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
  * @param x 配置先X座標
  * @param y 配置先Y座標
  * @return 配置に成功したらTRUE
  */
-bool player_place(POSITION y, POSITION x)
+bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
 {
-       /* Paranoia XXX XXX */
-       if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
+       if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
 
        /* Save player location */
-       p_ptr->y = y;
-       p_ptr->x = x;
-
-       /* Success */
+       creature_ptr->y = y;
+       creature_ptr->x = x;
        return TRUE;
 }
 
+
 /*!
  * @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
  * @return なし
  */
-void wreck_the_pattern(void)
+void wreck_the_pattern(player_type *creature_ptr)
 {
-       int to_ruin = 0;
-       POSITION r_y, r_x;
-       int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
-
-       if (pattern_type == PATTERN_TILE_WRECKED)
-       {
-               /* Ruined already */
-               return;
-       }
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
+       if (pattern_type == PATTERN_TILE_WRECKED) return;
 
        msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
        msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
 
-       if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
-       to_ruin = randint1(45) + 35;
+       if (!IS_INVULN(creature_ptr))
+               take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
 
+       int to_ruin = randint1(45) + 35;
        while (to_ruin--)
        {
-               scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
+               POSITION r_y, r_x;
+               scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, 0);
 
                if (pattern_tile(r_y, r_x) &&
-                       (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
+                       (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
                {
-                       cave_set_feat(r_y, r_x, feat_pattern_corrupted);
+                       cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
                }
        }
 
-       cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
+       cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
 }
 
 
@@ -5201,12 +5111,11 @@ void wreck_the_pattern(void)
  * @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
  * @return なし
  */
-void sanity_blast(monster_type *m_ptr, bool necro)
+void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro)
 {
-       int power = 100;
-
-       if (p_ptr->phase_out || !current_world_ptr->character_dungeon) return;
+       if (creature_ptr->phase_out || !current_world_ptr->character_dungeon) return;
 
+       int power = 100;
        if (!necro && m_ptr)
        {
                GAME_TEXT m_name[MAX_NLEN];
@@ -5214,7 +5123,7 @@ void sanity_blast(monster_type *m_ptr, bool necro)
 
                power = r_ptr->level / 2;
 
-               monster_desc(m_name, m_ptr, 0);
+               monster_desc(creature_ptr, m_name, m_ptr, 0);
 
                if (!(r_ptr->flags1 & RF1_UNIQUE))
                {
@@ -5237,12 +5146,12 @@ void sanity_blast(monster_type *m_ptr, bool necro)
 
                if (randint1(100) > power) return;
 
-               if (saving_throw(p_ptr->skill_sav - power))
+               if (saving_throw(creature_ptr->skill_sav - power))
                {
                        return; /* Save, no adverse effects */
                }
 
-               if (p_ptr->image)
+               if (creature_ptr->image)
                {
                        /* Something silly happens... */
                        msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
@@ -5251,7 +5160,7 @@ void sanity_blast(monster_type *m_ptr, bool necro)
                        if (one_in_(3))
                        {
                                msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
-                               p_ptr->image = p_ptr->image + randint1(r_ptr->level);
+                               creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
                        }
 
                        return; /* Never mind; we can't see it clearly enough */
@@ -5264,15 +5173,15 @@ void sanity_blast(monster_type *m_ptr, bool necro)
                r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
 
                /* Demon characters are unaffected */
-               if (PRACE_IS_(p_ptr, RACE_IMP) || PRACE_IS_(p_ptr, RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
-               if (p_ptr->wizard) return;
+               if (PRACE_IS_(creature_ptr, RACE_IMP) || PRACE_IS_(creature_ptr, RACE_DEMON) || (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
+               if (current_world_ptr->wizard) return;
 
                /* Undead characters are 50% likely to be unaffected */
-               if (PRACE_IS_(p_ptr, RACE_SKELETON) || PRACE_IS_(p_ptr, RACE_ZOMBIE)
-                       || PRACE_IS_(p_ptr, RACE_VAMPIRE) || PRACE_IS_(p_ptr, RACE_SPECTRE) ||
-                       (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
+               if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_ZOMBIE)
+                       || PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
+                       (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
                {
-                       if (saving_throw(25 + p_ptr->lev)) return;
+                       if (saving_throw(25 + creature_ptr->lev)) return;
                }
        }
        else if (!necro)
@@ -5281,15 +5190,17 @@ void sanity_blast(monster_type *m_ptr, bool necro)
                GAME_TEXT m_name[MAX_NLEN];
                concptr desc;
 
