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v3.0.0 Alpha5 OSDN最終版
[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
8 /*
9  * Return alignment title
10  */
11 concptr your_alignment(void)
12 {
13         if (p_ptr->align > 150) return _("大善", "Lawful");
14         else if (p_ptr->align > 50) return _("中善", "Good");
15         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
16         else if (p_ptr->align > -11) return _("中立", "Neutral");
17         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
18         else if (p_ptr->align > -151) return _("中悪", "Evil");
19         else return _("大悪", "Chaotic");
20 }
21
22
23 /*
24  * Return proficiency level of weapons and misc. skills (except riding)
25  */
26 int weapon_exp_level(int weapon_exp)
27 {
28         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
29         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
30         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
31         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
32         else return EXP_LEVEL_MASTER;
33 }
34
35
36 /*
37  * Return proficiency level of riding
38  */
39 int riding_exp_level(int riding_exp)
40 {
41         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
42         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
43         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
44         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
45         else return EXP_LEVEL_MASTER;
46 }
47
48
49 /*
50  * Return proficiency level of spells
51  */
52 int spell_exp_level(int spell_exp)
53 {
54         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
55         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
56         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
57         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
58         else return EXP_LEVEL_MASTER;
59 }
60
61 /*!
62  * @brief プレイヤーの全ステータスを更新する /
63  * Calculate the players current "state", taking into account
64  * not only race/class intrinsics, but also objects being worn
65  * and temporary spell effects.
66  * @return なし
67  * @details
68  * <pre>
69  * See also calc_mana() and calc_hitpoints().
70  *
71  * Take note of the new "speed code", in particular, a very strong
72  * player will start slowing down as soon as he reaches 150 pounds,
73  * but not until he reaches 450 pounds will he be half as fast as
74  * a normal kobold.  This both hurts and helps the player, hurts
75  * because in the old days a player could just avoid 300 pounds,
76  * and helps because now carrying 300 pounds is not very painful.
77  *
78  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
79  * damage, since that would affect non-combat things.  These values
80  * are actually added in later, at the appropriate place.
81  *
82  * This function induces various "status" messages.
83  * </pre>
84  */
85 void calc_bonuses(void)
86 {
87         int i, j, hold, neutral[2];
88         int new_speed;
89         int default_hand = 0;
90         int empty_hands_status = empty_hands(TRUE);
91         int extra_blows[2];
92         object_type *o_ptr;
93         BIT_FLAGS flgs[TR_FLAG_SIZE];
94         bool omoi = FALSE;
95         bool yoiyami = FALSE;
96         bool down_saving = FALSE;
97 #if 0
98         bool have_dd_s = FALSE, have_dd_t = FALSE;
99 #endif
100         bool have_sw = FALSE, have_kabe = FALSE;
101         bool easy_2weapon = FALSE;
102         bool riding_levitation = FALSE;
103         OBJECT_IDX this_o_idx, next_o_idx = 0;
104         const player_race *tmp_rp_ptr;
105
106         /* Save the old vision stuff */
107         bool old_telepathy = p_ptr->telepathy;
108         bool old_esp_animal = p_ptr->esp_animal;
109         bool old_esp_undead = p_ptr->esp_undead;
110         bool old_esp_demon = p_ptr->esp_demon;
111         bool old_esp_orc = p_ptr->esp_orc;
112         bool old_esp_troll = p_ptr->esp_troll;
113         bool old_esp_giant = p_ptr->esp_giant;
114         bool old_esp_dragon = p_ptr->esp_dragon;
115         bool old_esp_human = p_ptr->esp_human;
116         bool old_esp_evil = p_ptr->esp_evil;
117         bool old_esp_good = p_ptr->esp_good;
118         bool old_esp_nonliving = p_ptr->esp_nonliving;
119         bool old_esp_unique = p_ptr->esp_unique;
120         bool old_see_inv = p_ptr->see_inv;
121         bool old_mighty_throw = p_ptr->mighty_throw;
122
123         /* Current feature under player. */
124         feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
125
126         /* Save the old armor class */
127         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
128         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
129
130
131         /* Clear extra blows/shots */
132         extra_blows[0] = extra_blows[1] = 0;
133
134         /* Clear the stat modifiers */
135         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
136
137
138         /* Clear the Displayed/Real armor class */
139         p_ptr->dis_ac = p_ptr->ac = 0;
140
141         /* Clear the Displayed/Real Bonuses */
142         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
143         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
144         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
145         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
146         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
147         p_ptr->dis_to_a = p_ptr->to_a = 0;
148         p_ptr->to_h_m = 0;
149         p_ptr->to_d_m = 0;
150
151         p_ptr->to_m_chance = 0;
152
153         /* Clear the Extra Dice Bonuses */
154         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
155         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
156
157         /* Start with "normal" speed */
158         new_speed = 110;
159
160         /* Start with a single blow per turn */
161         p_ptr->num_blow[0] = 1;
162         p_ptr->num_blow[1] = 1;
163
164         /* Start with a single shot per turn */
165         p_ptr->num_fire = 100;
166
167         /* Reset the "xtra" tval */
168         p_ptr->tval_xtra = 0;
169
170         /* Reset the "ammo" tval */
171         p_ptr->tval_ammo = 0;
172
173         /* Clear all the flags */
174         p_ptr->cursed = 0L;
175         p_ptr->bless_blade = FALSE;
176         p_ptr->xtra_might = FALSE;
177         p_ptr->impact[0] = FALSE;
178         p_ptr->impact[1] = FALSE;
179         p_ptr->pass_wall = FALSE;
180         p_ptr->kill_wall = FALSE;
181         p_ptr->dec_mana = FALSE;
182         p_ptr->easy_spell = FALSE;
183         p_ptr->heavy_spell = FALSE;
184         p_ptr->see_inv = FALSE;
185         p_ptr->free_act = FALSE;
186         p_ptr->slow_digest = FALSE;
187         p_ptr->regenerate = FALSE;
188         p_ptr->can_swim = FALSE;
189         p_ptr->levitation = FALSE;
190         p_ptr->hold_exp = FALSE;
191         p_ptr->telepathy = FALSE;
192         p_ptr->esp_animal = FALSE;
193         p_ptr->esp_undead = FALSE;
194         p_ptr->esp_demon = FALSE;
195         p_ptr->esp_orc = FALSE;
196         p_ptr->esp_troll = FALSE;
197         p_ptr->esp_giant = FALSE;
198         p_ptr->esp_dragon = FALSE;
199         p_ptr->esp_human = FALSE;
200         p_ptr->esp_evil = FALSE;
201         p_ptr->esp_good = FALSE;
202         p_ptr->esp_nonliving = FALSE;
203         p_ptr->esp_unique = FALSE;
204         p_ptr->lite = FALSE;
205         p_ptr->sustain_str = FALSE;
206         p_ptr->sustain_int = FALSE;
207         p_ptr->sustain_wis = FALSE;
208         p_ptr->sustain_con = FALSE;
209         p_ptr->sustain_dex = FALSE;
210         p_ptr->sustain_chr = FALSE;
211         p_ptr->resist_acid = FALSE;
212         p_ptr->resist_elec = FALSE;
213         p_ptr->resist_fire = FALSE;
214         p_ptr->resist_cold = FALSE;
215         p_ptr->resist_pois = FALSE;
216         p_ptr->resist_conf = FALSE;
217         p_ptr->resist_sound = FALSE;
218         p_ptr->resist_lite = FALSE;
219         p_ptr->resist_dark = FALSE;
220         p_ptr->resist_chaos = FALSE;
221         p_ptr->resist_disen = FALSE;
222         p_ptr->resist_shard = FALSE;
223         p_ptr->resist_nexus = FALSE;
224         p_ptr->resist_blind = FALSE;
225         p_ptr->resist_neth = FALSE;
226         p_ptr->resist_time = FALSE;
227         p_ptr->resist_water = FALSE;
228         p_ptr->resist_fear = FALSE;
229         p_ptr->reflect = FALSE;
230         p_ptr->sh_fire = FALSE;
231         p_ptr->sh_elec = FALSE;
232         p_ptr->sh_cold = FALSE;
233         p_ptr->anti_magic = FALSE;
234         p_ptr->anti_tele = FALSE;
235         p_ptr->warning = FALSE;
236         p_ptr->mighty_throw = FALSE;
237         p_ptr->see_nocto = FALSE;
238
239         p_ptr->immune_acid = FALSE;
240         p_ptr->immune_elec = FALSE;
241         p_ptr->immune_fire = FALSE;
242         p_ptr->immune_cold = FALSE;
243
244         p_ptr->ryoute = FALSE;
245         p_ptr->migite = FALSE;
246         p_ptr->hidarite = FALSE;
247         p_ptr->no_flowed = FALSE;
248
249         p_ptr->align = friend_align;
250
251         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
252         else tmp_rp_ptr = &race_info[p_ptr->prace];
253
254         /* Base infravision (purely racial) */
255         p_ptr->see_infra = tmp_rp_ptr->infra;
256
