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[hengband/hengband.git] / src / player-status.c
1 #include "angband.h"
2 #include "player-status.h"
3
4 #include "artifact.h"
5 #include "avatar.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8 #include "monster.h"
9 #include "monster-status.h"
10 #include "monsterrace-hook.h"
11 #include "mutation.h"
12 #include "patron.h"
13
14 /* Hack, monk armour */
15 static bool monk_armour_aux;
16 static bool monk_notify_aux;
17
18 /*
19  * Return alignment title
20  */
21 concptr your_alignment(void)
22 {
23         if (p_ptr->align > 150) return _("大善", "Lawful");
24         else if (p_ptr->align > 50) return _("中善", "Good");
25         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
26         else if (p_ptr->align > -11) return _("中立", "Neutral");
27         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
28         else if (p_ptr->align > -151) return _("中悪", "Evil");
29         else return _("大悪", "Chaotic");
30 }
31
32
33 /*
34  * Return proficiency level of weapons and misc. skills (except riding)
35  */
36 int weapon_exp_level(int weapon_exp)
37 {
38         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
39         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
40         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
41         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
42         else return EXP_LEVEL_MASTER;
43 }
44
45
46 /*
47  * Return proficiency level of riding
48  */
49 int riding_exp_level(int riding_exp)
50 {
51         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
52         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
53         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
54         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
55         else return EXP_LEVEL_MASTER;
56 }
57
58
59 /*
60  * Return proficiency level of spells
61  */
62 int spell_exp_level(int spell_exp)
63 {
64         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
65         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
66         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
67         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
68         else return EXP_LEVEL_MASTER;
69 }
70
71 /*!
72  * @brief プレイヤーの全ステータスを更新する /
73  * Calculate the players current "state", taking into account
74  * not only race/class intrinsics, but also objects being worn
75  * and temporary spell effects.
76  * @return なし
77  * @details
78  * <pre>
79  * See also calc_mana() and calc_hitpoints().
80  *
81  * Take note of the new "speed code", in particular, a very strong
82  * player will start slowing down as soon as he reaches 150 pounds,
83  * but not until he reaches 450 pounds will he be half as fast as
84  * a normal kobold.  This both hurts and helps the player, hurts
85  * because in the old days a player could just avoid 300 pounds,
86  * and helps because now carrying 300 pounds is not very painful.
87  *
88  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
89  * damage, since that would affect non-combat things.  These values
90  * are actually added in later, at the appropriate place.
91  *
92  * This function induces various "status" messages.
93  * </pre>
94  */
95 void calc_bonuses(void)
96 {
97         int i, j, hold;
98         int new_speed;
99         int default_hand = 0;
100         int empty_hands_status = empty_hands(TRUE);
101         int extra_blows[2];
102         object_type *o_ptr;
103         BIT_FLAGS flgs[TR_FLAG_SIZE];
104         bool omoi = FALSE;
105         bool yoiyami = FALSE;
106         bool down_saving = FALSE;
107 #if 0
108         bool have_dd_s = FALSE, have_dd_t = FALSE;
109 #endif
110         bool have_sw = FALSE, have_kabe = FALSE;
111         bool easy_2weapon = FALSE;
112         bool riding_levitation = FALSE;
113         OBJECT_IDX this_o_idx, next_o_idx = 0;
114         const player_race *tmp_rp_ptr;
115
116         /* Save the old vision stuff */
117         bool old_telepathy = p_ptr->telepathy;
118         bool old_esp_animal = p_ptr->esp_animal;
119         bool old_esp_undead = p_ptr->esp_undead;
120         bool old_esp_demon = p_ptr->esp_demon;
121         bool old_esp_orc = p_ptr->esp_orc;
122         bool old_esp_troll = p_ptr->esp_troll;
123         bool old_esp_giant = p_ptr->esp_giant;
124         bool old_esp_dragon = p_ptr->esp_dragon;
125         bool old_esp_human = p_ptr->esp_human;
126         bool old_esp_evil = p_ptr->esp_evil;
127         bool old_esp_good = p_ptr->esp_good;
128         bool old_esp_nonliving = p_ptr->esp_nonliving;
129         bool old_esp_unique = p_ptr->esp_unique;
130         bool old_see_inv = p_ptr->see_inv;
131         bool old_mighty_throw = p_ptr->mighty_throw;
132
133         /* Current feature under player. */
134         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
135
136         /* Save the old armor class */
137         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
138         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
139
140
141         /* Clear extra blows/shots */
142         extra_blows[0] = extra_blows[1] = 0;
143
144         /* Clear the stat modifiers */
145         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
146
147
148         /* Clear the Displayed/Real armor class */
149         p_ptr->dis_ac = p_ptr->ac = 0;
150
151         /* Clear the Displayed/Real Bonuses */
152         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
153         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
154         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
155         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
156         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
157         p_ptr->dis_to_a = p_ptr->to_a = 0;
158         p_ptr->to_h_m = 0;
159         p_ptr->to_d_m = 0;
160
161         p_ptr->to_m_chance = 0;
162
163         /* Clear the Extra Dice Bonuses */
164         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
165         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
166
167         /* Start with "normal" speed */
168         new_speed = 110;
169
170         /* Start with a single blow per current_world_ptr->game_turn */
171         p_ptr->num_blow[0] = 1;
172         p_ptr->num_blow[1] = 1;
173
174         /* Start with a single shot per current_world_ptr->game_turn */
175         p_ptr->num_fire = 100;
176
177         /* Reset the "xtra" tval */
178         p_ptr->tval_xtra = 0;
179
180         /* Reset the "ammo" tval */
181         p_ptr->tval_ammo = 0;
182
183         /* Clear all the flags */
184         p_ptr->cursed = 0L;
185         p_ptr->bless_blade = FALSE;
186         p_ptr->xtra_might = FALSE;
187         p_ptr->impact[0] = FALSE;
188         p_ptr->impact[1] = FALSE;
189         p_ptr->pass_wall = FALSE;
190         p_ptr->kill_wall = FALSE;
191         p_ptr->dec_mana = FALSE;
192         p_ptr->easy_spell = FALSE;
193         p_ptr->heavy_spell = FALSE;
194         p_ptr->see_inv = FALSE;
195         p_ptr->free_act = FALSE;
196         p_ptr->slow_digest = FALSE;
197         p_ptr->regenerate = FALSE;
198         p_ptr->can_swim = FALSE;
199         p_ptr->levitation = FALSE;
200         p_ptr->hold_exp = FALSE;
201         p_ptr->telepathy = FALSE;
202         p_ptr->esp_animal = FALSE;
203         p_ptr->esp_undead = FALSE;
204         p_ptr->esp_demon = FALSE;
205         p_ptr->esp_orc = FALSE;
206         p_ptr->esp_troll = FALSE;
207         p_ptr->esp_giant = FALSE;
208         p_ptr->esp_dragon = FALSE;
209         p_ptr->esp_human = FALSE;
210         p_ptr->esp_evil = FALSE;
211         p_ptr->esp_good = FALSE;
212         p_ptr->esp_nonliving = FALSE;
213         p_ptr->esp_unique = FALSE;
214         p_ptr->lite = FALSE;
215         p_ptr->sustain_str = FALSE;
216         p_ptr->sustain_int = FALSE;
217         p_ptr->sustain_wis = FALSE;
218         p_ptr->sustain_con = FALSE;
219         p_ptr->sustain_dex = FALSE;
220         p_ptr->sustain_chr = FALSE;
221         p_ptr->resist_acid = FALSE;
222         p_ptr->resist_elec = FALSE;
223         p_ptr->resist_fire = FALSE;
224         p_ptr->resist_cold = FALSE;
225         p_ptr->resist_pois = FALSE;
226         p_ptr->resist_conf = FALSE;
227         p_ptr->resist_sound = FALSE;
228         p_ptr->resist_lite = FALSE;
229         p_ptr->resist_dark = FALSE;
230         p_ptr->resist_chaos = FALSE;
231         p_ptr->resist_disen = FALSE;
232         p_ptr->resist_shard = FALSE;
233         p_ptr->resist_nexus = FALSE;
234         p_ptr->resist_blind = FALSE;
235         p_ptr->resist_neth = FALSE;
236         p_ptr->resist_time = FALSE;
237         p_ptr->resist_water = FALSE;
238         p_ptr->resist_fear = FALSE;
239         p_ptr->reflect = FALSE;
240         p_ptr->sh_fire = FALSE;
241         p_ptr->sh_elec = FALSE;
242         p_ptr->sh_cold = FALSE;
243         p_ptr->anti_magic = FALSE;
244         p_ptr->anti_tele = FALSE;
245         p_ptr->warning = FALSE;
246         p_ptr->mighty_throw = FALSE;
247         p_ptr->see_nocto = FALSE;
248
249         p_ptr->immune_acid = FALSE;
250         p_ptr->immune_elec = FALSE;
251         p_ptr->immune_fire = FALSE;
252         p_ptr->immune_cold = FALSE;
253
254         p_ptr->ryoute = FALSE;
255         p_ptr->migite = FALSE;
256         p_ptr->hidarite = FALSE;
257         p_ptr->no_flowed = FALSE;
258
259         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
260         else tmp_rp_ptr = &race_info[p_ptr->prace];
261
262         /* Base infravision (purely racial) */
263         p_ptr->see_infra = tmp_rp_ptr->infra;
264
265         /* Base skill -- disarming */
266         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
267
268         /* Base skill -- magic devices */
269         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
270
271         /* Base skill -- saving throw */
272         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
273
274         /* Base skill -- stealth */
275         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
276
277         /* Base skill -- searching ability */
278         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
279
280         /* Base skill -- searching frequency */
281         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
282
283         /* Base skill -- combat (normal) */
284         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
285
286         /* Base skill -- combat (shooting) */
287         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
288
289         /* Base skill -- combat (throwing) */
290         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
291
292         /* Base skill -- digging */
293         p_ptr->skill_dig = 0;
294
295         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
296         if (has_melee_weapon(INVEN_LARM))
297         {
298                 p_ptr->hidarite = TRUE;
299                 if (!p_ptr->migite) default_hand = 1;
300         }
301
302         if (CAN_TWO_HANDS_WIELDING())
303         {
304                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
305                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
306                 {
307                         p_ptr->ryoute = TRUE;
308                 }
309                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
310                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
311                 {
312                         p_ptr->ryoute = TRUE;
313                 }
314                 else
315                 {
316                         switch (p_ptr->pclass)
317                         {
318                         case CLASS_MONK:
319                         case CLASS_FORCETRAINER:
320                         case CLASS_BERSERKER:
321                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
322                                 {
323                                         p_ptr->migite = TRUE;
324                                         p_ptr->ryoute = TRUE;
325                                 }
326                                 break;
327                         }
328                 }
329         }
330
331         if (!p_ptr->migite && !p_ptr->hidarite)
332         {
333                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
334                 else if (empty_hands_status == EMPTY_HAND_LARM)
335                 {
336                         p_ptr->hidarite = TRUE;
337                         default_hand = 1;
338                 }
339         }
340
341         if (p_ptr->special_defense & KAMAE_MASK)
342         {
343                 if (!(empty_hands_status & EMPTY_HAND_RARM))
344                 {
345                         set_action(ACTION_NONE);
346                 }
347         }
348
349         switch (p_ptr->pclass)
350         {
351         case CLASS_WARRIOR:
352                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
353                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
354                 break;
355         case CLASS_PALADIN:
356                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
357                 break;
358         case CLASS_CHAOS_WARRIOR:
359                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
360                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
361                 break;
362         case CLASS_MINDCRAFTER:
363                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
364                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
365                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
366                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
367                 break;
368         case CLASS_MONK:
369         case CLASS_FORCETRAINER:
370                 /* Unencumbered Monks become faster every 10 levels */
371                 if (!(heavy_armor()))
372                 {
373                         if (!(prace_is_(RACE_KLACKON) ||
374                                 prace_is_(RACE_SPRITE) ||
375                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
376                                 new_speed += (p_ptr->lev) / 10;
377
378                         /* Free action if unencumbered at level 25 */
379                         if (p_ptr->lev > 24)
380                                 p_ptr->free_act = TRUE;
381                 }
382                 break;
383         case CLASS_SORCERER:
384                 p_ptr->to_a -= 50;
385                 p_ptr->dis_to_a -= 50;
386                 break;
387         case CLASS_BARD:
388                 p_ptr->resist_sound = TRUE;
389                 break;
390         case CLASS_SAMURAI:
391                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
392                 break;
393         case CLASS_BERSERKER:
394                 p_ptr->shero = 1;
395                 p_ptr->sustain_str = TRUE;
396                 p_ptr->sustain_dex = TRUE;
397                 p_ptr->sustain_con = TRUE;
398                 p_ptr->regenerate = TRUE;
399                 p_ptr->free_act = TRUE;
400                 new_speed += 2;
401                 if (p_ptr->lev > 29) new_speed++;
402                 if (p_ptr->lev > 39) new_speed++;
403                 if (p_ptr->lev > 44) new_speed++;
404                 if (p_ptr->lev > 49) new_speed++;
405                 p_ptr->to_a += 10 + p_ptr->lev / 2;
406                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
407                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
408                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
409                 p_ptr->redraw |= PR_STATUS;
410                 break;
411         case CLASS_MIRROR_MASTER:
412                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
413                 break;
414         case CLASS_NINJA:
415                 /* Unencumbered Ninjas become faster every 10 levels */
416                 if (heavy_armor())
417                 {
418                         new_speed -= (p_ptr->lev) / 10;
419                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
420                 }
421                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
422                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
423                 {
424                         new_speed += 3;
425                         if (!(prace_is_(RACE_KLACKON) ||
426                                 prace_is_(RACE_SPRITE) ||
427                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
428                                 new_speed += (p_ptr->lev) / 10;
429                         p_ptr->skill_stl += (p_ptr->lev) / 10;
430
431                         /* Free action if unencumbered at level 25 */
432                         if (p_ptr->lev > 24)
433                                 p_ptr->free_act = TRUE;
434                 }
435                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
436                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
437                 {
438                         p_ptr->to_a += p_ptr->lev / 2 + 5;
439                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
440                 }
441                 p_ptr->slow_digest = TRUE;
442                 p_ptr->resist_fear = TRUE;
443                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
444                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
445                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
446                 if (p_ptr->lev > 44)
447                 {
448                         p_ptr->oppose_pois = 1;
449                         p_ptr->redraw |= PR_STATUS;
450                 }
451                 p_ptr->see_nocto = TRUE;
452                 break;
453         }
454
455         /***** Races ****/
456         if (p_ptr->mimic_form)
457         {
458                 switch (p_ptr->mimic_form)
459                 {
460                 case MIMIC_DEMON:
461                         p_ptr->hold_exp = TRUE;
462                         p_ptr->resist_chaos = TRUE;
463                         p_ptr->resist_neth = TRUE;
464                         p_ptr->resist_fire = TRUE;
465                         p_ptr->oppose_fire = 1;
466                         p_ptr->see_inv = TRUE;
467                         new_speed += 3;
468                         p_ptr->redraw |= PR_STATUS;
469                         p_ptr->to_a += 10;
470                         p_ptr->dis_to_a += 10;
471                         break;
472                 case MIMIC_DEMON_LORD:
473                         p_ptr->hold_exp = TRUE;
474                         p_ptr->resist_chaos = TRUE;
475                         p_ptr->resist_neth = TRUE;
476                         p_ptr->immune_fire = TRUE;
477                         p_ptr->resist_acid = TRUE;
478                         p_ptr->resist_fire = TRUE;
479                         p_ptr->resist_cold = TRUE;
480                         p_ptr->resist_elec = TRUE;
481                         p_ptr->resist_pois = TRUE;
482                         p_ptr->resist_conf = TRUE;
483                         p_ptr->resist_disen = TRUE;
484                         p_ptr->resist_nexus = TRUE;
485                         p_ptr->resist_fear = TRUE;
486                         p_ptr->sh_fire = TRUE;
487                         p_ptr->see_inv = TRUE;
488                         p_ptr->telepathy = TRUE;
489                         p_ptr->levitation = TRUE;
490                         p_ptr->kill_wall = TRUE;
491                         new_speed += 5;
492                         p_ptr->to_a += 20;
493                         p_ptr->dis_to_a += 20;
494                         break;
495                 case MIMIC_VAMPIRE:
496                         p_ptr->resist_dark = TRUE;
497                         p_ptr->hold_exp = TRUE;
498                         p_ptr->resist_neth = TRUE;
499                         p_ptr->resist_cold = TRUE;
500                         p_ptr->resist_pois = TRUE;
501                         p_ptr->see_inv = TRUE;
502                         new_speed += 3;