-               get_mon_num_prep(get_nightmare, NULL);
+               get_mon_num_prep(creature_ptr, get_nightmare, NULL);
 
-               r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
+               r_ptr = &r_info[get_mon_num(creature_ptr, MAX_DEPTH)];
                power = r_ptr->level + 10;
                desc = r_name + r_ptr->name;
 
-               get_mon_num_prep(NULL, NULL);
+               get_mon_num_prep(creature_ptr, NULL, NULL);
+
+#ifdef JP
+#else
 
-#ifndef JP
                if (!(r_ptr->flags1 & RF1_UNIQUE))
                        sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
                else
@@ -5302,14 +5213,14 @@ void sanity_blast(monster_type *m_ptr, bool necro)
                }
                else power *= 2;
 
-               if (saving_throw(p_ptr->skill_sav * 100 / power))
+               if (saving_throw(creature_ptr->skill_sav * 100 / power))
                {
                        msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
                        /* Safe */
                        return;
                }
 
-               if (p_ptr->image)
+               if (creature_ptr->image)
                {
                        /* Something silly happens... */
                        msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
@@ -5318,7 +5229,7 @@ void sanity_blast(monster_type *m_ptr, bool necro)
                        if (one_in_(3))
                        {
                                msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
-                               p_ptr->image = p_ptr->image + randint1(r_ptr->level);
+                               creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
                        }
 
                        /* Never mind; we can't see it clearly enough */
@@ -5331,35 +5242,35 @@ void sanity_blast(monster_type *m_ptr, bool necro)
 
                r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
 
-               if (!p_ptr->mimic_form)
+               if (!creature_ptr->mimic_form)
                {
-                       switch (p_ptr->prace)
+                       switch (creature_ptr->prace)
                        {
                                /* Demons may make a saving throw */
                        case RACE_IMP:
                        case RACE_DEMON:
-                               if (saving_throw(20 + p_ptr->lev)) return;
+                               if (saving_throw(20 + creature_ptr->lev)) return;
                                break;
                                /* Undead may make a saving throw */
                        case RACE_SKELETON:
                        case RACE_ZOMBIE:
                        case RACE_SPECTRE:
                        case RACE_VAMPIRE:
-                               if (saving_throw(10 + p_ptr->lev)) return;
+                               if (saving_throw(10 + creature_ptr->lev)) return;
                                break;
                        }
                }
                else
                {
                        /* Demons may make a saving throw */
-                       if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
+                       if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
                        {
-                               if (saving_throw(20 + p_ptr->lev)) return;
+                               if (saving_throw(20 + creature_ptr->lev)) return;
                        }
                        /* Undead may make a saving throw */
-                       else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
+                       else if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
                        {
-                               if (saving_throw(10 + p_ptr->lev)) return;
+                               if (saving_throw(10 + creature_ptr->lev)) return;
                        }
                }
        }
@@ -5368,109 +5279,133 @@ void sanity_blast(monster_type *m_ptr, bool necro)
                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!"));
        }
 
-       if (saving_throw(p_ptr->skill_sav - power))
+       /* 過去の効果無効率再現のため5回saving_throw 実行 */
+       if (saving_throw(creature_ptr->skill_sav - power)
+               && saving_throw(creature_ptr->skill_sav - power)
+               && saving_throw(creature_ptr->skill_sav - power)
+               && saving_throw(creature_ptr->skill_sav - power)
+               && saving_throw(creature_ptr->skill_sav - power)
+               )
        {
                return;
        }
 
-       do {
-               (void)do_dec_stat(p_ptr, A_INT);
-       } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
-
-       do {
-               (void)do_dec_stat(p_ptr, A_WIS);
-       } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
-
-       switch (randint1(21))
+       switch (randint1(22))
        {
        case 1:
-               if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
+               if (!(creature_ptr->muta3 & MUT3_MORONIC))
                {
-                       if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
+                       if ((creature_ptr->stat_use[A_INT] < 4) && (creature_ptr->stat_use[A_WIS] < 4))
                        {
-                               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!"));
+                               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 turn into an utter moron!"));
                        }
                        else
                        {
-                               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!"));
+                               msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
                        }
 