257         /* Base skill -- disarming */
258         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
259
260         /* Base skill -- magic devices */
261         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
262
263         /* Base skill -- saving throw */
264         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
265
266         /* Base skill -- stealth */
267         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
268
269         /* Base skill -- searching ability */
270         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
271
272         /* Base skill -- searching frequency */
273         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
274
275         /* Base skill -- combat (normal) */
276         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
277
278         /* Base skill -- combat (shooting) */
279         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
280
281         /* Base skill -- combat (throwing) */
282         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
283
284         /* Base skill -- digging */
285         p_ptr->skill_dig = 0;
286
287         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
288         if (has_melee_weapon(INVEN_LARM))
289         {
290                 p_ptr->hidarite = TRUE;
291                 if (!p_ptr->migite) default_hand = 1;
292         }
293
294         if (CAN_TWO_HANDS_WIELDING())
295         {
296                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
297                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
298                 {
299                         p_ptr->ryoute = TRUE;
300                 }
301                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
302                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
303                 {
304                         p_ptr->ryoute = TRUE;
305                 }
306                 else
307                 {
308                         switch (p_ptr->pclass)
309                         {
310                         case CLASS_MONK:
311                         case CLASS_FORCETRAINER:
312                         case CLASS_BERSERKER:
313                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
314                                 {
315                                         p_ptr->migite = TRUE;
316                                         p_ptr->ryoute = TRUE;
317                                 }
318                                 break;
319                         }
320                 }
321         }
322
323         if (!p_ptr->migite && !p_ptr->hidarite)
324         {
325                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
326                 else if (empty_hands_status == EMPTY_HAND_LARM)
327                 {
328                         p_ptr->hidarite = TRUE;
329                         default_hand = 1;
330                 }
331         }
332
333         if (p_ptr->special_defense & KAMAE_MASK)
334         {
335                 if (!(empty_hands_status & EMPTY_HAND_RARM))
336                 {
337                         set_action(ACTION_NONE);
338                 }
339         }
340
341         switch (p_ptr->pclass)
342         {
343         case CLASS_WARRIOR:
344                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
345                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
346                 break;
347         case CLASS_PALADIN:
348                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
349                 break;
350         case CLASS_CHAOS_WARRIOR:
351                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
352                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
353                 break;
354         case CLASS_MINDCRAFTER:
355                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
356                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
357                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
358                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
359                 break;
360         case CLASS_MONK:
361         case CLASS_FORCETRAINER:
362                 /* Unencumbered Monks become faster every 10 levels */
363                 if (!(heavy_armor()))
364                 {
365                         if (!(prace_is_(RACE_KLACKON) ||
366                                 prace_is_(RACE_SPRITE) ||
367                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
368                                 new_speed += (p_ptr->lev) / 10;
369
370                         /* Free action if unencumbered at level 25 */
371                         if (p_ptr->lev > 24)
372                                 p_ptr->free_act = TRUE;
373                 }
374                 break;
375         case CLASS_SORCERER:
376                 p_ptr->to_a -= 50;
377                 p_ptr->dis_to_a -= 50;
378                 break;
379         case CLASS_BARD:
380                 p_ptr->resist_sound = TRUE;
381                 break;
382         case CLASS_SAMURAI:
383                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
384                 break;
385         case CLASS_BERSERKER:
386                 p_ptr->shero = 1;
387                 p_ptr->sustain_str = TRUE;
388                 p_ptr->sustain_dex = TRUE;
389                 p_ptr->sustain_con = TRUE;
390                 p_ptr->regenerate = TRUE;
391                 p_ptr->free_act = TRUE;
392                 new_speed += 2;
393                 if (p_ptr->lev > 29) new_speed++;
394                 if (p_ptr->lev > 39) new_speed++;
395                 if (p_ptr->lev > 44) new_speed++;
396                 if (p_ptr->lev > 49) new_speed++;
397                 p_ptr->to_a += 10 + p_ptr->lev / 2;
398                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
399                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
400                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
401                 p_ptr->redraw |= PR_STATUS;
402                 break;
403         case CLASS_MIRROR_MASTER:
404                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
405                 break;
406         case CLASS_NINJA:
407                 /* Unencumbered Ninjas become faster every 10 levels */
408                 if (heavy_armor())
409                 {
410                         new_speed -= (p_ptr->lev) / 10;
411                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
412                 }
413                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
414                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
415                 {
416                         new_speed += 3;
417                         if (!(prace_is_(RACE_KLACKON) ||
418                                 prace_is_(RACE_SPRITE) ||
419                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
420                                 new_speed += (p_ptr->lev) / 10;
421                         p_ptr->skill_stl += (p_ptr->lev) / 10;
422
423                         /* Free action if unencumbered at level 25 */
424                         if (p_ptr->lev > 24)
425                                 p_ptr->free_act = TRUE;
426                 }
427                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
428                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
429                 {
430                         p_ptr->to_a += p_ptr->lev / 2 + 5;
431                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
432                 }
433                 p_ptr->slow_digest = TRUE;
434                 p_ptr->resist_fear = TRUE;
435                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
436                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
437                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
438                 if (p_ptr->lev > 44)
439                 {
440                         p_ptr->oppose_pois = 1;
441                         p_ptr->redraw |= PR_STATUS;
442                 }
443                 p_ptr->see_nocto = TRUE;
444                 break;
445         }
446
447         /***** Races ****/
448         if (p_ptr->mimic_form)
449         {
450                 switch (p_ptr->mimic_form)
451                 {
452                 case MIMIC_DEMON:
453                         p_ptr->hold_exp = TRUE;
454                         p_ptr->resist_chaos = TRUE;
455                         p_ptr->resist_neth = TRUE;
456                         p_ptr->resist_fire = TRUE;
457                         p_ptr->oppose_fire = 1;
458                         p_ptr->see_inv = TRUE;
459                         new_speed += 3;
460                         p_ptr->redraw |= PR_STATUS;
461                         p_ptr->to_a += 10;
462                         p_ptr->dis_to_a += 10;
463                         p_ptr->align -= 200;
464                         break;
465                 case MIMIC_DEMON_LORD:
466                         p_ptr->hold_exp = TRUE;
467                         p_ptr->resist_chaos = TRUE;
468                         p_ptr->resist_neth = TRUE;
469                         p_ptr->immune_fire = TRUE;