503                         p_ptr->to_a += 10;
504                         p_ptr->dis_to_a += 10;
505                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
506                         break;
507                 }
508         }
509         else
510         {
511                 switch (p_ptr->prace)
512                 {
513                 case RACE_ELF:
514                         p_ptr->resist_lite = TRUE;
515                         break;
516                 case RACE_HOBBIT:
517                         p_ptr->hold_exp = TRUE;
518                         break;
519                 case RACE_GNOME:
520                         p_ptr->free_act = TRUE;
521                         break;
522                 case RACE_DWARF:
523                         p_ptr->resist_blind = TRUE;
524                         break;
525                 case RACE_HALF_ORC:
526                         p_ptr->resist_dark = TRUE;
527                         break;
528                 case RACE_HALF_TROLL:
529                         p_ptr->sustain_str = TRUE;
530
531                         if (p_ptr->lev > 14)
532                         {
533                                 /* High level trolls heal fast... */
534                                 p_ptr->regenerate = TRUE;
535
536                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
537                                 {
538                                         p_ptr->slow_digest = TRUE;
539                                         /* Let's not make Regeneration
540                                          * a disadvantage for the poor warriors who can
541                                          * never learn a spell that satisfies hunger (actually
542                                          * neither can rogues, but half-trolls are not
543                                          * supposed to play rogues) */
544                                 }
545                         }
546                         break;
547                 case RACE_AMBERITE:
548                         p_ptr->sustain_con = TRUE;
549                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
550                         break;
551                 case RACE_HIGH_ELF:
552                         p_ptr->resist_lite = TRUE;
553                         p_ptr->see_inv = TRUE;
554                         break;
555                 case RACE_BARBARIAN:
556                         p_ptr->resist_fear = TRUE;
557                         break;
558                 case RACE_HALF_OGRE:
559                         p_ptr->resist_dark = TRUE;
560                         p_ptr->sustain_str = TRUE;
561                         break;
562                 case RACE_HALF_GIANT:
563                         p_ptr->sustain_str = TRUE;
564                         p_ptr->resist_shard = TRUE;
565                         break;
566                 case RACE_HALF_TITAN:
567                         p_ptr->resist_chaos = TRUE;
568                         break;
569                 case RACE_CYCLOPS:
570                         p_ptr->resist_sound = TRUE;
571                         break;
572                 case RACE_YEEK:
573                         p_ptr->resist_acid = TRUE;
574                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
575                         break;
576                 case RACE_KLACKON:
577                         p_ptr->resist_conf = TRUE;
578                         p_ptr->resist_acid = TRUE;
579
580                         /* Klackons become faster */
581                         new_speed += (p_ptr->lev) / 10;
582                         break;
583                 case RACE_KOBOLD:
584                         p_ptr->resist_pois = TRUE;
585                         break;
586                 case RACE_NIBELUNG:
587                         p_ptr->resist_disen = TRUE;
588                         p_ptr->resist_dark = TRUE;
589                         break;
590                 case RACE_DARK_ELF:
591                         p_ptr->resist_dark = TRUE;
592                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
593                         break;
594                 case RACE_DRACONIAN:
595                         p_ptr->levitation = TRUE;
596                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
597                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
598                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
599                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
600                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
601                         break;
602                 case RACE_MIND_FLAYER:
603                         p_ptr->sustain_int = TRUE;
604                         p_ptr->sustain_wis = TRUE;
605                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
606                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
607                         break;
608                 case RACE_IMP:
609                         p_ptr->resist_fire = TRUE;
610                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
611                         break;
612                 case RACE_GOLEM:
613                         p_ptr->slow_digest = TRUE;
614                         p_ptr->free_act = TRUE;
615                         p_ptr->see_inv = TRUE;
616                         p_ptr->resist_pois = TRUE;
617                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
618                         break;
619                 case RACE_SKELETON:
620                         p_ptr->resist_shard = TRUE;
621                         p_ptr->hold_exp = TRUE;
622                         p_ptr->see_inv = TRUE;
623                         p_ptr->resist_pois = TRUE;
624                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
625                         break;
626                 case RACE_ZOMBIE:
627                         p_ptr->resist_neth = TRUE;
628                         p_ptr->hold_exp = TRUE;
629                         p_ptr->see_inv = TRUE;
630                         p_ptr->resist_pois = TRUE;
631                         p_ptr->slow_digest = TRUE;
632                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
633                         break;
634                 case RACE_VAMPIRE:
635                         p_ptr->resist_dark = TRUE;
636                         p_ptr->hold_exp = TRUE;
637                         p_ptr->resist_neth = TRUE;
638                         p_ptr->resist_cold = TRUE;
639                         p_ptr->resist_pois = TRUE;
640                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
641                         break;
642                 case RACE_SPECTRE:
643                         p_ptr->levitation = TRUE;
644                         p_ptr->free_act = TRUE;
645                         p_ptr->resist_neth = TRUE;
646                         p_ptr->hold_exp = TRUE;
647                         p_ptr->see_inv = TRUE;
648                         p_ptr->resist_pois = TRUE;
649                         p_ptr->slow_digest = TRUE;
650                         p_ptr->resist_cold = TRUE;
651                         p_ptr->pass_wall = TRUE;
652                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
653                         break;
654                 case RACE_SPRITE:
655                         p_ptr->levitation = TRUE;
656                         p_ptr->resist_lite = TRUE;
657
658                         /* Sprites become faster */
659                         new_speed += (p_ptr->lev) / 10;
660                         break;
661                 case RACE_BEASTMAN:
662                         p_ptr->resist_conf = TRUE;
663                         p_ptr->resist_sound = TRUE;
664                         break;
665                 case RACE_ENT:
666                         /* Ents dig like maniacs, but only with their hands. */
667                         if (!inventory[INVEN_RARM].k_idx)
668                                 p_ptr->skill_dig += p_ptr->lev * 10;
669                         /* Ents get tougher and stronger as they age, but lose dexterity. */
670                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
671                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
672                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
673
674                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
675                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
676                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
677
678                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
679                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
680                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
681                         break;
682                 case RACE_ANGEL:
683                         p_ptr->levitation = TRUE;
684                         p_ptr->see_inv = TRUE;
685                         break;
686                 case RACE_DEMON:
687                         p_ptr->resist_fire = TRUE;
688                         p_ptr->resist_neth = TRUE;
689                         p_ptr->hold_exp = TRUE;
690                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
691                         if (p_ptr->lev > 44)
692                         {
693                                 p_ptr->oppose_fire = 1;
694                                 p_ptr->redraw |= PR_STATUS;
695                         }
696                         break;
697                 case RACE_DUNADAN:
698                         p_ptr->sustain_con = TRUE;
699                         break;
700                 case RACE_S_FAIRY:
701                         p_ptr->levitation = TRUE;
702                         break;
703                 case RACE_KUTAR:
704                         p_ptr->resist_conf = TRUE;
705                         break;
706                 case RACE_ANDROID:
707                         p_ptr->slow_digest = TRUE;
708                         p_ptr->free_act = TRUE;
709                         p_ptr->resist_pois = TRUE;
710                         p_ptr->hold_exp = TRUE;
711                         break;
712                 case RACE_MERFOLK:
713                         p_ptr->resist_water = TRUE;
714                         break;
715                 default:
716                         /* Do nothing */
717                         ;
718                 }
719         }
720
721         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
722         {
723                 p_ptr->see_inv = TRUE;
724                 p_ptr->free_act = TRUE;
725                 p_ptr->slow_digest = TRUE;
726                 p_ptr->regenerate = TRUE;
727                 p_ptr->levitation = TRUE;
728                 p_ptr->hold_exp = TRUE;
729                 p_ptr->telepathy = TRUE;
730                 p_ptr->lite = TRUE;
731                 p_ptr->sustain_str = TRUE;
732                 p_ptr->sustain_int = TRUE;
733                 p_ptr->sustain_wis = TRUE;
734                 p_ptr->sustain_con = TRUE;
735                 p_ptr->sustain_dex = TRUE;
736                 p_ptr->sustain_chr = TRUE;
737                 p_ptr->resist_acid = TRUE;
738                 p_ptr->resist_elec = TRUE;
739                 p_ptr->resist_fire = TRUE;
740                 p_ptr->resist_cold = TRUE;
741                 p_ptr->resist_pois = TRUE;
742                 p_ptr->resist_conf = TRUE;
743                 p_ptr->resist_sound = TRUE;
744                 p_ptr->resist_lite = TRUE;
745                 p_ptr->resist_dark = TRUE;
746                 p_ptr->resist_chaos = TRUE;
747                 p_ptr->resist_disen = TRUE;
748                 p_ptr->resist_shard = TRUE;
749                 p_ptr->resist_nexus = TRUE;
750                 p_ptr->resist_blind = TRUE;
751                 p_ptr->resist_neth = TRUE;
752                 p_ptr->resist_fear = TRUE;
753                 p_ptr->reflect = TRUE;
754                 p_ptr->sh_fire = TRUE;
755                 p_ptr->sh_elec = TRUE;
756                 p_ptr->sh_cold = TRUE;
757                 p_ptr->to_a += 100;
758                 p_ptr->dis_to_a += 100;
759         }
760         /* Temporary shield */
761         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
762         {
763                 p_ptr->to_a += 50;
764                 p_ptr->dis_to_a += 50;
765         }
766
767         if (p_ptr->tim_res_nether)
768         {
769                 p_ptr->resist_neth = TRUE;
770         }
771         if (p_ptr->tim_sh_fire)
772         {
773                 p_ptr->sh_fire = TRUE;
774         }
775         if (p_ptr->tim_res_time)
776         {
777                 p_ptr->resist_time = TRUE;
778         }
779
780         /* Sexy Gal */
781         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
782
783         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
784         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
785         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
786
787         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
788         {
789                 p_ptr->to_m_chance += 5;
790                 p_ptr->resist_conf = TRUE;
791         }
792
793         /* Lucky man */
794         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
795
796         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
797         {
798                 p_ptr->resist_blind = TRUE;
799                 p_ptr->resist_conf = TRUE;
800                 p_ptr->hold_exp = TRUE;
801                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
802
803                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
804                         /* Munchkin become faster */
805                         new_speed += (p_ptr->lev) / 10 + 5;
806         }
807
808         if (music_singing(MUSIC_WALL))
809         {
810                 p_ptr->kill_wall = TRUE;
811         }
812
813         /* Hack -- apply racial/class stat maxes */
814         /* Apply the racial modifiers */
815         for (i = 0; i < A_MAX; i++)
816         {
817                 /* Modify the stats for "race" */
818                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
819         }
820
821
822         /* I'm adding the mutations here for the lack of a better place... */
823         if (p_ptr->muta3)
824         {
825                 /* Hyper Strength */
826                 if (p_ptr->muta3 & MUT3_HYPER_STR)
827                 {
828                         p_ptr->stat_add[A_STR] += 4;
829                 }
830
831                 /* Puny */
832                 if (p_ptr->muta3 & MUT3_PUNY)
833                 {
834                         p_ptr->stat_add[A_STR] -= 4;
835                 }
836
837                 /* Living computer */
838                 if (p_ptr->muta3 & MUT3_HYPER_INT)
839                 {
840                         p_ptr->stat_add[A_INT] += 4;
841                         p_ptr->stat_add[A_WIS] += 4;
842                 }
843
844                 /* Moronic */
845                 if (p_ptr->muta3 & MUT3_MORONIC)
846                 {
847                         p_ptr->stat_add[A_INT] -= 4;
848                         p_ptr->stat_add[A_WIS] -= 4;
849                 }
850
851                 if (p_ptr->muta3 & MUT3_RESILIENT)
852                 {
853                         p_ptr->stat_add[A_CON] += 4;
854                 }
855
856                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
857                 {
858                         p_ptr->stat_add[A_CON] += 2;
859                         new_speed -= 2;
860                 }
861
862                 if (p_ptr->muta3 & MUT3_ALBINO)
863                 {
864                         p_ptr->stat_add[A_CON] -= 4;
865                 }
866
867                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
868                 {
869                         p_ptr->stat_add[A_CON] -= 2;
870                         p_ptr->stat_add[A_CHR] -= 1;
871                         p_ptr->regenerate = FALSE;
872                         /* Cancel innate regeneration */
873                 }
874
875                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
876                 {
877                         p_ptr->stat_add[A_CHR] -= 4;
878                 }
879
880                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
881                 {
882                         p_ptr->stat_add[A_CHR] -= 1;
883                 }
884
885                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
886                 {
887                         p_ptr->skill_fos += 15;
888                         p_ptr->skill_srh += 15;
889                 }
890
891                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
892                 {
893                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
894                 }
895
896                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
897                 {
898                         p_ptr->skill_stl -= 3;
899                 }
900
901                 if (p_ptr->muta3 & MUT3_INFRAVIS)
902                 {
903                         p_ptr->see_infra += 3;
904                 }
905
906                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
907                 {
908                         new_speed += 3;
909                 }
910
911                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
912                 {
913                         new_speed -= 3;
914                 }
915
916                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
917                 {
918                         p_ptr->sh_elec = TRUE;
919                 }
920
921                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
922                 {
923                         p_ptr->sh_fire = TRUE;
924                         p_ptr->lite = TRUE;
925                 }
926
927                 if (p_ptr->muta3 & MUT3_WART_SKIN)
928                 {
929                         p_ptr->stat_add[A_CHR] -= 2;
930                         p_ptr->to_a += 5;
931                         p_ptr->dis_to_a += 5;
932                 }
933
934                 if (p_ptr->muta3 & MUT3_SCALES)
935                 {
936                         p_ptr->stat_add[A_CHR] -= 1;
937                         p_ptr->to_a += 10;
938                         p_ptr->dis_to_a += 10;
939                 }
940
941                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
942                 {
943                         p_ptr->stat_add[A_DEX] -= 1;
944                         p_ptr->to_a += 25;
945                         p_ptr->dis_to_a += 25;
946                 }
947
948                 if (p_ptr->muta3 & MUT3_WINGS)
949                 {
950                         p_ptr->levitation = TRUE;
951                 }
952
953                 if (p_ptr->muta3 & MUT3_FEARLESS)
954                 {
955                         p_ptr->resist_fear = TRUE;
956                 }
957
958                 if (p_ptr->muta3 & MUT3_REGEN)
959                 {
960                         p_ptr->regenerate = TRUE;
961                 }
962
963                 if (p_ptr->muta3 & MUT3_ESP)
964                 {
965                         p_ptr->telepathy = TRUE;
966                 }
967
968                 if (p_ptr->muta3 & MUT3_LIMBER)
969                 {
970                         p_ptr->stat_add[A_DEX] += 3;
971                 }
972
973                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
974                 {
975                         p_ptr->stat_add[A_DEX] -= 3;
976                 }
977
978                 if (p_ptr->muta3 & MUT3_MOTION)
979                 {
980                         p_ptr->free_act = TRUE;
981                         p_ptr->skill_stl += 1;
982                 }
983
984                 if (p_ptr->muta3 & MUT3_ILL_NORM)
985                 {
986                         p_ptr->stat_add[A_CHR] = 0;
987                 }
988         }