-                       if (p_ptr->muta3 & MUT3_HYPER_INT)
+                       if (creature_ptr->muta3 & MUT3_HYPER_INT)
                        {
                                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."));
-                               p_ptr->muta3 &= ~(MUT3_HYPER_INT);
+                               creature_ptr->muta3 &= ~(MUT3_HYPER_INT);
                        }
-                       p_ptr->muta3 |= MUT3_MORONIC;
+                       creature_ptr->muta3 |= MUT3_MORONIC;
                }
                break;
        case 2:
-       case 3:
-       case 4:
-               if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
+               if (!(creature_ptr->muta2 & MUT2_COWARDICE) && !creature_ptr->resist_fear)
                {
                        msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
 
                        /* Duh, the following should never happen, but anyway... */
-                       if (p_ptr->muta3 & MUT3_FEARLESS)
+                       if (creature_ptr->muta3 & MUT3_FEARLESS)
                        {
                                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."));
-                               p_ptr->muta3 &= ~(MUT3_FEARLESS);
+                               creature_ptr->muta3 &= ~(MUT3_FEARLESS);
                        }
 
-                       p_ptr->muta2 |= MUT2_COWARDICE;
+                       creature_ptr->muta2 |= MUT2_COWARDICE;
                }
                break;
-       case 5:
-       case 6:
-       case 7:
-               if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
+       case 3:
+               if (!(creature_ptr->muta2 & MUT2_HALLU) && !creature_ptr->resist_chaos)
                {
                        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!"));
-                       p_ptr->muta2 |= MUT2_HALLU;
+                       creature_ptr->muta2 |= MUT2_HALLU;
                }
                break;
-       case 8:
-       case 9:
-       case 10:
-               if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
+       case 4:
+               if (!(creature_ptr->muta2 & MUT2_BERS_RAGE) && !creature_ptr->resist_conf)
                {
                        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!"));
-                       p_ptr->muta2 |= MUT2_BERS_RAGE;
+                       creature_ptr->muta2 |= MUT2_BERS_RAGE;
                }
                break;
+       case 5:
+       case 6:
+       case 7:
+       case 8:
+       case 9:
+       case 10:
        case 11:
        case 12:
+               /* Mind blast */
+               if (!creature_ptr->resist_conf)
+               {
+                       (void)set_confused(creature_ptr, creature_ptr->confused + randint0(4) + 4);
+               }
+               if (!creature_ptr->resist_chaos && one_in_(3))
+               {
+                       (void)set_image(creature_ptr, creature_ptr->image + randint0(250) + 150);
+               }
+               return;
+               break;
        case 13:
        case 14:
        case 15:
-       case 16:
                /* Brain smash */
-               if (!p_ptr->resist_conf)
+               if (!creature_ptr->resist_conf)
                {
-                       (void)set_confused(p_ptr, p_ptr->confused + randint0(4) + 4);
+                       (void)set_confused(creature_ptr, creature_ptr->confused + randint0(4) + 4);
                }
-               if (!p_ptr->free_act)
+               if (!creature_ptr->free_act)
                {
-                       (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint0(4) + 4);
+                       (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4);
                }
-               if (!p_ptr->resist_chaos)
+               if (!creature_ptr->resist_chaos)
                {
-                       (void)set_image(p_ptr, p_ptr->image + randint0(250) + 150);
+                       (void)set_image(creature_ptr, creature_ptr->image + randint0(250) + 150);
                }
+               do {
+                       (void)do_dec_stat(creature_ptr, A_INT);
+               } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
+
+               do {
+                       (void)do_dec_stat(creature_ptr, A_WIS);
+               } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
+
                break;
+       case 16:
        case 17:
+               /* Amnesia */
+               if (lose_all_info(creature_ptr))
+                       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!"));
+               break;
        case 18:
        case 19:
        case 20:
        case 21:
-               /* Amnesia */
-               if (lose_all_info(p_ptr))
-                       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!"));
+       case 22:
+               /* Lose int & wis */
+               do_dec_stat(creature_ptr, A_INT);
+               do_dec_stat(creature_ptr, A_WIS);
+               break;
+       default:
                break;
        }
 