470                         p_ptr->resist_acid = TRUE;
471                         p_ptr->resist_fire = TRUE;
472                         p_ptr->resist_cold = TRUE;
473                         p_ptr->resist_elec = TRUE;
474                         p_ptr->resist_pois = TRUE;
475                         p_ptr->resist_conf = TRUE;
476                         p_ptr->resist_disen = TRUE;
477                         p_ptr->resist_nexus = TRUE;
478                         p_ptr->resist_fear = TRUE;
479                         p_ptr->sh_fire = TRUE;
480                         p_ptr->see_inv = TRUE;
481                         p_ptr->telepathy = TRUE;
482                         p_ptr->levitation = TRUE;
483                         p_ptr->kill_wall = TRUE;
484                         new_speed += 5;
485                         p_ptr->to_a += 20;
486                         p_ptr->dis_to_a += 20;
487                         p_ptr->align -= 200;
488                         break;
489                 case MIMIC_VAMPIRE:
490                         p_ptr->resist_dark = TRUE;
491                         p_ptr->hold_exp = TRUE;
492                         p_ptr->resist_neth = TRUE;
493                         p_ptr->resist_cold = TRUE;
494                         p_ptr->resist_pois = TRUE;
495                         p_ptr->see_inv = TRUE;
496                         new_speed += 3;
497                         p_ptr->to_a += 10;
498                         p_ptr->dis_to_a += 10;
499                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
500                         break;
501                 }
502         }
503         else
504         {
505                 switch (p_ptr->prace)
506                 {
507                 case RACE_ELF:
508                         p_ptr->resist_lite = TRUE;
509                         break;
510                 case RACE_HOBBIT:
511                         p_ptr->hold_exp = TRUE;
512                         break;
513                 case RACE_GNOME:
514                         p_ptr->free_act = TRUE;
515                         break;
516                 case RACE_DWARF:
517                         p_ptr->resist_blind = TRUE;
518                         break;
519                 case RACE_HALF_ORC:
520                         p_ptr->resist_dark = TRUE;
521                         break;
522                 case RACE_HALF_TROLL:
523                         p_ptr->sustain_str = TRUE;
524
525                         if (p_ptr->lev > 14)
526                         {
527                                 /* High level trolls heal fast... */
528                                 p_ptr->regenerate = TRUE;
529
530                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
531                                 {
532                                         p_ptr->slow_digest = TRUE;
533                                         /* Let's not make Regeneration
534                                          * a disadvantage for the poor warriors who can
535                                          * never learn a spell that satisfies hunger (actually
536                                          * neither can rogues, but half-trolls are not
537                                          * supposed to play rogues) */
538                                 }
539                         }
540                         break;
541                 case RACE_AMBERITE:
542                         p_ptr->sustain_con = TRUE;
543                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
544                         break;
545                 case RACE_HIGH_ELF:
546                         p_ptr->resist_lite = TRUE;
547                         p_ptr->see_inv = TRUE;
548                         break;
549                 case RACE_BARBARIAN:
550                         p_ptr->resist_fear = TRUE;
551                         break;
552                 case RACE_HALF_OGRE:
553                         p_ptr->resist_dark = TRUE;
554                         p_ptr->sustain_str = TRUE;
555                         break;
556                 case RACE_HALF_GIANT:
557                         p_ptr->sustain_str = TRUE;
558                         p_ptr->resist_shard = TRUE;
559                         break;
560                 case RACE_HALF_TITAN:
561                         p_ptr->resist_chaos = TRUE;
562                         break;
563                 case RACE_CYCLOPS:
564                         p_ptr->resist_sound = TRUE;
565                         break;
566                 case RACE_YEEK:
567                         p_ptr->resist_acid = TRUE;
568                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
569                         break;
570                 case RACE_KLACKON:
571                         p_ptr->resist_conf = TRUE;
572                         p_ptr->resist_acid = TRUE;
573
574                         /* Klackons become faster */
575                         new_speed += (p_ptr->lev) / 10;
576                         break;
577                 case RACE_KOBOLD:
578                         p_ptr->resist_pois = TRUE;
579                         break;
580                 case RACE_NIBELUNG:
581                         p_ptr->resist_disen = TRUE;
582                         p_ptr->resist_dark = TRUE;
583                         break;
584                 case RACE_DARK_ELF:
585                         p_ptr->resist_dark = TRUE;
586                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
587                         break;
588                 case RACE_DRACONIAN:
589                         p_ptr->levitation = TRUE;
590                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
591                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
592                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
593                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
594                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
595                         break;
596                 case RACE_MIND_FLAYER:
597                         p_ptr->sustain_int = TRUE;
598                         p_ptr->sustain_wis = TRUE;
599                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
600                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
601                         break;
602                 case RACE_IMP:
603                         p_ptr->resist_fire = TRUE;
604                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
605                         break;
606                 case RACE_GOLEM:
607                         p_ptr->slow_digest = TRUE;
608                         p_ptr->free_act = TRUE;
609                         p_ptr->see_inv = TRUE;
610                         p_ptr->resist_pois = TRUE;
611                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
612                         break;
613                 case RACE_SKELETON:
614                         p_ptr->resist_shard = TRUE;
615                         p_ptr->hold_exp = TRUE;
616                         p_ptr->see_inv = TRUE;
617                         p_ptr->resist_pois = TRUE;
618                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
619                         break;
620                 case RACE_ZOMBIE:
621                         p_ptr->resist_neth = TRUE;
622                         p_ptr->hold_exp = TRUE;
623                         p_ptr->see_inv = TRUE;
624                         p_ptr->resist_pois = TRUE;
625                         p_ptr->slow_digest = TRUE;
626                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
627                         break;
628                 case RACE_VAMPIRE:
629                         p_ptr->resist_dark = TRUE;
630                         p_ptr->hold_exp = TRUE;
631                         p_ptr->resist_neth = TRUE;
632                         p_ptr->resist_cold = TRUE;
633                         p_ptr->resist_pois = TRUE;
634                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
635                         break;
636                 case RACE_SPECTRE:
637                         p_ptr->levitation = TRUE;
638                         p_ptr->free_act = TRUE;
639                         p_ptr->resist_neth = TRUE;
640                         p_ptr->hold_exp = TRUE;
641                         p_ptr->see_inv = TRUE;
642                         p_ptr->resist_pois = TRUE;
643                         p_ptr->slow_digest = TRUE;
644                         p_ptr->resist_cold = TRUE;
645                         p_ptr->pass_wall = TRUE;
646                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
647                         break;
648                 case RACE_SPRITE:
649                         p_ptr->levitation = TRUE;
650                         p_ptr->resist_lite = TRUE;
651
652                         /* Sprites become faster */
653                         new_speed += (p_ptr->lev) / 10;
654                         break;
655                 case RACE_BEASTMAN:
656                         p_ptr->resist_conf = TRUE;
657                         p_ptr->resist_sound = TRUE;
658                         break;
659                 case RACE_ENT:
660                         /* Ents dig like maniacs, but only with their hands. */
661                         if (!inventory[INVEN_RARM].k_idx)
662                                 p_ptr->skill_dig += p_ptr->lev * 10;
663                         /* Ents get tougher and stronger as they age, but lose dexterity. */
664                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
665                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
666                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
667
668                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
669                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
670                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
671
672                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
673                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
674                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
675                         break;
676                 case RACE_ANGEL:
677                         p_ptr->levitation = TRUE;
678                         p_ptr->see_inv = TRUE;
679                         p_ptr->align += 200;
680                         break;
681                 case RACE_DEMON:
682                         p_ptr->resist_fire = TRUE;
683                         p_ptr->resist_neth = TRUE;
684                         p_ptr->hold_exp = TRUE;
685                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
686                         if (p_ptr->lev > 44)
687                         {
688                                 p_ptr->oppose_fire = 1;
689                                 p_ptr->redraw |= PR_STATUS;
690                         }
691                         p_ptr->align -= 200;
692                         break;
693                 case RACE_DUNADAN:
694                         p_ptr->sustain_con = TRUE;
695                         break;
696                 case RACE_S_FAIRY:
697                         p_ptr->levitation = TRUE;
698                         break;
699                 case RACE_KUTAR:
700                         p_ptr->resist_conf = TRUE;
701                         break;
702                 case RACE_ANDROID:
703                         p_ptr->slow_digest = TRUE;
704                         p_ptr->free_act = TRUE;
705                         p_ptr->resist_pois = TRUE;
706                         p_ptr->hold_exp = TRUE;
707                         break;
708                 case RACE_MERFOLK:
709                         p_ptr->resist_water = TRUE;
710                         break;
711                 default:
712                         /* Do nothing */
713                         ;
714                 }
715         }
716
717         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
718         {
719                 p_ptr->see_inv = TRUE;
720                 p_ptr->free_act = TRUE;
721                 p_ptr->slow_digest = TRUE;
722                 p_ptr->regenerate = TRUE;
723                 p_ptr->levitation = TRUE;
724                 p_ptr->hold_exp = TRUE;
725                 p_ptr->telepathy = TRUE;
726                 p_ptr->lite = TRUE;
727                 p_ptr->sustain_str = TRUE;
728                 p_ptr->sustain_int = TRUE;
729                 p_ptr->sustain_wis = TRUE;
730                 p_ptr->sustain_con = TRUE;
731                 p_ptr->sustain_dex = TRUE;
732                 p_ptr->sustain_chr = TRUE;
733                 p_ptr->resist_acid = TRUE;
734                 p_ptr->resist_elec = TRUE;
735                 p_ptr->resist_fire = TRUE;
736                 p_ptr->resist_cold = TRUE;
737                 p_ptr->resist_pois = TRUE;
738                 p_ptr->resist_conf = TRUE;
739                 p_ptr->resist_sound = TRUE;
740                 p_ptr->resist_lite = TRUE;
741                 p_ptr->resist_dark = TRUE;
742                 p_ptr->resist_chaos = TRUE;
743                 p_ptr->resist_disen = TRUE;
744                 p_ptr->resist_shard = TRUE;
745                 p_ptr->resist_nexus = TRUE;
746                 p_ptr->resist_blind = TRUE;
747                 p_ptr->resist_neth = TRUE;
748                 p_ptr->resist_fear = TRUE;
749                 p_ptr->reflect = TRUE;
750                 p_ptr->sh_fire = TRUE;
751                 p_ptr->sh_elec = TRUE;
752                 p_ptr->sh_cold = TRUE;
753                 p_ptr->to_a += 100;
754                 p_ptr->dis_to_a += 100;
755         }
756         /* Temporary shield */
757         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
758         {
759                 p_ptr->to_a += 50;
760                 p_ptr->dis_to_a += 50;
761         }
762
763         if (p_ptr->tim_res_nether)
764         {
765                 p_ptr->resist_neth = TRUE;
766         }
767         if (p_ptr->tim_sh_fire)
768         {
769                 p_ptr->sh_fire = TRUE;
770         }
771         if (p_ptr->tim_res_time)
772         {
773                 p_ptr->resist_time = TRUE;
774         }
775
776         /* Sexy Gal */
777         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
778
779         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
780         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
781         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
782
783         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
784         {
785                 p_ptr->to_m_chance += 5;
786                 p_ptr->resist_conf = TRUE;
787         }
788
789         /* Lucky man */
790         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
791
792         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
793         {
794                 p_ptr->resist_blind = TRUE;
795                 p_ptr->resist_conf = TRUE;
796                 p_ptr->hold_exp = TRUE;
797                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
798
799                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
800                         /* Munchkin become faster */
801                         new_speed += (p_ptr->lev) / 10 + 5;
802         }
803
804         if (music_singing(MUSIC_WALL))
805         {
806                 p_ptr->kill_wall = TRUE;
807         }
808
809         /* Hack -- apply racial/class stat maxes */
810         /* Apply the racial modifiers */
811         for (i = 0; i < A_MAX; i++)
812         {
813                 /* Modify the stats for "race" */
814                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
815         }
816
817
818         /* I'm adding the mutations here for the lack of a better place... */
819         if (p_ptr->muta3)
820         {
821                 /* Hyper Strength */
822                 if (p_ptr->muta3 & MUT3_HYPER_STR)
823                 {
824                         p_ptr->stat_add[A_STR] += 4;
825                 }
826
827                 /* Puny */
828                 if (p_ptr->muta3 & MUT3_PUNY)
829                 {
830                         p_ptr->stat_add[A_STR] -= 4;
831                 }
832
833                 /* Living computer */
834                 if (p_ptr->muta3 & MUT3_HYPER_INT)
835                 {
836                         p_ptr->stat_add[A_INT] += 4;
837                         p_ptr->stat_add[A_WIS] += 4;
838                 }
839
840                 /* Moronic */
841                 if (p_ptr->muta3 & MUT3_MORONIC)
842                 {
843                         p_ptr->stat_add[A_INT] -= 4;
844                         p_ptr->stat_add[A_WIS] -= 4;
845                 }
846
847                 if (p_ptr->muta3 & MUT3_RESILIENT)
848                 {
849                         p_ptr->stat_add[A_CON] += 4;
850                 }
851
852                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
853                 {
854                         p_ptr->stat_add[A_CON] += 2;
855                         new_speed -= 2;
856                 }
857
858                 if (p_ptr->muta3 & MUT3_ALBINO)
859                 {
860                         p_ptr->stat_add[A_CON] -= 4;
861                 }
862
863                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
864                 {
865                         p_ptr->stat_add[A_CON] -= 2;
866                         p_ptr->stat_add[A_CHR] -= 1;
867                         p_ptr->regenerate = FALSE;
868                         /* Cancel innate regeneration */
869                 }
870
871                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
872                 {
873                         p_ptr->stat_add[A_CHR] -= 4;
874                 }
875
876                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
877                 {
878                         p_ptr->stat_add[A_CHR] -= 1;
879                 }
880
881                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
882                 {
883                         p_ptr->skill_fos += 15;
884                         p_ptr->skill_srh += 15;
885                 }
886
887                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
888                 {
889                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
890                 }
891
892                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