989
990         if (p_ptr->tsuyoshi)
991         {
992                 p_ptr->stat_add[A_STR] += 4;
993                 p_ptr->stat_add[A_CON] += 4;
994         }
995
996         /* Scan the usable inventory */
997         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
998         {
999                 int bonus_to_h, bonus_to_d;
1000                 o_ptr = &inventory[i];
1001
1002                 /* Skip non-objects */
1003                 if (!o_ptr->k_idx) continue;
1004
1005                 /* Extract the item flags */
1006                 object_flags(o_ptr, flgs);
1007
1008                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1009                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1010
1011                 /* Affect stats */
1012                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1013                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1014                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1015                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1016                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1017                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1018
1019                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1020
1021                 /* Affect stealth */
1022                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1023
1024                 /* Affect searching ability (factor of five) */
1025                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1026
1027                 /* Affect searching frequency (factor of five) */
1028                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1029
1030                 /* Affect infravision */
1031                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1032
1033                 /* Affect digging (factor of 20) */
1034                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1035
1036                 /* Affect speed */
1037                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1038
1039                 /* Affect blows */
1040                 if (have_flag(flgs, TR_BLOWS))
1041                 {
1042                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1043                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1044                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1045                 }
1046
1047                 /* Hack -- cause earthquakes */
1048                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1049
1050                 /* Various flags */
1051                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1052                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1053                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1054                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1055                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1056                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1057                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1058                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1059                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1060                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1061                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1062                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1063                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1064                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1065                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1066                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1067                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1068                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1069                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1070                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1071                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1072                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1073                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1074                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1075                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1076                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1077                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1078                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1079                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1080                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1081                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1082                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1083                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1084                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1085                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1086
1087                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1088                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1089                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1090                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1091                 if (have_flag(flgs, TR_WARNING)) {
1092                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1093                                 p_ptr->warning = TRUE;
1094                 }
1095
1096                 if (have_flag(flgs, TR_TELEPORT))
1097                 {
1098                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1099                         else
1100                         {
1101                                 concptr insc = quark_str(o_ptr->inscription);
1102
1103                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1104                                 {
1105                                         /*
1106                                          * {.} will stop random teleportation.
1107                                          */
1108                                 }
1109                                 else
1110                                 {
1111                                         /* Controlled random teleportation */
1112                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1113                                 }
1114                         }
1115                 }
1116
1117                 /* Immunity flags */
1118                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1119                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1120                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1121                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1122
1123                 /* Resistance flags */
1124                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1125                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1126                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1127                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1128                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1129                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1130                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1131                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1132                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1133                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1134                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1135                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1136                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1137                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1138                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1139                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1140
1141                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1142                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1143                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1144                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1145                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1146                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1147
1148                 /* Sustain flags */
1149                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1150                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1151                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1152                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1153                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1154                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1155
1156                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1157                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1158                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1159                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1160                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1161                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1162                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1163
1164                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1165                 {
1166                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1167                         {
1168                                 p_ptr->to_m_chance += 10;
1169                         }
1170                         else
1171                         {
1172                                 p_ptr->to_m_chance += 3;
1173                         }
1174                 }
1175
1176                 if (o_ptr->tval == TV_CAPTURE) continue;
1177
1178                 /* Modify the base armor class */
1179                 p_ptr->ac += o_ptr->ac;
1180
1181                 /* The base armor class is always known */
1182                 p_ptr->dis_ac += o_ptr->ac;
1183
1184                 /* Apply the bonuses to armor class */
1185                 p_ptr->to_a += o_ptr->to_a;
1186
1187                 /* Apply the mental bonuses to armor class, if known */
1188                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1189
1190                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1191                 {
1192                         int slot = i - INVEN_RARM;
1193                         if (slot < 2)
1194                         {
1195                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1196                                 {
1197                                         p_ptr->to_h[slot] -= 15;
1198                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1199                                 }
1200                                 else
1201                                 {
1202                                         p_ptr->to_h[slot] -= 5;
1203                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1204                                 }
1205                         }
1206                         else
1207                         {
1208                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1209                                 {
1210                                         p_ptr->to_h_b -= 15;
1211                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1212                                 }
1213                                 else
1214                                 {
1215                                         p_ptr->to_h_b -= 5;
1216                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1217                                 }
1218                         }
1219                 }
1220
1221                 if (o_ptr->curse_flags & TRC_LOW_AC)
1222                 {
1223                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1224                         {
1225                                 p_ptr->to_a -= 30;
1226                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1227                         }
1228                         else
1229                         {
1230                                 p_ptr->to_a -= 10;
1231                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1232                         }
1233                 }
1234
1235                 /* Hack -- do not apply "weapon" bonuses */
1236                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1237                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1238
1239                 /* Hack -- do not apply "bow" bonuses */
1240                 if (i == INVEN_BOW) continue;
1241
1242                 bonus_to_h = o_ptr->to_h;
1243                 bonus_to_d = o_ptr->to_d;
1244
1245                 if (p_ptr->pclass == CLASS_NINJA)
1246                 {
1247                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1248                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1249                 }
1250
1251                 /* To Bow and Natural attack */
1252
1253                 /* Apply the bonuses to hit/damage */
1254                 p_ptr->to_h_b += (s16b)bonus_to_h;
1255                 p_ptr->to_h_m += (s16b)bonus_to_h;
1256                 p_ptr->to_d_m += (s16b)bonus_to_d;
1257
1258                 /* Apply the mental bonuses tp hit/damage, if known */
1259                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1260
1261                 /* To Melee */
1262                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1263                 {
1264                         /* Apply the bonuses to hit/damage */
1265                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1266                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1267
1268                         /* Apply the mental bonuses tp hit/damage, if known */
1269                         if (object_is_known(o_ptr))
1270                         {
1271                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1272                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1273                         }
1274                 }
1275                 else if (p_ptr->migite && p_ptr->hidarite)
1276                 {
1277                         /* Apply the bonuses to hit/damage */
1278                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1279                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1280                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1281                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1282
1283                         /* Apply the mental bonuses tp hit/damage, if known */
1284                         if (object_is_known(o_ptr))
1285                         {
1286                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1287                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1288                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1289                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1290                         }
1291                 }
1292                 else
1293                 {
1294                         /* Apply the bonuses to hit/damage */
1295                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1296                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1297
1298                         /* Apply the mental bonuses to hit/damage, if known */
1299                         if (object_is_known(o_ptr))
1300                         {
1301                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1302                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1303                         }
1304                 }
1305         }
1306
1307         /* Shield skill bonus */
1308         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1309         {
1310                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1311                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1312         }
1313
1314         if (old_mighty_throw != p_ptr->mighty_throw)
1315         {
1316                 /* Redraw average damege display of Shuriken */
1317                 p_ptr->window |= PW_INVEN;
1318         }
1319
1320         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1321
1322         /* Monks get extra ac for armour _not worn_ */
1323         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1324         {
1325                 if (!(inventory[INVEN_BODY].k_idx))
1326                 {
1327                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1328                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1329                 }
1330                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1331                 {
1332                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1333                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1334                 }
1335                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1336                 {
1337                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1338                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1339                 }
1340                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1341                 {
1342                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1343                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1344                 }
1345                 if (!(inventory[INVEN_HANDS].k_idx))
1346                 {
1347                         p_ptr->to_a += (p_ptr->lev / 2);
1348                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1349                 }
1350                 if (!(inventory[INVEN_FEET].k_idx))
1351                 {
1352                         p_ptr->to_a += (p_ptr->lev / 3);
1353                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1354                 }
1355                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1356                 {
1357                         p_ptr->stat_add[A_STR] += 2;
1358                         p_ptr->stat_add[A_DEX] += 2;
1359                         p_ptr->stat_add[A_CON] -= 3;
1360                 }
1361                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1362                 {
1363                 }
1364                 else if (p_ptr->special_defense & KAMAE_GENBU)
1365                 {
1366                         p_ptr->stat_add[A_INT] -= 1;
1367                         p_ptr->stat_add[A_WIS] -= 1;
1368                         p_ptr->stat_add[A_DEX] -= 2;
1369                         p_ptr->stat_add[A_CON] += 3;
1370                 }
1371                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1372                 {
1373                         p_ptr->stat_add[A_STR] -= 2;
1374                         p_ptr->stat_add[A_INT] += 1;
1375                         p_ptr->stat_add[A_WIS] += 1;
1376                         p_ptr->stat_add[A_DEX] += 2;
1377                         p_ptr->stat_add[A_CON] -= 2;
1378                 }
1379         }
1380
1381         if (p_ptr->special_defense & KATA_KOUKIJIN)
1382         {
1383                 for (i = 0; i < A_MAX; i++)
1384                         p_ptr->stat_add[i] += 5;
1385                 p_ptr->to_a -= 50;
1386                 p_ptr->dis_to_a -= 50;
1387         }
1388
1389         /* Hack -- aura of fire also provides light */
1390         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1391
1392         /* Golems also get an intrinsic AC bonus */
1393         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1394         {