-       p_ptr->update |= PU_BONUS;
-       handle_stuff();
+       creature_ptr->update |= PU_BONUS;
+       handle_stuff(creature_ptr);
 }
 
 
@@ -5479,116 +5414,113 @@ void sanity_blast(monster_type *m_ptr, bool necro)
  * Advance experience levels and print experience
  * @return なし
  */
-void check_experience(void)
+void check_experience(player_type *creature_ptr)
 {
-       bool level_reward = FALSE;
-       bool level_mutation = FALSE;
-       bool level_inc_stat = FALSE;
-       bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-       PLAYER_LEVEL old_lev = p_ptr->lev;
-
        /* Hack -- lower limit */
-       if (p_ptr->exp < 0) p_ptr->exp = 0;
-       if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
-       if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
+       if (creature_ptr->exp < 0) creature_ptr->exp = 0;
+       if (creature_ptr->max_exp < 0) creature_ptr->max_exp = 0;
+       if (creature_ptr->max_max_exp < 0) creature_ptr->max_max_exp = 0;
 
        /* Hack -- upper limit */
-       if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
-       if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
-       if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
+       if (creature_ptr->exp > PY_MAX_EXP) creature_ptr->exp = PY_MAX_EXP;
+       if (creature_ptr->max_exp > PY_MAX_EXP) creature_ptr->max_exp = PY_MAX_EXP;
+       if (creature_ptr->max_max_exp > PY_MAX_EXP) creature_ptr->max_max_exp = PY_MAX_EXP;
 
        /* Hack -- maintain "max" experience */
-       if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
+       if (creature_ptr->exp > creature_ptr->max_exp) creature_ptr->max_exp = creature_ptr->exp;
 
        /* Hack -- maintain "max max" experience */
-       if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
+       if (creature_ptr->max_exp > creature_ptr->max_max_exp) creature_ptr->max_max_exp = creature_ptr->max_exp;
 
        /* Redraw experience */
-       p_ptr->redraw |= (PR_EXP);
-       handle_stuff();
-
+       creature_ptr->redraw |= (PR_EXP);
+       handle_stuff(creature_ptr);
 
        /* Lose levels while possible */
-       while ((p_ptr->lev > 1) &&
-               (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
+       bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
+       PLAYER_LEVEL old_lev = creature_ptr->lev;
+       while ((creature_ptr->lev > 1) &&
+               (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L)))
        {
                /* Lose a level */
-               p_ptr->lev--;
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE);
-               p_ptr->window |= (PW_PLAYER);
-               handle_stuff();
+               creature_ptr->lev--;
+               creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+               creature_ptr->redraw |= (PR_LEV | PR_TITLE);
+               creature_ptr->window |= (PW_PLAYER);
+               handle_stuff(creature_ptr);
        }
 
-
        /* Gain levels while possible */
-       while ((p_ptr->lev < PY_MAX_LEVEL) &&
-               (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
+       bool level_reward = FALSE;
+       bool level_mutation = FALSE;
+       bool level_inc_stat = FALSE;
+       while ((creature_ptr->lev < PY_MAX_LEVEL) &&
+               (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)))
        {
                /* Gain a level */
-               p_ptr->lev++;
+               creature_ptr->lev++;
 
                /* Save the highest level */
-               if (p_ptr->lev > p_ptr->max_plv)
+               if (creature_ptr->lev > creature_ptr->max_plv)
                {
-                       p_ptr->max_plv = p_ptr->lev;
+                       creature_ptr->max_plv = creature_ptr->lev;
 
-                       if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
-                               (p_ptr->muta2 & MUT2_CHAOS_GIFT))
+                       if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
+                               (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
                        {
                                level_reward = TRUE;
                        }
-                       if (p_ptr->prace == RACE_BEASTMAN)
+                       if (creature_ptr->prace == RACE_BEASTMAN)
                        {
                                if (one_in_(5)) level_mutation = TRUE;
                        }
                        level_inc_stat = TRUE;
 
-                       do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
+                       exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
                }
 
                sound(SOUND_LEVEL);
 