893                 {
894                         p_ptr->skill_stl -= 3;
895                 }
896
897                 if (p_ptr->muta3 & MUT3_INFRAVIS)
898                 {
899                         p_ptr->see_infra += 3;
900                 }
901
902                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
903                 {
904                         new_speed += 3;
905                 }
906
907                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
908                 {
909                         new_speed -= 3;
910                 }
911
912                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
913                 {
914                         p_ptr->sh_elec = TRUE;
915                 }
916
917                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
918                 {
919                         p_ptr->sh_fire = TRUE;
920                         p_ptr->lite = TRUE;
921                 }
922
923                 if (p_ptr->muta3 & MUT3_WART_SKIN)
924                 {
925                         p_ptr->stat_add[A_CHR] -= 2;
926                         p_ptr->to_a += 5;
927                         p_ptr->dis_to_a += 5;
928                 }
929
930                 if (p_ptr->muta3 & MUT3_SCALES)
931                 {
932                         p_ptr->stat_add[A_CHR] -= 1;
933                         p_ptr->to_a += 10;
934                         p_ptr->dis_to_a += 10;
935                 }
936
937                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
938                 {
939                         p_ptr->stat_add[A_DEX] -= 1;
940                         p_ptr->to_a += 25;
941                         p_ptr->dis_to_a += 25;
942                 }
943
944                 if (p_ptr->muta3 & MUT3_WINGS)
945                 {
946                         p_ptr->levitation = TRUE;
947                 }
948
949                 if (p_ptr->muta3 & MUT3_FEARLESS)
950                 {
951                         p_ptr->resist_fear = TRUE;
952                 }
953
954                 if (p_ptr->muta3 & MUT3_REGEN)
955                 {
956                         p_ptr->regenerate = TRUE;
957                 }
958
959                 if (p_ptr->muta3 & MUT3_ESP)
960                 {
961                         p_ptr->telepathy = TRUE;
962                 }
963
964                 if (p_ptr->muta3 & MUT3_LIMBER)
965                 {
966                         p_ptr->stat_add[A_DEX] += 3;
967                 }
968
969                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
970                 {
971                         p_ptr->stat_add[A_DEX] -= 3;
972                 }
973
974                 if (p_ptr->muta3 & MUT3_MOTION)
975                 {
976                         p_ptr->free_act = TRUE;
977                         p_ptr->skill_stl += 1;
978                 }
979
980                 if (p_ptr->muta3 & MUT3_ILL_NORM)
981                 {
982                         p_ptr->stat_add[A_CHR] = 0;
983                 }
984         }
985
986         if (p_ptr->tsuyoshi)
987         {
988                 p_ptr->stat_add[A_STR] += 4;
989                 p_ptr->stat_add[A_CON] += 4;
990         }
991
992         /* Scan the usable inventory */
993         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
994         {
995                 int bonus_to_h, bonus_to_d;
996                 o_ptr = &inventory[i];
997
998                 /* Skip non-objects */
999                 if (!o_ptr->k_idx) continue;
1000
1001                 /* Extract the item flags */
1002                 object_flags(o_ptr, flgs);
1003
1004                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1005                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1006
1007                 /* Affect stats */
1008                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1009                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1010                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1011                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1012                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1013                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1014
1015                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1016
1017                 /* Affect stealth */
1018                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1019
1020                 /* Affect searching ability (factor of five) */
1021                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1022
1023                 /* Affect searching frequency (factor of five) */
1024                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1025
1026                 /* Affect infravision */
1027                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1028
1029                 /* Affect digging (factor of 20) */
1030                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1031
1032                 /* Affect speed */
1033                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1034
1035                 /* Affect blows */
1036                 if (have_flag(flgs, TR_BLOWS))
1037                 {
1038                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1039                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1040                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1041                 }
1042
1043                 /* Hack -- cause earthquakes */
1044                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1045
1046                 /* Various flags */
1047                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1048                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1049                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1050                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1051                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1052                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1053                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1054                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1055                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1056                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1057                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1058                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1059                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1060                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1061                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1062                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1063                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1064                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1065                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1066                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1067                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1068                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1069                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1070                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1071                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1072                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1073                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1074                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1075                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1076                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1077                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1078                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1079                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1080                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1081                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1082
1083                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1084                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1085                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1086                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1087                 if (have_flag(flgs, TR_WARNING)) {
1088                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1089                                 p_ptr->warning = TRUE;
1090                 }
1091
1092                 if (have_flag(flgs, TR_TELEPORT))
1093                 {
1094                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1095                         else
1096                         {
1097                                 concptr insc = quark_str(o_ptr->inscription);
1098
1099                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1100                                 {
1101                                         /*
1102                                          * {.} will stop random teleportation.
