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