-               msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
+               msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
 
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
-               p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
+               creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+               creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
+               creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
 
                /* HPとMPの上昇量を表示 */
-               p_ptr->level_up_message = TRUE;
-               handle_stuff();
+               creature_ptr->level_up_message = TRUE;
+               handle_stuff(creature_ptr);
 
-               p_ptr->level_up_message = FALSE;
+               creature_ptr->level_up_message = FALSE;
 
                if (level_inc_stat)
                {
-                       if (!(p_ptr->max_plv % 10))
+                       if (!(creature_ptr->max_plv % 10))
                        {
                                int choice;
                                screen_save();
-                               while (1)
+                               while (TRUE)
                                {
                                        int n;
                                        char tmp[32];
 
-                                       cnv_stat(p_ptr->stat_max[0], tmp);
+                                       cnv_stat(creature_ptr->stat_max[0], tmp);
                                        prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
-                                       cnv_stat(p_ptr->stat_max[1], tmp);
-                                       prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
-                                       cnv_stat(p_ptr->stat_max[2], tmp);
-                                       prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
-                                       cnv_stat(p_ptr->stat_max[3], tmp);
-                                       prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
-                                       cnv_stat(p_ptr->stat_max[4], tmp);
-                                       prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
-                                       cnv_stat(p_ptr->stat_max[5], tmp);
-                                       prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
+                                       cnv_stat(creature_ptr->stat_max[1], tmp);
+                                       prt(format(_("        b) 知能 (現在値 %s)", "        b) Int (cur %s)"), tmp), 3, 14);
+                                       cnv_stat(creature_ptr->stat_max[2], tmp);
+                                       prt(format(_("        c) 賢さ (現在値 %s)", "        c) Wis (cur %s)"), tmp), 4, 14);
+                                       cnv_stat(creature_ptr->stat_max[3], tmp);
+                                       prt(format(_("        d) 器用 (現在値 %s)", "        d) Dex (cur %s)"), tmp), 5, 14);
+                                       cnv_stat(creature_ptr->stat_max[4], tmp);
+                                       prt(format(_("        e) 耐久 (現在値 %s)", "        e) Con (cur %s)"), tmp), 6, 14);
+                                       cnv_stat(creature_ptr->stat_max[5], tmp);
+                                       prt(format(_("        f) 魅力 (現在値 %s)", "        f) Chr (cur %s)"), tmp), 7, 14);
 
                                        prt("", 8, 14);
                                        prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
 
-                                       while (1)
+                                       while (TRUE)
                                        {
                                                choice = inkey();
                                                if ((choice >= 'a') && (choice <= 'f')) break;
@@ -5598,40 +5530,41 @@ void check_experience(void)
                                                        prt("", n + 2, 14);
                                        if (get_check(_("よろしいですか?", "Are you sure? "))) break;
                                }
-                               do_inc_stat(p_ptr, choice - 'a');
+                               do_inc_stat(creature_ptr, choice - 'a');
                                screen_load();
                        }
-                       else if (!(p_ptr->max_plv % 2))
-                               do_inc_stat(p_ptr, randint0(6));
+                       else if (!(creature_ptr->max_plv % 2))
+                               do_inc_stat(creature_ptr, randint0(6));
                }
 
                if (level_mutation)
                {
                        msg_print(_("あなたは変わった気がする...", "You feel different..."));
-                       (void)gain_mutation(p_ptr, 0);
+                       (void)gain_mutation(creature_ptr, 0);
                        level_mutation = FALSE;
                }
 
                /*
-                * 報酬でレベルが上ると再帰的に check_experience() が
+                * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
                 * 呼ばれるので順番を最後にする。
                 */
                if (level_reward)
                {
-                       gain_level_reward(p_ptr, 0);
+                       gain_level_reward(creature_ptr, 0);
                        level_reward = FALSE;
                }
 
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE);
-               p_ptr->window |= (PW_PLAYER | PW_SPELL);
-               handle_stuff();
+               creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+               creature_ptr->redraw |= (PR_LEV | PR_TITLE);
+               creature_ptr->window |= (PW_PLAYER | PW_SPELL);
+               handle_stuff(creature_ptr);
        }
 