1103                                          */
1104                                 }
1105                                 else
1106                                 {
1107                                         /* Controlled random teleportation */
1108                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1109                                 }
1110                         }
1111                 }
1112
1113                 /* Immunity flags */
1114                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1115                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1116                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1117                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1118
1119                 /* Resistance flags */
1120                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1121                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1122                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1123                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1124                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1125                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1126                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1127                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1128                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1129                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1130                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1131                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1132                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1133                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1134                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1135                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1136
1137                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1138                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1139                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1140                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1141                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1142                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1143
1144                 /* Sustain flags */
1145                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1146                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1147                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1148                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1149                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1150                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1151
1152                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1153                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1154                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1155                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1156                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1157                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1158                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1159
1160                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1161                 {
1162                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1163                         {
1164                                 p_ptr->to_m_chance += 10;
1165                         }
1166                         else
1167                         {
1168                                 p_ptr->to_m_chance += 3;
1169                         }
1170                 }
1171
1172                 if (o_ptr->tval == TV_CAPTURE) continue;
1173
1174                 /* Modify the base armor class */
1175                 p_ptr->ac += o_ptr->ac;
1176
1177                 /* The base armor class is always known */
1178                 p_ptr->dis_ac += o_ptr->ac;
1179
1180                 /* Apply the bonuses to armor class */
1181                 p_ptr->to_a += o_ptr->to_a;
1182
1183                 /* Apply the mental bonuses to armor class, if known */
1184                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1185
1186                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1187                 {
1188                         int slot = i - INVEN_RARM;
1189                         if (slot < 2)
1190                         {
1191                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1192                                 {
1193                                         p_ptr->to_h[slot] -= 15;
1194                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1195                                 }
1196                                 else
1197                                 {
1198                                         p_ptr->to_h[slot] -= 5;
1199                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1200                                 }
1201                         }
1202                         else
1203                         {
1204                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1205                                 {
1206                                         p_ptr->to_h_b -= 15;
1207                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1208                                 }
1209                                 else
1210                                 {
1211                                         p_ptr->to_h_b -= 5;
1212                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1213                                 }
1214                         }
1215                 }
1216
1217                 if (o_ptr->curse_flags & TRC_LOW_AC)
1218                 {
1219                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1220                         {
1221                                 p_ptr->to_a -= 30;
1222                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1223                         }
1224                         else
1225                         {
1226                                 p_ptr->to_a -= 10;
1227                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1228                         }
1229                 }
1230
1231                 /* Hack -- do not apply "weapon" bonuses */
1232                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1233                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1234
1235                 /* Hack -- do not apply "bow" bonuses */
1236                 if (i == INVEN_BOW) continue;
1237
1238                 bonus_to_h = o_ptr->to_h;
1239                 bonus_to_d = o_ptr->to_d;
1240
1241                 if (p_ptr->pclass == CLASS_NINJA)
1242                 {
1243                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1244                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1245                 }
1246
1247                 /* To Bow and Natural attack */
1248
1249                 /* Apply the bonuses to hit/damage */
1250                 p_ptr->to_h_b += (s16b)bonus_to_h;
1251                 p_ptr->to_h_m += (s16b)bonus_to_h;
1252                 p_ptr->to_d_m += (s16b)bonus_to_d;
1253
1254                 /* Apply the mental bonuses tp hit/damage, if known */
1255                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1256
1257                 /* To Melee */
1258                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1259                 {
1260                         /* Apply the bonuses to hit/damage */
1261                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1262                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1263
1264                         /* Apply the mental bonuses tp hit/damage, if known */
1265                         if (object_is_known(o_ptr))
1266                         {
1267                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1268                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1269                         }
1270                 }
1271                 else if (p_ptr->migite && p_ptr->hidarite)
1272                 {
1273                         /* Apply the bonuses to hit/damage */
1274                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1275                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1276                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1277                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1278
1279                         /* Apply the mental bonuses tp hit/damage, if known */
1280                         if (object_is_known(o_ptr))
1281                         {
1282                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1283                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1284                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1285                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         /* Apply the bonuses to hit/damage */
1291                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1292                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1293
1294                         /* Apply the mental bonuses to hit/damage, if known */
1295                         if (object_is_known(o_ptr))
1296                         {
1297                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1298                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1299                         }
1300                 }
1301         }
1302
1303         /* Shield skill bonus */
1304         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1305         {
1306                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1307                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1308         }
1309
1310         if (old_mighty_throw != p_ptr->mighty_throw)
1311         {
1312                 /* Redraw average damege display of Shuriken */
1313                 p_ptr->window |= PW_INVEN;
1314         }
1315
1316         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1317
1318         /* Monks get extra ac for armour _not worn_ */
1319         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1320         {