1395                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1396                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1397         }
1398
1399         /* Hex bonuses */
1400         if (p_ptr->realm1 == REALM_HEX)
1401         {
1402                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1403                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1404                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1405                 if (hex_spelling(HEX_BUILDING))
1406                 {
1407                         p_ptr->stat_add[A_STR] += 4;
1408                         p_ptr->stat_add[A_DEX] += 4;
1409                         p_ptr->stat_add[A_CON] += 4;
1410                 }
1411                 if (hex_spelling(HEX_DEMON_AURA))
1412                 {
1413                         p_ptr->sh_fire = TRUE;
1414                         p_ptr->regenerate = TRUE;
1415                 }
1416                 if (hex_spelling(HEX_ICE_ARMOR))
1417                 {
1418                         p_ptr->sh_cold = TRUE;
1419                         p_ptr->to_a += 30;
1420                         p_ptr->dis_to_a += 30;
1421                 }
1422                 if (hex_spelling(HEX_SHOCK_CLOAK))
1423                 {
1424                         p_ptr->sh_elec = TRUE;
1425                         new_speed += 3;
1426                 }
1427                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1428                 {
1429                         ARMOUR_CLASS ac = 0;
1430                         o_ptr = &inventory[i];
1431                         if (!o_ptr->k_idx) continue;
1432                         if (!object_is_armour(o_ptr)) continue;
1433                         if (!object_is_cursed(o_ptr)) continue;
1434                         ac += 5;
1435                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1436                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1437                         p_ptr->to_a += (s16b)ac;
1438                         p_ptr->dis_to_a += (s16b)ac;
1439                 }
1440         }
1441
1442         /* Calculate stats */
1443         for (i = 0; i < A_MAX; i++)
1444         {
1445                 int top, use, ind;
1446
1447                 /* Extract the new "stat_use" value for the stat */
1448                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1449
1450                 /* Notice changes */
1451                 if (p_ptr->stat_top[i] != top)
1452                 {
1453                         /* Save the new value */
1454                         p_ptr->stat_top[i] = (s16b)top;
1455                         p_ptr->redraw |= (PR_STATS);
1456                         p_ptr->window |= (PW_PLAYER);
1457                 }
1458
1459
1460                 /* Extract the new "stat_use" value for the stat */
1461                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1462
1463                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1464                 {
1465                         /* 10 to 18/90 charisma, guaranteed, based on level */
1466                         if (use < 8 + 2 * p_ptr->lev)
1467                         {
1468                                 use = 8 + 2 * p_ptr->lev;
1469                         }
1470                 }
1471
1472                 /* Notice changes */
1473                 if (p_ptr->stat_use[i] != use)
1474                 {
1475                         /* Save the new value */
1476                         p_ptr->stat_use[i] = (s16b)use;
1477                         p_ptr->redraw |= (PR_STATS);
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 = &current_floor_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                         case CLASS_WARRIOR:
1961                                 num = 6; wgt = 70; mul = 5; break;
1962
1963                         case CLASS_BERSERKER:
1964                                 num = 6; wgt = 70; mul = 7; break;
1965
1966                         case CLASS_MAGE:
1967                         case CLASS_HIGH_MAGE:
1968                         case CLASS_BLUE_MAGE:
1969                                 num = 3; wgt = 100; mul = 2; break;
1970
1971                         case CLASS_PRIEST:
1972                         case CLASS_MAGIC_EATER:
1973                         case CLASS_MINDCRAFTER:
1974                                 num = 5; wgt = 100; mul = 3; break;
1975
1976                         case CLASS_ROGUE:
1977                                 num = 5; wgt = 40; mul = 3; break;
1978
1979                         case CLASS_RANGER:
1980                                 num = 5; wgt = 70; mul = 4; break;
1981
1982                         case CLASS_PALADIN:
1983                         case CLASS_SAMURAI:
1984                                 num = 5; wgt = 70; mul = 4; break;
1985
1986                         case CLASS_SMITH:
1987                                 num = 5; wgt = 150; mul = 5; break;
1988
1989                         case CLASS_WARRIOR_MAGE:
1990                         case CLASS_RED_MAGE:
1991                                 num = 5; wgt = 70; mul = 3; break;
1992
1993                         case CLASS_CHAOS_WARRIOR:
1994                                 num = 5; wgt = 70; mul = 4; break;
1995
1996                         case CLASS_MONK:
1997                                 num = 5; wgt = 60; mul = 3; break;
1998
1999                         case CLASS_TOURIST:
2000                                 num = 4; wgt = 100; mul = 3; break;
2001
2002                         case CLASS_IMITATOR:
2003                                 num = 5; wgt = 70; mul = 4; break;
2004
2005                         case CLASS_BEASTMASTER:
2006                                 num = 5; wgt = 70; mul = 3; break;
2007
2008                         case CLASS_CAVALRY:
2009                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2010                                 else { num = 5; wgt = 100; mul = 3; }
2011                                 break;
2012
2013                         case CLASS_SORCERER:
2014                                 num = 1; wgt = 1; mul = 1; break;
2015
2016                         case CLASS_ARCHER:
2017                         case CLASS_BARD:
2018                         case CLASS_SNIPER:
2019                                 num = 4; wgt = 70; mul = 2; break;
2020
2021                         case CLASS_FORCETRAINER:
2022                                 num = 4; wgt = 60; mul = 2; break;
2023
2024                         case CLASS_MIRROR_MASTER:
2025                                 num = 3; wgt = 100; mul = 3; break;
2026
2027                         case CLASS_NINJA:
2028                                 num = 4; wgt = 20; mul = 1; break;
2029                         }
2030
2031                         /* Hex - extra mights gives +1 bonus to max blows */
2032                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2033
2034                         /* Enforce a minimum "weight" (tenth pounds) */
2035                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2036
2037                         /* Access the strength vs weight */
2038                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2039
2040                         if (p_ptr->ryoute && !omoi) str_index++;
2041                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2042
2043                         /* Maximal value */
2044                         if (str_index > 11) str_index = 11;
2045
2046                         /* Index by dexterity */
2047                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2048
2049                         /* Maximal value */
2050                         if (dex_index > 11) dex_index = 11;
2051
2052                         /* Use the blows table */
2053                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2054
2055                         /* Maximal value */
2056                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2057
2058                         /* Add in the "bonus blows" */
2059                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2060
2061
2062                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2063                         else if (p_ptr->pclass == CLASS_BERSERKER)
2064                         {
2065                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2066                         }
2067                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2068
2069                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2070
2071                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2072
2073
2074                         /* Require at least one blow */
2075                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2076
2077                         /* Boost digging skill by weapon weight */
2078                         p_ptr->skill_dig += (o_ptr->weight / 10);
2079                 }
2080
2081                 /* Assume okay */
2082                 /* Priest weapon penalty for non-blessed edged weapons */
2083                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2084                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2085                 {
2086                         /* Reduce the real bonuses */
2087                         p_ptr->to_h[i] -= 2;
2088                         p_ptr->to_d[i] -= 2;
2089
2090                         /* Reduce the mental bonuses */
2091                         p_ptr->dis_to_h[i] -= 2;
2092                         p_ptr->dis_to_d[i] -= 2;
2093
2094                         /* Icky weapon */
2095                         p_ptr->icky_wield[i] = TRUE;
2096                 }
2097                 else if (p_ptr->pclass == CLASS_BERSERKER)
2098                 {
2099                         p_ptr->to_h[i] += p_ptr->lev / 5;
2100                         p_ptr->to_d[i] += p_ptr->lev / 6;
2101                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2102                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2103                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2104                         {
2105                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2106                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2107                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2108                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2109                         }
2110                 }
2111                 else if (p_ptr->pclass == CLASS_SORCERER)
2112                 {
2113                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2114                         {
2115                                 /* Reduce the real bonuses */
2116                                 p_ptr->to_h[i] -= 200;
2117                                 p_ptr->to_d[i] -= 200;
2118
2119                                 /* Reduce the mental bonuses */
2120                                 p_ptr->dis_to_h[i] -= 200;
2121                                 p_ptr->dis_to_d[i] -= 200;
2122
2123                                 /* Icky weapon */
2124                                 p_ptr->icky_wield[i] = TRUE;
2125                         }
2126                         else
2127                         {
2128                                 /* Reduce the real bonuses */
2129                                 p_ptr->to_h[i] -= 30;
2130                                 p_ptr->to_d[i] -= 10;
2131
2132                                 /* Reduce the mental bonuses */
2133                                 p_ptr->dis_to_h[i] -= 30;
2134                                 p_ptr->dis_to_d[i] -= 10;
2135                         }
2136                 }
2137                 /* Hex bonuses */
2138                 if (p_ptr->realm1 == REALM_HEX)
2139                 {
2140                         if (object_is_cursed(o_ptr))
2141                         {
2142                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2143                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2144                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2145                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2146                                 if (hex_spelling(HEX_RUNESWORD))
2147                                 {
2148                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2149                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2150                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2151                                 }
2152                         }
2153                 }
2154                 if (p_ptr->riding)
2155                 {
2156                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2157                         {
2158                                 p_ptr->to_h[i] += 15;
2159                                 p_ptr->dis_to_h[i] += 15;
2160                                 p_ptr->to_dd[i] += 2;
2161                         }
2162                         else if (!(have_flag(flgs, TR_RIDING)))
2163                         {
2164                                 int penalty;
2165                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2166                                 {
2167                                         penalty = 5;
2168                                 }
2169                                 else
2170                                 {
2171                                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2172                                         penalty += 30;
2173                                         if (penalty < 30) penalty = 30;
2174                                 }
2175                                 p_ptr->to_h[i] -= (s16b)penalty;
2176                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2177
2178                                 /* Riding weapon */
2179                                 p_ptr->riding_wield[i] = TRUE;
2180                         }
2181                 }
2182         }
2183
2184         if (p_ptr->riding)
2185         {
2186                 int penalty = 0;
2187
2188                 p_ptr->riding_ryoute = FALSE;
2189
2190                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2191                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2192                 {
2193                         switch (p_ptr->pclass)
2194                         {
2195                         case CLASS_MONK:
2196                         case CLASS_FORCETRAINER:
2197                         case CLASS_BERSERKER:
2198                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2199                                         p_ptr->riding_ryoute = TRUE;
2200                                 break;
2201                         }
2202                 }
2203
2204                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2205                 {
2206                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2207                 }
2208                 else
2209                 {
2210                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2211                         penalty += 30;
2212                         if (penalty < 30) penalty = 30;
2213                 }
2214                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2215                 p_ptr->to_h_b -= (s16b)penalty;
2216                 p_ptr->dis_to_h_b -= (s16b)penalty;
2217         }
2218
2219         /* Different calculation for monks with empty hands */
2220         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2221                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2222         {
2223                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2224                 p_ptr->num_blow[0] = 0;
2225
2226                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2227                 {
2228                         if (blow_base > 18) p_ptr->num_blow[0]++;
2229                         if (blow_base > 31) p_ptr->num_blow[0]++;
2230                         if (blow_base > 44) p_ptr->num_blow[0]++;
2231                         if (blow_base > 58) p_ptr->num_blow[0]++;
2232                         if (P_PTR_KI)
2233                         {
2234                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2235                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2236                         }
2237                 }
2238                 else
2239                 {
2240                         if (blow_base > 12) p_ptr->num_blow[0]++;
2241                         if (blow_base > 22) p_ptr->num_blow[0]++;
2242                         if (blow_base > 31) p_ptr->num_blow[0]++;
2243                         if (blow_base > 39) p_ptr->num_blow[0]++;
2244                         if (blow_base > 46) p_ptr->num_blow[0]++;
2245                         if (blow_base > 53) p_ptr->num_blow[0]++;
2246                         if (blow_base > 59) p_ptr->num_blow[0]++;
2247                 }
2248
2249                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2250                         p_ptr->num_blow[0] /= 2;
2251                 else
2252                 {
2253                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2254                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2255
2256                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2257                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2258                 }
2259
2260                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2261                 {
2262                         p_ptr->to_a -= 40;
2263                         p_ptr->dis_to_a -= 40;
2264
2265                 }
2266                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2267                 {
2268                         p_ptr->to_a -= 50;
2269                         p_ptr->dis_to_a -= 50;
2270                         p_ptr->resist_acid = TRUE;
2271                         p_ptr->resist_fire = TRUE;
2272                         p_ptr->resist_elec = TRUE;
2273                         p_ptr->resist_cold = TRUE;
2274                         p_ptr->resist_pois = TRUE;
2275                         p_ptr->sh_fire = TRUE;
2276                         p_ptr->sh_elec = TRUE;
2277                         p_ptr->sh_cold = TRUE;
2278                         p_ptr->levitation = TRUE;
2279                 }
2280                 else if (p_ptr->special_defense & KAMAE_GENBU)
2281                 {
2282                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2283                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2284                         p_ptr->reflect = TRUE;
2285                         p_ptr->num_blow[0] -= 2;
2286                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2287                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2288                 }
2289                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2290                 {
2291                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2292                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2293
2294                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2295                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2296                         p_ptr->num_blow[0] /= 2;
2297                         p_ptr->levitation = TRUE;
2298                 }
2299
2300                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2301         }
2302
2303         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2304
2305         monk_armour_aux = FALSE;
2306
2307         if (heavy_armor())
2308         {
2309                 monk_armour_aux = TRUE;
2310         }
2311
2312         for (i = 0; i < 2; i++)
2313         {
2314                 if (has_melee_weapon(INVEN_RARM + i))
2315                 {
2316                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2317                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2318