        /* Load an autopick preference file */
-       if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
+       if (old_lev != creature_ptr->lev) autopick_load_pref(creature_ptr, FALSE);
 }
 
+
 /*!
  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
  * @param val 能力値
@@ -5640,32 +5573,28 @@ void check_experience(void)
  */
 void cnv_stat(int val, char *out_val)
 {
-       /* Above 18 */
-       if (val > 18)
+       if (val <= 18)
        {
-               int bonus = (val - 18);
-
-               if (bonus >= 220)
-               {
-                       sprintf(out_val, "18/%3s", "***");
-               }
-               else if (bonus >= 100)
-               {
-                       sprintf(out_val, "18/%03d", bonus);
-               }
-               else
-               {
-                       sprintf(out_val, " 18/%02d", bonus);
-               }
+               sprintf(out_val, "    %2d", val);
+               return;
        }
 
-       /* From 3 to 18 */
+       int bonus = (val - 18);
+       if (bonus >= 220)
+       {
+               sprintf(out_val, "18/%3s", "***");
+       }
+       else if (bonus >= 100)
+       {
+               sprintf(out_val, "18/%03d", bonus);
+       }
        else
        {
-               sprintf(out_val, "    %2d", val);
+               sprintf(out_val, " 18/%02d", bonus);
        }
 }
 
+
 /*!
  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
  * Modify a stat value by a "modifier", return new value
@@ -5682,13 +5611,11 @@ void cnv_stat(int val, char *out_val)
  */
 s16b modify_stat_value(int value, int amount)
 {
-       int    i;
-
        /* Reward */
        if (amount > 0)
        {
                /* Apply each point */
-               for (i = 0; i < amount; i++)
+               for (int i = 0; i < amount; i++)
                {
                        /* One point at a time */
                        if (value < 18) value++;
@@ -5702,7 +5629,7 @@ s16b modify_stat_value(int value, int amount)
        else if (amount < 0)
        {
                /* Apply each point */
-               for (i = 0; i < (0 - amount); i++)
+               for (int i = 0; i < (0 - amount); i++)
                {
                        /* Ten points at a time */
                        if (value >= 18 + 10) value -= 10;
@@ -5716,7 +5643,7 @@ s16b modify_stat_value(int value, int amount)
        }
 
        /* Return new value */
-       return (s16b)(value);
+       return (s16b)value;
 }
 
 
@@ -5726,13 +5653,11 @@ s16b modify_stat_value(int value, int amount)
  * @return なし
  * @details
  */
-long calc_score(void)
+long calc_score(player_type *creature_ptr)
 {
-       int i, mult = 100;
-       DEPTH max_dl = 0;
-       u32b point, point_h, point_l;
-       int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
+       int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
 
+       int mult = 100;
        if (!preserve_mode) mult += 10;
        if (!autoroller) mult += 10;
        if (!smart_learn) mult -= 20;
@@ -5746,12 +5671,13 @@ long calc_score(void)
 
        if (mult < 5) mult = 5;
 
-       for (i = 0; i < max_d_idx; i++)
+       DEPTH max_dl = 0;
+       for (int i = 0; i < current_world_ptr->max_d_idx; i++)
                if (max_dlv[i] > max_dl)
                        max_dl = max_dlv[i];
 
-       point_l = (p_ptr->max_max_exp + (100 * max_dl));
-       point_h = point_l / 0x10000L;
+       u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
+       u32b point_h = point_l / 0x10000L;
        point_l = point_l % 0x10000L;
        point_h *= mult;
        point_l *= mult;
@@ -5762,22 +5688,23 @@ long calc_score(void)
        point_h /= 100;
        point_l /= 100;
 
-       point = (point_h << 16) + (point_l);
-       if (p_ptr->arena_number >= 0)
+       u32b point = (point_h << 16) + (point_l);
+       if (creature_ptr->arena_number >= 0)
                point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
 
        if (ironman_downward) point *= 2;
-       if (p_ptr->pclass == CLASS_BERSERKER)
+       if (creature_ptr->pclass == CLASS_BERSERKER)
        {
-               if (p_ptr->prace == RACE_SPECTRE)
+               if (creature_ptr->prace == RACE_SPECTRE)
                        point = point / 5;
        }
 