1321                 if (!(inventory[INVEN_BODY].k_idx))
1322                 {
1323                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1324                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1325                 }
1326                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1327                 {
1328                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1329                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1330                 }
1331                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1332                 {
1333                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1334                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1335                 }
1336                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1337                 {
1338                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1339                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1340                 }
1341                 if (!(inventory[INVEN_HANDS].k_idx))
1342                 {
1343                         p_ptr->to_a += (p_ptr->lev / 2);
1344                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1345                 }
1346                 if (!(inventory[INVEN_FEET].k_idx))
1347                 {
1348                         p_ptr->to_a += (p_ptr->lev / 3);
1349                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1350                 }
1351                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1352                 {
1353                         p_ptr->stat_add[A_STR] += 2;
1354                         p_ptr->stat_add[A_DEX] += 2;
1355                         p_ptr->stat_add[A_CON] -= 3;
1356                 }
1357                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1358                 {
1359                 }
1360                 else if (p_ptr->special_defense & KAMAE_GENBU)
1361                 {
1362                         p_ptr->stat_add[A_INT] -= 1;
1363                         p_ptr->stat_add[A_WIS] -= 1;
1364                         p_ptr->stat_add[A_DEX] -= 2;
1365                         p_ptr->stat_add[A_CON] += 3;
1366                 }
1367                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1368                 {
1369                         p_ptr->stat_add[A_STR] -= 2;
1370                         p_ptr->stat_add[A_INT] += 1;
1371                         p_ptr->stat_add[A_WIS] += 1;
1372                         p_ptr->stat_add[A_DEX] += 2;
1373                         p_ptr->stat_add[A_CON] -= 2;
1374                 }
1375         }
1376
1377         if (p_ptr->special_defense & KATA_KOUKIJIN)
1378         {
1379                 for (i = 0; i < A_MAX; i++)
1380                         p_ptr->stat_add[i] += 5;
1381                 p_ptr->to_a -= 50;
1382                 p_ptr->dis_to_a -= 50;
1383         }
1384
1385         /* Hack -- aura of fire also provides light */
1386         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1387
1388         /* Golems also get an intrinsic AC bonus */
1389         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1390         {
1391                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1392                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1393         }
1394
1395         /* Hex bonuses */
1396         if (p_ptr->realm1 == REALM_HEX)
1397         {
1398                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1399                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1400                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1401                 if (hex_spelling(HEX_BUILDING))
1402                 {
1403                         p_ptr->stat_add[A_STR] += 4;
1404                         p_ptr->stat_add[A_DEX] += 4;
1405                         p_ptr->stat_add[A_CON] += 4;
1406                 }
1407                 if (hex_spelling(HEX_DEMON_AURA))
1408                 {
1409                         p_ptr->sh_fire = TRUE;
1410                         p_ptr->regenerate = TRUE;
1411                 }
1412                 if (hex_spelling(HEX_ICE_ARMOR))
1413                 {
1414                         p_ptr->sh_cold = TRUE;
1415                         p_ptr->to_a += 30;
1416                         p_ptr->dis_to_a += 30;
1417                 }
1418                 if (hex_spelling(HEX_SHOCK_CLOAK))
1419                 {
1420                         p_ptr->sh_elec = TRUE;
1421                         new_speed += 3;
1422                 }
1423                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1424                 {
1425                         ARMOUR_CLASS ac = 0;
1426                         o_ptr = &inventory[i];
1427                         if (!o_ptr->k_idx) continue;
1428                         if (!object_is_armour(o_ptr)) continue;
1429                         if (!object_is_cursed(o_ptr)) continue;
1430                         ac += 5;
1431                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1432                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1433                         p_ptr->to_a += (s16b)ac;
1434                         p_ptr->dis_to_a += (s16b)ac;
1435                 }
1436         }
1437
1438         /* Calculate stats */
1439         for (i = 0; i < A_MAX; i++)
1440         {
1441                 int top, use, ind;
1442
1443                 /* Extract the new "stat_use" value for the stat */
1444                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1445
1446                 /* Notice changes */
1447                 if (p_ptr->stat_top[i] != top)
1448                 {
1449                         /* Save the new value */
1450                         p_ptr->stat_top[i] = (s16b)top;
1451                         p_ptr->redraw |= (PR_STATS);
1452                         p_ptr->window |= (PW_PLAYER);
1453                 }
1454
1455
1456                 /* Extract the new "stat_use" value for the stat */
1457                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1458
1459                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1460                 {
1461                         /* 10 to 18/90 charisma, guaranteed, based on level */
1462                         if (use < 8 + 2 * p_ptr->lev)
1463                         {
1464                                 use = 8 + 2 * p_ptr->lev;
1465                         }
1466                 }
1467
1468                 /* Notice changes */
1469                 if (p_ptr->stat_use[i] != use)
1470                 {
1471                         /* Save the new value */
1472                         p_ptr->stat_use[i] = (s16b)use;
1473                         p_ptr->redraw |= (PR_STATS);
1474                         p_ptr->window |= (PW_PLAYER);
1475                 }
1476
1477
1478                 /* Values: 3, 4, ..., 17 */
1479                 if (use <= 18) ind = (use - 3);
1480
1481                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1482                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1483
1484                 /* Range: 18/220+ */
1485                 else ind = (37);
1486
1487                 /* Notice changes */
1488                 if (p_ptr->stat_ind[i] != ind)
1489                 {
1490                         /* Save the new index */
1491                         p_ptr->stat_ind[i] = (s16b)ind;
1492
1493                         /* Change in CON affects Hitpoints */
1494                         if (i == A_CON)
1495                         {
1496                                 p_ptr->update |= (PU_HP);
1497                         }
1498
1499                         /* Change in INT may affect Mana/Spells */
1500                         else if (i == A_INT)
1501                         {
1502                                 if (mp_ptr->spell_stat == A_INT)
1503                                 {
1504                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1505                                 }
1506                         }
1507
1508                         /* Change in WIS may affect Mana/Spells */
1509                         else if (i == A_WIS)
1510                         {
1511                                 if (mp_ptr->spell_stat == A_WIS)
1512                                 {
1513                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1514                                 }
1515                         }
1516
1517                         /* Change in WIS may affect Mana/Spells */
1518                         else if (i == A_CHR)
1519                         {
1520                                 if (mp_ptr->spell_stat == A_CHR)
1521                                 {
1522                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1523                                 }
1524                         }
1525
1526                         p_ptr->window |= (PW_PLAYER);
1527                 }
1528         }
1529
1530
1531         /* Apply temporary "stun" */
1532         if (p_ptr->stun > 50)
1533         {
1534                 p_ptr->to_h[0] -= 20;
1535                 p_ptr->to_h[1] -= 20;
1536                 p_ptr->to_h_b -= 20;
1537                 p_ptr->to_h_m -= 20;
1538                 p_ptr->dis_to_h[0] -= 20;
1539                 p_ptr->dis_to_h[1] -= 20;
1540                 p_ptr->dis_to_h_b -= 20;
1541                 p_ptr->to_d[0] -= 20;
1542                 p_ptr->to_d[1] -= 20;
1543                 p_ptr->to_d_m -= 20;
1544                 p_ptr->dis_to_d[0] -= 20;
1545                 p_ptr->dis_to_d[1] -= 20;
1546         }
1547         else if (p_ptr->stun)
1548         {
1549                 p_ptr->to_h[0] -= 5;
1550                 p_ptr->to_h[1] -= 5;
1551                 p_ptr->to_h_b -= 5;
1552                 p_ptr->to_h_m -= 5;
1553                 p_ptr->dis_to_h[0] -= 5;
1554                 p_ptr->dis_to_h[1] -= 5;
1555                 p_ptr->dis_to_h_b -= 5;
1556                 p_ptr->to_d[0] -= 5;
1557                 p_ptr->to_d[1] -= 5;
1558                 p_ptr->to_d_m -= 5;
1559                 p_ptr->dis_to_d[0] -= 5;
1560                 p_ptr->dis_to_d[1] -= 5;
1561         }
1562
1563         /* Wraith form */
1564         if (p_ptr->wraith_form)
1565         {
1566                 p_ptr->reflect = TRUE;
1567                 p_ptr->pass_wall = TRUE;
1568         }
1569