2319                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2320                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2321                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2322                         {
2323                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2324                                 {
2325                                         p_ptr->to_h[i] -= 40;
2326                                         p_ptr->dis_to_h[i] -= 40;
2327                                         p_ptr->icky_wield[i] = TRUE;
2328                                 }
2329                         }
2330                         else if (p_ptr->pclass == CLASS_NINJA)
2331                         {
2332                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2333                                 {
2334                                         p_ptr->to_h[i] -= 40;
2335                                         p_ptr->dis_to_h[i] -= 40;
2336                                         p_ptr->icky_wield[i] = TRUE;
2337                                         p_ptr->num_blow[i] /= 2;
2338                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2339                                 }
2340                         }
2341                 }
2342         }
2343
2344         /* Maximum speed is (+99). (internally it's 110 + 99) */
2345         /* Temporary lightspeed forces to be maximum speed */
2346         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2347         {
2348                 new_speed = 209;
2349         }
2350
2351         /* Minimum speed is (-99). (internally it's 110 - 99) */
2352         if (new_speed < 11) new_speed = 11;
2353
2354         /* Display the speed (if needed) */
2355         if (p_ptr->pspeed != (byte)new_speed)
2356         {
2357                 p_ptr->pspeed = (byte)new_speed;
2358                 p_ptr->redraw |= (PR_SPEED);
2359         }
2360
2361         if (yoiyami)
2362         {
2363                 if (p_ptr->to_a > (0 - p_ptr->ac))
2364                         p_ptr->to_a = 0 - p_ptr->ac;
2365                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2366                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2367         }
2368
2369         /* Redraw armor (if needed) */
2370         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2371         {
2372                 p_ptr->redraw |= (PR_ARMOR);
2373                 p_ptr->window |= (PW_PLAYER);
2374         }
2375
2376         if (p_ptr->ryoute && !omoi)
2377         {
2378                 int bonus_to_h = 0, bonus_to_d = 0;
2379                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2380                 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);
2381
2382                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2383                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2384                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2385                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2386         }
2387
2388         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;
2389
2390         /* Affect Skill -- stealth (bonus one) */
2391         p_ptr->skill_stl += 1;
2392
2393         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2394
2395         /* Affect Skill -- disarming (DEX and INT) */
2396         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2397         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2398
2399         /* Affect Skill -- magic devices (INT) */
2400         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2401
2402         /* Affect Skill -- saving throw (WIS) */
2403         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2404
2405         /* Affect Skill -- digging (STR) */
2406         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2407
2408         /* Affect Skill -- disarming (Level, by Class) */
2409         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2410
2411         /* Affect Skill -- magic devices (Level, by Class) */
2412         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2413
2414         /* Affect Skill -- saving throw (Level, by Class) */
2415         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2416
2417         /* Affect Skill -- stealth (Level, by Class) */
2418         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2419
2420         /* Affect Skill -- search ability (Level, by Class) */
2421         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2422
2423         /* Affect Skill -- search frequency (Level, by Class) */
2424         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2425
2426         /* Affect Skill -- combat (normal) (Level, by Class) */
2427         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2428
2429         /* Affect Skill -- combat (shooting) (Level, by Class) */
2430         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2431
2432         /* Affect Skill -- combat (throwing) (Level, by Class) */
2433         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2434
2435
2436         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2437         {
2438                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2439                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2440         }
2441
2442         /* Limit Skill -- stealth from 0 to 30 */
2443         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2444         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2445
2446         /* Limit Skill -- digging from 1 up */
2447         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2448
2449         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2450
2451         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2452
2453         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;
2454
2455         if (down_saving) p_ptr->skill_sav /= 2;
2456
2457         /* Hack -- Each elemental immunity includes resistance */
2458         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2459         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2460         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2461         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2462
2463
2464         /* Hack -- handle "xtra" mode */
2465         if (character_xtra) return;
2466
2467         /* Take note when "heavy bow" changes */
2468         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2469         {
2470                 if (p_ptr->heavy_shoot)
2471                 {
2472                         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."));
2473                 }
2474                 else if (inventory[INVEN_BOW].k_idx)
2475                 {
2476                         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."));
2477                 }
2478                 else
2479                 {
2480                         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."));
2481                 }
2482
2483                 /* Save it */
2484                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2485         }
2486
2487         for (i = 0; i < 2; i++)
2488         {
2489                 /* Take note when "heavy weapon" changes */
2490                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2491                 {
2492                         if (p_ptr->heavy_wield[i])
2493                         {
2494                                 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."));
2495                         }
2496                         else if (has_melee_weapon(INVEN_RARM + i))
2497                         {
2498                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2499                         }
2500                         else if (p_ptr->heavy_wield[1 - i])
2501                         {
2502                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2503                         }
2504                         else
2505                         {
2506                                 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."));
2507                         }
2508
2509                         /* Save it */
2510                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2511                 }
2512
2513                 /* Take note when "heavy weapon" changes */
2514                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2515                 {
2516                         if (p_ptr->riding_wield[i])
2517                         {
2518                                 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."));
2519                         }
2520                         else if (!p_ptr->riding)
2521                         {
2522                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2523                         }
2524                         else if (has_melee_weapon(INVEN_RARM + i))
2525                         {
2526                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2527                         }
2528                         /* Save it */
2529                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2530                 }
2531
2532                 /* Take note when "illegal weapon" changes */
2533                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2534                 {
2535                         if (p_ptr->icky_wield[i])
2536                         {
2537                                 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."));
2538                                 if (is_loading_now)
2539                                 {
2540                                         chg_virtue(V_FAITH, -1);
2541                                 }
2542                         }
2543                         else if (has_melee_weapon(INVEN_RARM + i))
2544                         {
2545                                 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."));
2546                         }
2547                         else
2548                         {
2549                                 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."));
2550                         }
2551
2552                         /* Save it */
2553                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2554                 }
2555         }
2556
2557         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2558         {
2559                 if (p_ptr->riding_ryoute)
2560                 {
2561 #ifdef JP
2562                         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" : "");
2563 #else
2564                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2565 #endif
2566                 }
2567                 else
2568                 {
2569 #ifdef JP
2570                         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" : "");
2571 #else
2572                         msg_print("You began to control riding pet with one hand.");
2573 #endif
2574                 }
2575
2576                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2577         }
2578
2579         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2580         {
2581                 if (heavy_armor())
2582                 {
2583                         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."));
2584                         if (is_loading_now)
2585                         {
2586                                 chg_virtue(V_HARMONY, -1);
2587                         }
2588                 }
2589                 else
2590                 {
2591                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2592                 }
2593
2594                 monk_notify_aux = monk_armour_aux;
2595         }
2596
2597         for (i = 0; i < INVEN_PACK; i++)
2598         {
2599 #if 0
2600                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2601                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2602 #endif
2603                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2604                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2605         }
2606
2607         for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2608         {
2609                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
2610                 next_o_idx = o_ptr->next_o_idx;
2611
2612 #if 0
2613                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2614                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2615 #endif
2616                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2617                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2618         }
2619
2620         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2621 #if 0
2622         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2623         {
2624                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2625                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2626         }
2627
2628         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)))
2629         {
2630                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2631                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2632         }
2633 #endif
2634         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2635         {
2636                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2637                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2638         }
2639
2640         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2641         {
2642                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2643                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2644         }
2645 }
2646
2647
2648 static void calc_alignment(void)
2649 {
2650         MONSTER_IDX m_idx;
2651         p_ptr->align = 0;
2652         int i, j, neutral[2];
2653
2654         for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2655         {
2656                 monster_type *m_ptr;
2657                 monster_race *r_ptr;
2658                 m_ptr = &current_floor_ptr->m_list[m_idx];
2659                 if (!monster_is_valid(m_ptr)) continue;
2660                 r_ptr = &r_info[m_ptr->r_idx];
2661
2662                 if (is_pet(m_ptr))
2663                 {
2664                         if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2665                         if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2666                 }
2667         }
2668
2669         if (p_ptr->mimic_form)
2670         {
2671                 switch (p_ptr->mimic_form)
2672                 {
2673                 case MIMIC_DEMON:
2674                         p_ptr->align -= 200;
2675                         break;
2676                 case MIMIC_DEMON_LORD:
2677                         p_ptr->align -= 200;
2678                         break;
2679                 }
2680         }
2681         else
2682         {
2683                 switch (p_ptr->prace)
2684                 {
2685                 case RACE_ANGEL:
2686                         p_ptr->align += 200;
2687                         break;
2688                 case RACE_DEMON:
2689                         p_ptr->align -= 200;
2690                         break;
2691                 }
2692         }
2693
2694         for (i = 0; i < 2; i++)
2695         {
2696                 if (has_melee_weapon(INVEN_RARM + i))
2697                 {
2698                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2699                 }
2700         }
2701
2702         /* Determine player alignment */
2703         for (i = 0, j = 0; i < 8; i++)
2704         {
2705                 switch (p_ptr->vir_types[i])
2706                 {
2707                 case V_JUSTICE:
2708                         p_ptr->align += p_ptr->virtues[i] * 2;
2709                         break;
2710                 case V_CHANCE:
2711                         /* Do nothing */
2712                         break;
2713                 case V_NATURE:
2714                 case V_HARMONY:
2715                         neutral[j++] = i;
2716                         break;
2717                 case V_UNLIFE:
2718                         p_ptr->align -= p_ptr->virtues[i];
2719                         break;
2720                 default:
2721                         p_ptr->align += p_ptr->virtues[i];
2722                         break;
2723                 }
2724         }
2725
2726         for (i = 0; i < j; i++)
2727         {
2728                 if (p_ptr->align > 0)
2729                 {
2730                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2731                         if (p_ptr->align < 0) p_ptr->align = 0;
2732                 }
2733                 else if (p_ptr->align < 0)
2734                 {
2735                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2736                         if (p_ptr->align > 0) p_ptr->align = 0;
2737                 }
2738         }
2739 }
2740
2741 /*!
2742  * @brief プレイヤーの最大HPを計算する /
2743  * Calculate the players (maximal) hit points
2744  * Adjust current hitpoints if necessary
2745  * @return なし
2746  * @details
2747  */
2748 static void calc_hitpoints(void)
2749 {
2750         int bonus, mhp;
2751         byte tmp_hitdie;
2752
2753         /* Un-inflate "half-hitpoint bonus per level" value */
2754         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2755
2756         /* Calculate hitpoints */
2757         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2758
2759         if (p_ptr->mimic_form)
2760         {
2761                 if (p_ptr->pclass == CLASS_SORCERER)
2762                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2763                 else
2764                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2765                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2766         }
2767
2768         if (p_ptr->pclass == CLASS_SORCERER)
2769         {
2770                 if (p_ptr->lev < 30)
2771                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2772                 else
2773                         mhp = (mhp * 75 / 100);
2774                 bonus = (bonus * 65 / 100);
2775         }
2776
2777         mhp += bonus;
2778
2779         if (p_ptr->pclass == CLASS_BERSERKER)
2780         {
2781                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2782         }
2783
2784         /* Always have at least one hitpoint per level */
2785         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2786
2787         /* Factor in the hero / superhero settings */
2788         if (IS_HERO()) mhp += 10;
2789         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2790         if (p_ptr->tsuyoshi) mhp += 50;
2791
2792         /* Factor in the hex spell settings */
2793         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2794         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2795
2796         /* New maximum hitpoints */
2797         if (p_ptr->mhp != mhp)
2798         {
2799                 /* Enforce maximum */
2800                 if (p_ptr->chp >= mhp)
2801                 {
2802                         p_ptr->chp = mhp;
2803                         p_ptr->chp_frac = 0;
2804                 }
2805
2806 #ifdef JP
2807                 /* レベルアップの時は上昇量を表示する */
2808                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2809                 {
2810                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2811                 }
2812 #endif
2813                 /* Save the new max-hitpoints */
2814                 p_ptr->mhp = mhp;
2815
2816                 /* Display hitpoints (later) */
2817                 p_ptr->redraw |= (PR_HP);
2818
2819                 p_ptr->window |= (PW_PLAYER);
2820         }
2821 }
2822
2823 /*!
2824  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2825  * @return なし
2826  * @details
2827  * SWD: Experimental modification: multiple light sources have additive effect.