-       if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
+       if ((creature_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
        {
                point = 1;
-               if (p_ptr->total_winner) point = 2;
+               if (current_world_ptr->total_winner) point = 2;
        }
+
        if (easy_band) point = (0 - point);
 
        return point;
@@ -5793,12 +5720,12 @@ void cheat_death(player_type *creature_ptr)
        creature_ptr->age++;
 
        /* Mark savefile */
-       creature_ptr->noscore |= 0x0001;
+       current_world_ptr->noscore |= 0x0001;
 
        msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
        msg_print(NULL);
 
-       (void)life_stream(FALSE, FALSE);
+       (void)life_stream(creature_ptr, FALSE, FALSE);
 
        if (creature_ptr->pclass == CLASS_MAGIC_EATER)
        {
@@ -5843,15 +5770,16 @@ void cheat_death(player_type *creature_ptr)
        creature_ptr->is_dead = FALSE;
 
        /* Hack -- Prevent starvation */
-       (void)set_food(p_ptr, PY_FOOD_MAX - 1);
+       (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
 
-       current_floor_ptr->dun_level = 0;
-       creature_ptr->inside_arena = FALSE;
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       floor_ptr->dun_level = 0;
+       floor_ptr->inside_arena = FALSE;
        creature_ptr->phase_out = FALSE;
        leaving_quest = 0;
-       creature_ptr->inside_quest = 0;
-       if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
-       p_ptr->dungeon_idx = 0;
+       floor_ptr->inside_quest = 0;
+       if (creature_ptr->dungeon_idx) creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
+       creature_ptr->dungeon_idx = 0;
        if (lite_town || vanilla_town)
        {
                creature_ptr->wilderness_y = 1;
@@ -5874,15 +5802,85 @@ void cheat_death(player_type *creature_ptr)
                creature_ptr->oldpy = 33;
                creature_ptr->oldpx = 131;
        }
+
        creature_ptr->wild_mode = FALSE;
        creature_ptr->leaving = TRUE;
 
-       do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
+       exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1,
                _("                            しかし、生き返った。",
                        "                            but revived."));
 
        /* Prepare next floor */
-       leave_floor(p_ptr->change_floor_mode);
-       wipe_m_list();
+       leave_floor(creature_ptr);
+       wipe_monsters_list(creature_ptr);
+}
+
+
+/*!
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return 祝福状態ならばTRUE
+ */
+bool is_blessed(player_type *creature_ptr)
+{
+       return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
+}
+
+
+bool is_oppose_acid(player_type *creature_ptr)
+{
+       return creature_ptr->oppose_acid || music_singing(creature_ptr, MUSIC_RESIST) || (creature_ptr->special_defense & KATA_MUSOU);
+}
+
+
+bool is_oppose_elec(player_type *creature_ptr)
+{
+       return creature_ptr->oppose_elec || music_singing(creature_ptr, MUSIC_RESIST) || (creature_ptr->special_defense & KATA_MUSOU);
+}
+
 
+bool is_oppose_fire(player_type *creature_ptr)
+{
+       return creature_ptr->oppose_fire || music_singing(creature_ptr, MUSIC_RESIST) || (creature_ptr->special_defense & KATA_MUSOU);
+}
+
+
+bool is_oppose_cold(player_type *creature_ptr)
+{
+       return creature_ptr->oppose_cold || music_singing(creature_ptr, MUSIC_RESIST) || (creature_ptr->special_defense & KATA_MUSOU);
+}
+
+
+bool is_oppose_pois(player_type *creature_ptr)
+{
+       return creature_ptr->oppose_pois || music_singing(creature_ptr, MUSIC_RESIST) || (creature_ptr->special_defense & KATA_MUSOU);
+}
+
+
+bool is_tim_esp(player_type *creature_ptr)
+{
+       return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
+}
+
+
+bool is_tim_stealth(player_type *creature_ptr)
+{
+       return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH);
+}
+
+
+bool is_time_limit_esp(player_type *creature_ptr)
+{
+       return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
+}
+
+
+bool is_time_limit_stealth(player_type *creature_ptr)
+{
+       return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH);
+}
+
+
+bool can_two_hands_wielding(player_type *creature_ptr)
+{
+       return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS);
 }