/* Default hand bonuses */
if (get_default_hand(creature_ptr) == calc_hand) {
- /* Add trained bonus of empty hands' combat when having no weapon and riding */
- if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
- || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
+ switch (player_melee_type(creature_ptr)) {
+ case MELEE_TYPE_BAREHAND_RIGHT:
+ if (creature_ptr->riding)
+ break;
+ /* fall through */
+ case MELEE_TYPE_BAREHAND_LEFT:
+ if (creature_ptr->riding)
+ break;
+ /* fall through */
+ case MELEE_TYPE_BAREHAND_TWO:
hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
}
hit += (creature_ptr->lev / 3);
}
- if ((empty_hands(creature_ptr, FALSE) & EMPTY_HAND_RARM) && calc_hand == PLAYER_HAND_RIGHT) {
- hit += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
- }
-
- if ((empty_hands(creature_ptr, FALSE) & EMPTY_HAND_LARM) && calc_hand == PLAYER_HAND_LEFT) {
- hit += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
- }
-
/* Two handed combat penalty */
hit -= calc_double_weapon_penalty(creature_ptr, slot);