2828  */
2829 static void calc_torch(void)
2830 {
2831         int i, rad;
2832         object_type *o_ptr;
2833         BIT_FLAGS flgs[TR_FLAG_SIZE];
2834
2835         /* Assume no light */
2836         p_ptr->cur_lite = 0;
2837
2838         /* Loop through all wielded items */
2839         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2840         {
2841                 o_ptr = &inventory[i];
2842                 /* Skip empty slots */
2843                 if (!o_ptr->k_idx) continue;
2844
2845                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2846
2847                 /* Need Fuels */
2848                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2849                 {
2850                         if (o_ptr->tval == TV_LITE)
2851                         {
2852                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2853                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2854                         }
2855                 }
2856                 object_flags(o_ptr, flgs);
2857
2858                 /* calc the lite_radius */
2859
2860                 rad = 0;
2861                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2862                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2863                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2864                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2865                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2866                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2867                 p_ptr->cur_lite += (s16b)rad;
2868         }
2869
2870         /* max radius is 14 (was 5) without rewriting other code -- */
2871         /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2872         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2873                 p_ptr->cur_lite = 1;
2874
2875         /*
2876          * check if the player doesn't have light radius,
2877          * but does weakly glow as an intrinsic.
2878          */
2879         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2880
2881         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2882         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2883
2884         /* end experimental mods */
2885
2886         /* Notice changes in the "lite radius" */
2887         if (p_ptr->old_lite != p_ptr->cur_lite)
2888         {
2889                 /* Hack -- PU_MON_LITE for monsters' darkness */
2890                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2891
2892                 /* Remember the old lite */
2893                 p_ptr->old_lite = p_ptr->cur_lite;
2894
2895                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2896                         set_superstealth(FALSE);
2897         }
2898 }
2899
2900 /*!
2901  * @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。 /
2902  * Calculate number of spells player should have, and forget,
2903  * or remember, spells until that number is properly reflected.
2904  * @return なし
2905  * @details
2906  * Note that this function induces various "status" messages,
2907  * which must be bypasses until the character is created.
2908  */
2909 static void calc_spells(void)
2910 {
2911         int i, j, k, levels;
2912         int num_allowed;
2913         int num_boukyaku = 0;
2914
2915         const magic_type        *s_ptr;
2916         REALM_IDX which;
2917         int bonus = 0;
2918
2919
2920         concptr p;
2921
2922         /* Hack -- must be literate */
2923         if (!mp_ptr->spell_book) return;
2924
2925         /* Hack -- wait for creation */
2926         if (!character_generated) return;
2927
2928         /* Hack -- handle "xtra" mode */
2929         if (character_xtra) return;
2930
2931         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2932         {
2933                 p_ptr->new_spells = 0;
2934                 return;
2935         }
2936
2937         p = spell_category_name(mp_ptr->spell_book);
2938
2939         /* Determine the number of spells allowed */
2940         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2941
2942         /* Hack -- no negative spells */
2943         if (levels < 0) levels = 0;
2944
2945         /* Extract total allowed spells */
2946         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2947
2948         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2949         {
2950                 bonus = 4;
2951         }
2952         if (p_ptr->pclass == CLASS_SAMURAI)
2953         {
2954                 num_allowed = 32;
2955         }
2956         else if (p_ptr->realm2 == REALM_NONE)
2957         {
2958                 num_allowed = (num_allowed + 1) / 2;
2959                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2960         }
2961         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2962         {
2963                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2964         }
2965         else
2966         {
2967                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2968         }
2969
2970         /* Count the number of spells we know */
2971         for (j = 0; j < 64; j++)
2972         {
2973                 /* Count known spells */
2974                 if ((j < 32) ?
2975                         (p_ptr->spell_forgotten1 & (1L << j)) :
2976                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2977                 {
2978                         num_boukyaku++;
2979                 }
2980         }
2981
2982         /* See how many spells we must forget or may learn */
2983         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2984
2985         /* Forget spells which are too hard */
2986         for (i = 63; i >= 0; i--)
2987         {
2988                 /* Efficiency -- all done */
2989                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2990
2991                 /* Access the spell */
2992                 j = p_ptr->spell_order[i];
2993
2994                 /* Skip non-spells */
2995                 if (j >= 99) continue;
2996
2997
2998                 /* Get the spell */
2999                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3000                 {
3001                         if (j < 32)
3002                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3003                         else
3004                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3005                 }
3006                 else if (j < 32)
3007                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3008                 else
3009                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3010
3011                 /* Skip spells we are allowed to know */
3012                 if (s_ptr->slevel <= p_ptr->lev) continue;
3013
3014                 /* Is it known? */
3015                 if ((j < 32) ?
3016                         (p_ptr->spell_learned1 & (1L << j)) :
3017                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3018                 {
3019                         /* Mark as forgotten */
3020                         if (j < 32)
3021                         {
3022                                 p_ptr->spell_forgotten1 |= (1L << j);
3023                                 which = p_ptr->realm1;
3024                         }
3025                         else
3026                         {
3027                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3028                                 which = p_ptr->realm2;
3029                         }
3030
3031                         /* No longer known */
3032                         if (j < 32)
3033                         {
3034                                 p_ptr->spell_learned1 &= ~(1L << j);
3035                                 which = p_ptr->realm1;
3036                         }
3037                         else
3038                         {
3039                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3040                                 which = p_ptr->realm2;
3041                         }
3042
3043 #ifdef JP
3044                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3045 #else
3046                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3047 #endif
3048
3049
3050                         /* One more can be learned */
3051                         p_ptr->new_spells++;
3052                 }
3053         }
3054
3055
3056         /* Forget spells if we know too many spells */
3057         for (i = 63; i >= 0; i--)
3058         {
3059                 /* Stop when possible */
3060                 if (p_ptr->new_spells >= 0) break;
3061
3062                 /* Efficiency -- all done */
3063                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3064
3065                 /* Get the (i+1)th spell learned */
3066                 j = p_ptr->spell_order[i];
3067
3068                 /* Skip unknown spells */
3069                 if (j >= 99) continue;
3070
3071                 /* Forget it (if learned) */
3072                 if ((j < 32) ?
3073                         (p_ptr->spell_learned1 & (1L << j)) :
3074                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3075                 {
3076                         /* Mark as forgotten */
3077                         if (j < 32)
3078                         {
3079                                 p_ptr->spell_forgotten1 |= (1L << j);
3080                                 which = p_ptr->realm1;
3081                         }
3082                         else
3083                         {
3084                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3085                                 which = p_ptr->realm2;
3086                         }
3087
3088                         /* No longer known */
3089                         if (j < 32)
3090                         {
3091                                 p_ptr->spell_learned1 &= ~(1L << j);
3092                                 which = p_ptr->realm1;
3093                         }
3094                         else
3095                         {
3096                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3097                                 which = p_ptr->realm2;
3098                         }
3099
3100 #ifdef JP
3101                         msg_format("%sの%sを忘れてしまった。",
3102                                 do_spell(which, j % 32, SPELL_NAME), p);
3103 #else
3104                         msg_format("You have forgotten the %s of %s.", p,
3105                                 do_spell(which, j % 32, SPELL_NAME));
3106 #endif
3107
3108
3109                         /* One more can be learned */
3110                         p_ptr->new_spells++;
3111                 }
3112         }
3113
3114
3115         /* Check for spells to remember */
3116         for (i = 0; i < 64; i++)
3117         {
3118                 /* None left to remember */
3119                 if (p_ptr->new_spells <= 0) break;
3120
3121                 /* Efficiency -- all done */
3122                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3123
3124                 /* Get the next spell we learned */
3125                 j = p_ptr->spell_order[i];
3126
3127                 /* Skip unknown spells */
3128                 if (j >= 99) break;
3129
3130                 /* Access the spell */
3131                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3132                 {
3133                         if (j < 32)
3134                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3135                         else
3136                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3137                 }
3138                 else if (j < 32)
3139                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3140                 else
3141                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3142
3143                 /* Skip spells we cannot remember */
3144                 if (s_ptr->slevel > p_ptr->lev) continue;
3145
3146                 /* First set of spells */
3147                 if ((j < 32) ?
3148                         (p_ptr->spell_forgotten1 & (1L << j)) :
3149                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3150                 {
3151                         /* No longer forgotten */
3152                         if (j < 32)
3153                         {
3154                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3155                                 which = p_ptr->realm1;
3156                         }
3157                         else
3158                         {
3159                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3160                                 which = p_ptr->realm2;
3161                         }
3162
3163                         /* Known once more */
3164                         if (j < 32)
3165                         {
3166                                 p_ptr->spell_learned1 |= (1L << j);
3167                                 which = p_ptr->realm1;
3168                         }
3169                         else
3170                         {
3171                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3172                                 which = p_ptr->realm2;
3173                         }
3174
3175 #ifdef JP
3176                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3177 #else
3178                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3179 #endif
3180
3181
3182                         /* One less can be learned */
3183                         p_ptr->new_spells--;
3184                 }
3185         }
3186
3187         k = 0;
3188
3189         if (p_ptr->realm2 == REALM_NONE)
3190         {
3191                 /* Count spells that can be learned */
3192                 for (j = 0; j < 32; j++)
3193                 {
3194                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3195                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3196
3197                         /* Skip spells we cannot remember */
3198                         if (s_ptr->slevel > p_ptr->lev) continue;
3199
3200                         /* Skip spells we already know */
3201                         if (p_ptr->spell_learned1 & (1L << j))
3202                         {
3203                                 continue;
3204                         }
3205
3206                         /* Count it */
3207                         k++;
3208                 }
3209                 if (k > 32) k = 32;
3210                 if ((p_ptr->new_spells > k) &&
3211                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3212                 {
3213                         p_ptr->new_spells = (s16b)k;
3214                 }
3215         }
3216
3217         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3218
3219         /* Spell count changed */
3220         if (p_ptr->old_spells != p_ptr->new_spells)
3221         {
3222                 /* Message if needed */
3223                 if (p_ptr->new_spells)
3224                 {
3225 #ifdef JP
3226                         if (p_ptr->new_spells < 10) {
3227                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3228                         }
3229                         else {
3230                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3231                         }
3232 #else
3233                         msg_format("You can learn %d more %s%s.",
3234                                 p_ptr->new_spells, p,
3235                                 (p_ptr->new_spells != 1) ? "s" : "");
3236 #endif
3237
3238                 }
3239
3240                 /* Save the new_spells value */
3241                 p_ptr->old_spells = p_ptr->new_spells;
3242
3243                 /* Redraw Study Status */
3244                 p_ptr->redraw |= (PR_STUDY);
3245
3246                 /* Redraw object recall */
3247                 p_ptr->window |= (PW_OBJECT);
3248         }
3249 }
3250
3251 /*!
3252  * @brief プレイヤーの最大MPを計算する /
3253  * Calculate maximum mana.  You do not need to know any spells.
3254  * Note that mana is lowered by heavy (or inappropriate) armor.
3255  * @return なし
3256  * @details
3257  * This function induces status messages.
3258  */
3259 static void calc_mana(void)
3260 {
3261         int msp, levels, cur_wgt, max_wgt;
3262
3263         object_type *o_ptr;
3264
3265
3266         /* Hack -- Must be literate */
3267         if (!mp_ptr->spell_book) return;
3268
3269         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3270                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3271                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3272         {
3273                 levels = p_ptr->lev;
3274         }
3275         else
3276         {
3277                 if (mp_ptr->spell_first > p_ptr->lev)
3278                 {
3279                         /* Save new mana */
3280                         p_ptr->msp = 0;
3281
3282                         /* Display mana later */
3283                         p_ptr->redraw |= (PR_MANA);
3284                         return;
3285                 }
3286
3287                 /* Extract "effective" player level */
3288                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3289         }
3290
3291         if (p_ptr->pclass == CLASS_SAMURAI)
3292         {
3293                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3294                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3295         }
3296         else
3297         {
3298                 /* Extract total mana */
3299                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3300
3301                 /* Hack -- usually add one mana */
3302                 if (msp) msp++;
3303
3304                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3305
3306                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3307
3308                 /* Hack: High mages have a 25% mana bonus */
3309                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3310
3311                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3312         }
3313
3314         /* Only mages are affected */
3315         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3316         {
3317                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3318
3319                 /* Assume player is not encumbered by gloves */
3320                 p_ptr->cumber_glove = FALSE;
3321
3322                 /* Get the gloves */
3323                 o_ptr = &inventory[INVEN_HANDS];
3324
3325                 /* Examine the gloves */
3326                 object_flags(o_ptr, flgs);
3327
3328                 /* Normal gloves hurt mage-type spells */
3329                 if (o_ptr->k_idx &&
3330                         !(have_flag(flgs, TR_FREE_ACT)) &&
3331                         !(have_flag(flgs, TR_DEC_MANA)) &&
3332                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3333                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3334                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3335                 {
3336                         /* Encumbered */
3337                         p_ptr->cumber_glove = TRUE;
3338
3339                         /* Reduce mana */
3340                         msp = (3 * msp) / 4;
3341                 }
3342         }
3343
3344
3345         /* Assume player not encumbered by armor */
3346         p_ptr->cumber_armor = FALSE;
3347
3348         /* Weigh the armor */
3349         cur_wgt = 0;
3350         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3351         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3352         cur_wgt += inventory[INVEN_BODY].weight;
3353         cur_wgt += inventory[INVEN_HEAD].weight;
3354         cur_wgt += inventory[INVEN_OUTER].weight;
3355         cur_wgt += inventory[INVEN_HANDS].weight;
3356         cur_wgt += inventory[INVEN_FEET].weight;
3357
3358         /* Subtract a percentage of maximum mana. */
3359         switch (p_ptr->pclass)
3360         {
3361                 /* For these classes, mana is halved if armour
3362                  * is 30 pounds over their weight limit. */
3363         case CLASS_MAGE:
3364         case CLASS_HIGH_MAGE:
3365         case CLASS_BLUE_MAGE:
3366         case CLASS_MONK:
3367         case CLASS_FORCETRAINER:
3368         case CLASS_SORCERER:
3369         {
3370                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3371                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3372                 break;
3373         }
3374
3375         /* Mana halved if armour is 40 pounds over weight limit. */
3376         case CLASS_PRIEST:
3377         case CLASS_BARD:
3378         case CLASS_TOURIST:
3379         {
3380                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3381                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3382                 break;
3383         }
3384
3385         case CLASS_MINDCRAFTER:
3386         case CLASS_BEASTMASTER:
3387         case CLASS_MIRROR_MASTER:
3388         {
3389                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3390                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3391                 break;
3392         }
3393
3394         /* Mana halved if armour is 50 pounds over weight limit. */
3395         case CLASS_ROGUE:
3396         case CLASS_RANGER:
3397         case CLASS_RED_MAGE:
3398         case CLASS_WARRIOR_MAGE:
3399         {
3400                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3401                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3402                 break;
3403         }
3404
3405         /* Mana halved if armour is 60 pounds over weight limit. */
3406         case CLASS_PALADIN:
3407         case CLASS_CHAOS_WARRIOR:
3408         {
3409                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3410                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3411                 break;
3412         }
3413
3414         /* For new classes created, but not yet added to this formula. */
3415         default:
3416         {
3417                 break;
3418         }
3419         }
3420
3421         /* Determine the weight allowance */
3422         max_wgt = mp_ptr->spell_weight;
3423
3424         /* Heavy armor penalizes mana by a percentage.  -LM- */
3425         if ((cur_wgt - max_wgt) > 0)
3426         {
3427                 /* Encumbered */
3428                 p_ptr->cumber_armor = TRUE;
3429
3430                 /* Subtract a percentage of maximum mana. */
3431                 switch (p_ptr->pclass)
3432                 {
3433                         /* For these classes, mana is halved if armour
3434                          * is 30 pounds over their weight limit. */
3435                 case CLASS_MAGE:
3436                 case CLASS_HIGH_MAGE:
3437                 case CLASS_BLUE_MAGE:
3438                 {
3439                         msp -= msp * (cur_wgt - max_wgt) / 600;
3440                         break;
3441                 }
3442
3443                 /* Mana halved if armour is 40 pounds over weight limit. */
3444                 case CLASS_PRIEST:
3445                 case CLASS_MINDCRAFTER:
3446                 case CLASS_BEASTMASTER:
3447                 case CLASS_BARD:
3448                 case CLASS_FORCETRAINER:
3449                 case CLASS_TOURIST:
3450                 case CLASS_MIRROR_MASTER:
3451                 {
3452                         msp -= msp * (cur_wgt - max_wgt) / 800;
3453                         break;
3454                 }
3455
3456                 case CLASS_SORCERER:
3457                 {
3458                         msp -= msp * (cur_wgt - max_wgt) / 900;
3459                         break;
3460                 }
3461
3462                 /* Mana halved if armour is 50 pounds over weight limit. */
3463                 case CLASS_ROGUE:
3464                 case CLASS_RANGER:
3465                 case CLASS_MONK:
3466                 case CLASS_RED_MAGE:
3467                 {
3468                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3469                         break;
3470                 }
3471
3472                 /* Mana halved if armour is 60 pounds over weight limit. */
3473                 case CLASS_PALADIN:
3474                 case CLASS_CHAOS_WARRIOR:
3475                 case CLASS_WARRIOR_MAGE:
3476                 {
3477                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3478                         break;
3479                 }
3480
3481                 case CLASS_SAMURAI:
3482                 {
3483                         p_ptr->cumber_armor = FALSE;
3484                         break;
3485                 }
3486
3487                 /* For new classes created, but not yet added to this formula. */
3488                 default:
3489                 {
3490                         msp -= msp * (cur_wgt - max_wgt) / 800;
3491                         break;
3492                 }
3493                 }
3494         }
3495
3496         /* Mana can never be negative */
3497         if (msp < 0) msp = 0;
3498
3499
3500         /* Maximum mana has changed */
3501         if (p_ptr->msp != msp)
3502         {
3503                 /* Enforce maximum */
3504                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3505                 {
3506                         p_ptr->csp = msp;
3507                         p_ptr->csp_frac = 0;
3508                 }
3509
3510 #ifdef JP
3511                 /* レベルアップの時は上昇量を表示する */
3512                 if ((level_up == 1) && (msp > p_ptr->msp))
3513                 {
3514                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3515                 }
3516 #endif
3517                 /* Save new mana */
3518                 p_ptr->msp = msp;
3519
3520                 /* Display mana later */
3521                 p_ptr->redraw |= (PR_MANA);
3522
3523                 p_ptr->window |= (PW_PLAYER);
3524                 p_ptr->window |= (PW_SPELL);
3525         }
3526
3527
3528         /* Hack -- handle "xtra" mode */
3529         if (character_xtra) return;
3530
3531         /* Take note when "glove state" changes */
3532         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3533         {
3534                 if (p_ptr->cumber_glove)
3535                 {
3536                         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."));
3537                 }
3538                 else
3539                 {
3540                         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."));
3541                 }
3542
3543                 /* Save it */
3544                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3545         }
3546
3547
3548         /* Take note when "armor state" changes */
3549         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3550         {
3551                 if (p_ptr->cumber_armor)
3552                 {
3553                         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."));
3554                 }
3555                 else
3556                 {
3557                         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."));
3558                 }
3559
3560                 /* Save it */
3561                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3562         }
3563 }
3564
3565 /*!
3566  * @brief 装備中の射撃武器の威力倍率を返す /
3567  * calcurate the fire rate of target object
3568  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3569  * @return 射撃倍率の値(100で1.00倍)
3570  */
3571 s16b calc_num_fire(object_type *o_ptr)
3572 {
3573         int extra_shots = 0;
3574         int i;
3575         int num = 0;
3576         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3577         object_type *q_ptr;
3578         BIT_FLAGS flgs[TR_FLAG_SIZE];
3579
3580         /* Scan the usable inventory */
3581         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3582         {
3583                 q_ptr = &inventory[i];
3584
3585                 /* Skip non-objects */
3586                 if (!q_ptr->k_idx) continue;
3587
3588                 /* Do not apply current equip */
3589                 if (i == INVEN_BOW) continue;
3590
3591                 /* Extract the item flags */
3592                 object_flags(q_ptr, flgs);
3593
3594                 /* Boost shots */
3595                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3596         }
3597
3598         object_flags(o_ptr, flgs);
3599         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3600
3601         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3602         {
3603                 num = 100;
3604                 /* Extra shots */
3605                 num += (extra_shots * 100);
3606
3607                 /* Hack -- Rangers love Bows */
3608                 if ((p_ptr->pclass == CLASS_RANGER) &&
3609                         (tval_ammo == TV_ARROW))
3610                 {
3611                         num += (p_ptr->lev * 4);
3612                 }
3613
3614                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3615                         (tval_ammo == TV_ARROW))
3616                 {
3617                         num += (p_ptr->lev * 3);
3618                 }
3619
3620                 if (p_ptr->pclass == CLASS_ARCHER)
3621                 {
3622                         if (tval_ammo == TV_ARROW)
3623                                 num += ((p_ptr->lev * 5) + 50);
3624                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3625                                 num += (p_ptr->lev * 4);
3626                 }
3627
3628                 /*
3629                  * Addendum -- also "Reward" high level warriors,
3630                  * with _any_ missile weapon -- TY
3631                  */
3632                 if (p_ptr->pclass == CLASS_WARRIOR &&
3633                         (tval_ammo <= TV_BOLT) &&
3634                         (tval_ammo >= TV_SHOT))
3635                 {
3636                         num += (p_ptr->lev * 2);
3637                 }
3638                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3639                         (tval_ammo == TV_SHOT))
3640                 {
3641                         num += (p_ptr->lev * 4);
3642                 }
3643         }
3644         return (s16b)num;
3645 }
3646
3647 /*!
3648  * @brief プレイヤーの所持重量制限を計算する /
3649  * Computes current weight limit.
3650  * @return 制限重量(ポンド)
3651  */
3652 WEIGHT weight_limit(void)
3653 {
3654         WEIGHT i;
3655
3656         /* Weight limit based only on strength */
3657         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3658         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3659
3660         /* Return the result */
3661         return i;
3662 }
3663
3664 /*!
3665  * @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 /
3666  * @param i 判定する手のID(右手:0 左手:1)
3667  * @return 持っているならばTRUE
3668  */
3669 bool has_melee_weapon(int i)
3670 {
3671         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3672 }
3673
3674 /*!
3675  * @brief プレイヤーの現在開いている手の状態を返す
3676  * @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。
3677  * @return 開いている手のビットフラグ
3678  */
3679 BIT_FLAGS16 empty_hands(bool riding_control)
3680 {
3681         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3682
3683         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3684         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3685
3686         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3687         {
3688                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3689                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3690         }
3691
3692         return status;
3693 }
3694
3695
3696 /*!
3697  * @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。
3698  * @return ペナルティが適用されるならばTRUE。
3699  */
3700 bool heavy_armor(void)
3701 {
3702         WEIGHT monk_arm_wgt = 0;
3703
3704         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3705
3706         /* Weight the armor */
3707         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3708         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3709         monk_arm_wgt += inventory[INVEN_BODY].weight;
3710         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3711         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3712         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3713         monk_arm_wgt += inventory[INVEN_FEET].weight;
3714
3715         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3716 }
3717
3718 /*!
3719  * @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"
3720  * @return なし
3721  * @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。
3722  */
3723 void update_creature(player_type *creature_ptr)
3724 {
3725         if (!creature_ptr->update) return;
3726
3727         /* Actually do auto-destroy */
3728         if (creature_ptr->update & (PU_AUTODESTROY))
3729         {
3730                 creature_ptr->update &= ~(PU_AUTODESTROY);
3731                 autopick_delayed_alter();
3732         }
3733         if (creature_ptr->update & (PU_COMBINE))
3734         {
3735                 creature_ptr->update &= ~(PU_COMBINE);
3736                 combine_pack();
3737         }
3738
3739         /* Reorder the pack */
3740         if (creature_ptr->update & (PU_REORDER))
3741         {
3742                 creature_ptr->update &= ~(PU_REORDER);
3743                 reorder_pack();
3744         }
3745
3746         if (creature_ptr->update & (PU_BONUS))
3747         {
3748                 creature_ptr->update &= ~(PU_BONUS);
3749                 calc_alignment();
3750                 calc_bonuses();
3751         }
3752
3753         if (creature_ptr->update & (PU_TORCH))
3754         {
3755                 creature_ptr->update &= ~(PU_TORCH);
3756                 calc_torch();
3757         }
3758
3759         if (creature_ptr->update & (PU_HP))
3760         {
3761                 creature_ptr->update &= ~(PU_HP);
3762                 calc_hitpoints();
3763         }
3764
3765         if (creature_ptr->update & (PU_MANA))
3766         {
3767                 creature_ptr->update &= ~(PU_MANA);
3768                 calc_mana();
3769         }
3770
3771         if (creature_ptr->update & (PU_SPELLS))
3772         {
3773                 creature_ptr->update &= ~(PU_SPELLS);
3774                 calc_spells();
3775         }
3776
3777         /* Character is not ready yet, no screen updates */
3778         if (!character_generated) return;
3779
3780         /* Character is in "icky" mode, no screen updates */
3781         if (character_icky) return;
3782
3783         if (creature_ptr->update & (PU_UN_LITE))
3784         {
3785                 creature_ptr->update &= ~(PU_UN_LITE);
3786                 forget_lite();
3787         }
3788
3789         if (creature_ptr->update & (PU_UN_VIEW))
3790         {
3791                 creature_ptr->update &= ~(PU_UN_VIEW);
3792                 forget_view();
3793         }
3794
3795         if (creature_ptr->update & (PU_VIEW))
3796         {
3797                 creature_ptr->update &= ~(PU_VIEW);
3798                 update_view();
3799         }
3800
3801         if (creature_ptr->update & (PU_LITE))
3802         {
3803                 creature_ptr->update &= ~(PU_LITE);
3804                 update_lite();
3805         }
3806
3807
3808         if (creature_ptr->update & (PU_FLOW))
3809         {
3810                 creature_ptr->update &= ~(PU_FLOW);
3811                 update_flow();
3812         }
3813
3814         if (creature_ptr->update & (PU_DISTANCE))
3815         {
3816                 creature_ptr->update &= ~(PU_DISTANCE);
3817
3818                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3819                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3820
3821                 update_monsters(TRUE);
3822         }
3823
3824         if (creature_ptr->update & (PU_MON_LITE))
3825         {
3826                 creature_ptr->update &= ~(PU_MON_LITE);
3827                 update_mon_lite();
3828         }
3829
3830         /*
3831          * Mega-Hack -- Delayed visual update
3832          * Only used if update_view(), update_lite() or update_mon_lite() was called
3833          */
3834         if (creature_ptr->update & (PU_DELAY_VIS))
3835         {
3836                 creature_ptr->update &= ~(PU_DELAY_VIS);
3837                 delayed_visual_update();
3838         }
3839
3840         if (creature_ptr->update & (PU_MONSTERS))
3841         {
3842                 creature_ptr->update &= ~(PU_MONSTERS);
3843                 update_monsters(FALSE);
3844         }
3845 }
3846
3847 /*!
3848  * @brief プレイヤーが魔道書を一冊も持っていないかを判定する
3849  * @return 魔道書を一冊も持っていないならTRUEを返す
3850  */
3851 bool player_has_no_spellbooks(void)
3852 {
3853         int i;
3854         object_type *o_ptr;
3855
3856         for (i = 0; i < INVEN_PACK; i++)
3857         {
3858                 o_ptr = &inventory[i];
3859                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3860         }
3861
3862         for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3863         {
3864                 o_ptr = &current_floor_ptr->o_list[i];
3865                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3866         }
3867
3868         return TRUE;
3869 }
3870
3871 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3872 {
3873         creature_ptr->energy_use = (ENERGY)need_cost;
3874 }
3875
3876 void free_turn(player_type *creature_ptr)
3877 {
3878         creature_ptr->energy_use = 0;
3879 }
3880
3881 /*!
3882  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3883  * @param x 配置先X座標
3884  * @param y 配置先Y座標
3885  * @return 配置に成功したらTRUE
3886  */
3887 bool player_place(POSITION y, POSITION x)
3888 {
3889         /* Paranoia XXX XXX */
3890         if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3891
3892         /* Save player location */
3893         p_ptr->y = y;
3894         p_ptr->x = x;
3895
3896         /* Success */
3897         return TRUE;
3898 }
3899
3900 /*!
3901  * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
3902  * @return なし
3903  */
3904 void wreck_the_pattern(void)
3905 {
3906         int to_ruin = 0;
3907         POSITION r_y, r_x;
3908         int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
3909
3910         if (pattern_type == PATTERN_TILE_WRECKED)
3911         {
3912                 /* Ruined already */
3913                 return;
3914         }
3915
3916         msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3917         msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3918
3919         if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3920         to_ruin = randint1(45) + 35;
3921
3922         while (to_ruin--)
3923         {
3924                 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
3925
3926                 if (pattern_tile(r_y, r_x) &&
3927                         (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
3928                 {
3929                         cave_set_feat(r_y, r_x, feat_pattern_corrupted);
3930                 }
3931         }
3932
3933         cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
3934 }
3935
3936
3937 /*!
3938  * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
3939  * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
3940  * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
3941  * @return なし
3942  */
3943 void sanity_blast(monster_type *m_ptr, bool necro)
3944 {
3945         int power = 100;
3946
3947         if (p_ptr->inside_battle || !character_dungeon) return;
3948
3949         if (!necro && m_ptr)
3950         {
3951                 GAME_TEXT m_name[MAX_NLEN];
3952                 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
3953
3954                 power = r_ptr->level / 2;
3955
3956                 monster_desc(m_name, m_ptr, 0);
3957
3958                 if (!(r_ptr->flags1 & RF1_UNIQUE))
3959                 {
3960                         if (r_ptr->flags1 & RF1_FRIENDS)
3961                                 power /= 2;
3962                 }
3963                 else power *= 2;
3964
3965                 if (!is_loading_now)
3966                         return; /* No effect yet, just loaded... */
3967
3968                 if (!m_ptr->ml)
3969                         return; /* Cannot see it for some reason */
3970
3971                 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
3972                         return;
3973
3974                 if (is_pet(m_ptr))
3975                         return; /* Pet eldritch horrors are safe most of the time */
3976
3977                 if (randint1(100) > power) return;
3978
3979                 if (saving_throw(p_ptr->skill_sav - power))
3980                 {
3981                         return; /* Save, no adverse effects */
3982                 }
3983
3984                 if (p_ptr->image)
3985                 {
3986                         /* Something silly happens... */
3987                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
3988                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
3989
3990                         if (one_in_(3))
3991                         {
3992                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
3993                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
3994                         }
3995
3996                         return; /* Never mind; we can't see it clearly enough */
3997                 }
3998
3999                 /* Something frightening happens... */
4000                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4001                         horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4002
4003                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4004
4005                 /* Demon characters are unaffected */
4006                 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4007                 if (p_ptr->wizard) return;
4008
4009                 /* Undead characters are 50% likely to be unaffected */
4010                 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4011                         || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4012                         (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4013                 {
4014                         if (saving_throw(25 + p_ptr->lev)) return;
4015                 }
4016         }
4017         else if (!necro)
4018         {
4019                 monster_race *r_ptr;
4020                 GAME_TEXT m_name[MAX_NLEN];
4021                 concptr desc;
4022
4023                 get_mon_num_prep(get_nightmare, NULL);
4024
4025                 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4026                 power = r_ptr->level + 10;
4027                 desc = r_name + r_ptr->name;
4028
4029                 get_mon_num_prep(NULL, NULL);
4030
4031 #ifndef JP
4032                 if (!(r_ptr->flags1 & RF1_UNIQUE))
4033                         sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4034                 else
4035 #endif
4036                         sprintf(m_name, "%s", desc);
4037
4038                 if (!(r_ptr->flags1 & RF1_UNIQUE))
4039                 {
4040                         if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4041                 }
4042                 else power *= 2;
4043
4044                 if (saving_throw(p_ptr->skill_sav * 100 / power))
4045                 {
4046                         msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4047                         /* Safe */
4048                         return;
4049                 }
4050
4051                 if (p_ptr->image)
4052                 {
4053                         /* Something silly happens... */
4054                         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4055                                 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4056
4057                         if (one_in_(3))
4058                         {
4059                                 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4060                                 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4061                         }
4062
4063                         /* Never mind; we can't see it clearly enough */
4064                         return;
4065                 }
4066
4067                 /* Something frightening happens... */
4068                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4069                         horror_desc[randint0(MAX_SAN_HORROR)], desc);
4070
4071                 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4072
4073                 if (!p_ptr->mimic_form)
4074                 {
4075                         switch (p_ptr->prace)
4076                         {
4077                                 /* Demons may make a saving throw */
4078                         case RACE_IMP:
4079                         case RACE_DEMON:
4080                                 if (saving_throw(20 + p_ptr->lev)) return;
4081                                 break;
4082                                 /* Undead may make a saving throw */
4083                         case RACE_SKELETON:
4084                         case RACE_ZOMBIE:
4085                         case RACE_SPECTRE:
4086                         case RACE_VAMPIRE:
4087                                 if (saving_throw(10 + p_ptr->lev)) return;
4088                                 break;
4089                         }
4090                 }
4091                 else
4092                 {
4093                         /* Demons may make a saving throw */
4094                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4095                         {
4096                                 if (saving_throw(20 + p_ptr->lev)) return;
4097                         }
4098                         /* Undead may make a saving throw */
4099                         else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4100                         {
4101                                 if (saving_throw(10 + p_ptr->lev)) return;
4102                         }
4103                 }
4104         }
4105         else
4106         {
4107                 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4108         }
4109
4110         if (saving_throw(p_ptr->skill_sav - power))
4111         {
4112                 return;
4113         }
4114
4115         do {
4116                 (void)do_dec_stat(A_INT);
4117         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4118
4119         do {
4120                 (void)do_dec_stat(A_WIS);
4121         } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4122
4123         switch (randint1(21))
4124         {
4125         case 1:
4126                 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4127                 {
4128                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4129                         {
4130                                 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4131                         }
4132                         else
4133                         {
4134                                 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4135                         }
4136
4137                         if (p_ptr->muta3 & MUT3_HYPER_INT)
4138                         {
4139                                 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4140                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4141                         }
4142                         p_ptr->muta3 |= MUT3_MORONIC;
4143                 }
4144                 break;
4145         case 2:
4146         case 3:
4147         case 4:
4148                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4149                 {
4150                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4151
4152                         /* Duh, the following should never happen, but anyway... */
4153                         if (p_ptr->muta3 & MUT3_FEARLESS)
4154                         {
4155                                 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4156                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4157                         }
4158
4159                         p_ptr->muta2 |= MUT2_COWARDICE;
4160                 }
4161                 break;
4162         case 5:
4163         case 6:
4164         case 7:
4165                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4166                 {
4167                         msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4168                         p_ptr->muta2 |= MUT2_HALLU;
4169                 }
4170                 break;
4171         case 8:
4172         case 9:
4173         case 10:
4174                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4175                 {
4176                         msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4177                         p_ptr->muta2 |= MUT2_BERS_RAGE;
4178                 }
4179                 break;
4180         case 11:
4181         case 12:
4182         case 13:
4183         case 14:
4184         case 15:
4185         case 16:
4186                 /* Brain smash */
4187                 if (!p_ptr->resist_conf)
4188                 {
4189                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
4190                 }
4191                 if (!p_ptr->free_act)
4192                 {
4193                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4194                 }
4195                 if (!p_ptr->resist_chaos)
4196                 {
4197                         (void)set_image(p_ptr->image + randint0(250) + 150);
4198                 }
4199                 break;
4200         case 17:
4201         case 18:
4202         case 19:
4203         case 20:
4204         case 21:
4205                 /* Amnesia */
4206                 if (lose_all_info())
4207                         msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4208                 break;
4209         }
4210
4211         p_ptr->update |= PU_BONUS;
4212         handle_stuff();
4213 }
4214
4215
4216 /*!
4217  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
4218  * Advance experience levels and print experience
4219  * @return なし
4220  */
4221 void check_experience(void)
4222 {
4223         bool level_reward = FALSE;
4224         bool level_mutation = FALSE;
4225         bool level_inc_stat = FALSE;
4226         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4227         PLAYER_LEVEL old_lev = p_ptr->lev;
4228
4229         /* Hack -- lower limit */
4230         if (p_ptr->exp < 0) p_ptr->exp = 0;
4231         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4232         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4233
4234         /* Hack -- upper limit */
4235         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4236         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4237         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4238
4239         /* Hack -- maintain "max" experience */
4240         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4241
4242         /* Hack -- maintain "max max" experience */
4243         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4244
4245         /* Redraw experience */
4246         p_ptr->redraw |= (PR_EXP);
4247         handle_stuff();
4248
4249
4250         /* Lose levels while possible */
4251         while ((p_ptr->lev > 1) &&
4252                 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4253         {
4254                 /* Lose a level */
4255                 p_ptr->lev--;
4256                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4257                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4258                 p_ptr->window |= (PW_PLAYER);
4259                 handle_stuff();
4260         }
4261
4262
4263         /* Gain levels while possible */
4264         while ((p_ptr->lev < PY_MAX_LEVEL) &&
4265                 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4266         {
4267                 /* Gain a level */
4268                 p_ptr->lev++;
4269
4270                 /* Save the highest level */
4271                 if (p_ptr->lev > p_ptr->max_plv)
4272                 {
4273                         p_ptr->max_plv = p_ptr->lev;
4274
4275                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4276                                 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4277                         {
4278                                 level_reward = TRUE;
4279                         }
4280                         if (p_ptr->prace == RACE_BEASTMAN)
4281                         {
4282                                 if (one_in_(5)) level_mutation = TRUE;
4283                         }
4284                         level_inc_stat = TRUE;
4285
4286                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4287                 }
4288
4289                 sound(SOUND_LEVEL);
4290
4291                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4292
4293                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4294                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4295                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4296
4297                 /* HPとMPの上昇量を表示 */
4298                 level_up = 1;
4299                 handle_stuff();
4300
4301                 level_up = 0;
4302
4303                 if (level_inc_stat)
4304                 {
4305                         if (!(p_ptr->max_plv % 10))
4306                         {
4307                                 int choice;
4308                                 screen_save();
4309                                 while (1)
4310                                 {
4311                                         int n;
4312                                         char tmp[32];
4313
4314                                         cnv_stat(p_ptr->stat_max[0], tmp);
4315                                         prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
4316                                         cnv_stat(p_ptr->stat_max[1], tmp);
4317                                         prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
4318                                         cnv_stat(p_ptr->stat_max[2], tmp);
4319                                         prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
4320                                         cnv_stat(p_ptr->stat_max[3], tmp);
4321                                         prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
4322                                         cnv_stat(p_ptr->stat_max[4], tmp);
4323                                         prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
4324                                         cnv_stat(p_ptr->stat_max[5], tmp);
4325                                         prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
4326
4327                                         prt("", 8, 14);
4328                                         prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
4329
4330                                         while (1)
4331                                         {
4332                                                 choice = inkey();
4333                                                 if ((choice >= 'a') && (choice <= 'f')) break;
4334                                         }
4335                                         for (n = 0; n < A_MAX; n++)
4336                                                 if (n != choice - 'a')
4337                                                         prt("", n + 2, 14);
4338                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4339                                 }
4340                                 do_inc_stat(choice - 'a');
4341                                 screen_load();
4342                         }
4343                         else if (!(p_ptr->max_plv % 2))
4344                                 do_inc_stat(randint0(6));
4345                 }
4346
4347                 if (level_mutation)
4348                 {
4349                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
4350                         (void)gain_mutation(p_ptr, 0);
4351                         level_mutation = FALSE;
4352                 }
4353
4354                 /*
4355                  * 報酬でレベルが上ると再帰的に check_experience() が
4356                  * 呼ばれるので順番を最後にする。
4357                  */
4358                 if (level_reward)
4359                 {
4360                         gain_level_reward(0);
4361                         level_reward = FALSE;
4362                 }
4363
4364                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4365                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4366                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4367                 handle_stuff();
4368         }
4369
4370         /* Load an autopick preference file */
4371         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4372 }
4373