1570         if (p_ptr->kabenuke)
1571         {
1572                 p_ptr->pass_wall = TRUE;
1573         }
1574
1575         /* Temporary blessing */
1576         if (IS_BLESSED())
1577         {
1578                 p_ptr->to_a += 5;
1579                 p_ptr->dis_to_a += 5;
1580                 p_ptr->to_h[0] += 10;
1581                 p_ptr->to_h[1] += 10;
1582                 p_ptr->to_h_b += 10;
1583                 p_ptr->to_h_m += 10;
1584                 p_ptr->dis_to_h[0] += 10;
1585                 p_ptr->dis_to_h[1] += 10;
1586                 p_ptr->dis_to_h_b += 10;
1587         }
1588
1589         if (p_ptr->magicdef)
1590         {
1591                 p_ptr->resist_blind = TRUE;
1592                 p_ptr->resist_conf = TRUE;
1593                 p_ptr->reflect = TRUE;
1594                 p_ptr->free_act = TRUE;
1595                 p_ptr->levitation = TRUE;
1596         }
1597
1598         /* Temporary "Hero" */
1599         if (IS_HERO())
1600         {
1601                 p_ptr->to_h[0] += 12;
1602                 p_ptr->to_h[1] += 12;
1603                 p_ptr->to_h_b += 12;
1604                 p_ptr->to_h_m += 12;
1605                 p_ptr->dis_to_h[0] += 12;
1606                 p_ptr->dis_to_h[1] += 12;
1607                 p_ptr->dis_to_h_b += 12;
1608         }
1609
1610         /* Temporary "Beserk" */
1611         if (p_ptr->shero)
1612         {
1613                 p_ptr->to_h[0] += 12;
1614                 p_ptr->to_h[1] += 12;
1615                 p_ptr->to_h_b -= 12;
1616                 p_ptr->to_h_m += 12;
1617                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1618                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1619                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1620                 p_ptr->dis_to_h[0] += 12;
1621                 p_ptr->dis_to_h[1] += 12;
1622                 p_ptr->dis_to_h_b -= 12;
1623                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1624                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1625                 p_ptr->to_a -= 10;
1626                 p_ptr->dis_to_a -= 10;
1627                 p_ptr->skill_stl -= 7;
1628                 p_ptr->skill_dev -= 20;
1629                 p_ptr->skill_sav -= 30;
1630                 p_ptr->skill_srh -= 15;
1631                 p_ptr->skill_fos -= 15;
1632                 p_ptr->skill_tht -= 20;
1633                 p_ptr->skill_dig += 30;
1634         }
1635
1636         /* Temporary "fast" */
1637         if (IS_FAST())
1638         {
1639                 new_speed += 10;
1640         }
1641
1642         /* Temporary "slow" */
1643         if (p_ptr->slow)
1644         {
1645                 new_speed -= 10;
1646         }
1647
1648         /* Temporary "telepathy" */
1649         if (IS_TIM_ESP())
1650         {
1651                 p_ptr->telepathy = TRUE;
1652         }
1653
1654         if (p_ptr->ele_immune)
1655         {
1656                 if (p_ptr->special_defense & DEFENSE_ACID)
1657                         p_ptr->immune_acid = TRUE;
1658                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1659                         p_ptr->immune_elec = TRUE;
1660                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1661                         p_ptr->immune_fire = TRUE;
1662                 else if (p_ptr->special_defense & DEFENSE_COLD)
1663                         p_ptr->immune_cold = TRUE;
1664         }
1665
1666         /* Temporary see invisible */
1667         if (p_ptr->tim_invis)
1668         {
1669                 p_ptr->see_inv = TRUE;
1670         }
1671
1672         /* Temporary infravision boost */
1673         if (p_ptr->tim_infra)
1674         {
1675                 p_ptr->see_infra += 3;
1676         }
1677
1678         /* Temporary regeneration boost */
1679         if (p_ptr->tim_regen)
1680         {
1681                 p_ptr->regenerate = TRUE;
1682         }
1683
1684         /* Temporary levitation */
1685         if (p_ptr->tim_levitation)
1686         {
1687                 p_ptr->levitation = TRUE;
1688         }
1689
1690         /* Temporary reflection */
1691         if (p_ptr->tim_reflect)
1692         {
1693                 p_ptr->reflect = TRUE;
1694         }
1695
1696         /* Hack -- Hero/Shero -> Res fear */
1697         if (IS_HERO() || p_ptr->shero)
1698         {
1699                 p_ptr->resist_fear = TRUE;
1700         }
1701
1702
1703         /* Hack -- Telepathy Change */
1704         if (p_ptr->telepathy != old_telepathy)
1705         {
1706                 p_ptr->update |= (PU_MONSTERS);
1707         }
1708
1709         if ((p_ptr->esp_animal != old_esp_animal) ||
1710                 (p_ptr->esp_undead != old_esp_undead) ||
1711                 (p_ptr->esp_demon != old_esp_demon) ||
1712                 (p_ptr->esp_orc != old_esp_orc) ||
1713                 (p_ptr->esp_troll != old_esp_troll) ||
1714                 (p_ptr->esp_giant != old_esp_giant) ||
1715                 (p_ptr->esp_dragon != old_esp_dragon) ||
1716                 (p_ptr->esp_human != old_esp_human) ||
1717                 (p_ptr->esp_evil != old_esp_evil) ||
1718                 (p_ptr->esp_good != old_esp_good) ||
1719                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1720                 (p_ptr->esp_unique != old_esp_unique))
1721         {
1722                 p_ptr->update |= (PU_MONSTERS);
1723         }
1724
1725         /* Hack -- See Invis Change */
1726         if (p_ptr->see_inv != old_see_inv)
1727         {
1728                 p_ptr->update |= (PU_MONSTERS);
1729         }
1730
1731         /* Bloating slows the player down (a little) */
1732         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1733
1734         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1735
1736         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1737                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1738         {
1739                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1740                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1741         }
1742
1743         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1744         {
1745                 int penalty1, penalty2;
1746                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1747                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1748                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1749                 {
1750                         penalty1 = penalty1 / 2 - 5;
1751                         penalty2 = penalty2 / 2 - 5;
1752                         new_speed += 7;
1753                         p_ptr->to_a += 10;
1754                         p_ptr->dis_to_a += 10;
1755                 }
1756                 if (easy_2weapon)
1757                 {
1758                         if (penalty1 > 0) penalty1 /= 2;
1759                         if (penalty2 > 0) penalty2 /= 2;
1760                 }
1761                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1762                 {
1763                         penalty1 = MAX(0, penalty1 - 10);
1764                         penalty2 = MAX(0, penalty2 - 10);
1765                 }
1766                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1767                 {
1768                         penalty1 = MIN(0, penalty1);
1769                         penalty2 = MIN(0, penalty2);
1770                         p_ptr->to_a += 10;
1771                         p_ptr->dis_to_a += 10;
1772                 }
1773                 else
1774                 {
1775                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1776                                 penalty1 /= 2;
1777                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1778                                 penalty2 /= 2;
1779                 }
1780                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1781                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1782                 p_ptr->to_h[0] -= (s16b)penalty1;
1783                 p_ptr->to_h[1] -= (s16b)penalty2;
1784                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1785                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1786         }
1787
1788         /* Extract the current weight (in tenth pounds) */
1789         j = p_ptr->total_weight;
1790
1791         if (!p_ptr->riding)
1792         {
1793                 /* Extract the "weight limit" (in tenth pounds) */
1794                 i = (int)weight_limit();
1795         }
1796         else
1797         {
1798                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1799                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1800                 SPEED speed = riding_m_ptr->mspeed;
1801
1802                 if (riding_m_ptr->mspeed > 110)
1803                 {
1804                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1805                         if (new_speed < 110) new_speed = 110;
1806                 }
1807                 else
1808                 {
1809                         new_speed = speed;
1810                 }
1811                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1812                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1813                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1814                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1815                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1816
1817                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1818                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1819
1820                 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;
1821
1822                 /* Extract the "weight limit" */
1823                 i = 1500 + riding_r_ptr->level * 25;
1824         }
1825
1826         /* Apply "encumbrance" from weight */
1827         if (j > i) new_speed -= ((j - i) / (i / 5));
1828
1829         /* Searching slows the player down */
1830         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1831
1832         /* Feature bonus */
1833         if (p_ptr->prace == RACE_MERFOLK)
1834         {
1835                 if (have_flag(f_ptr->flags, FF_WATER))
1836                 {
1837                         new_speed += (2 + p_ptr->lev / 10);
1838                 }
1839                 else if (!p_ptr->levitation)
1840                 {
1841                         new_speed -= 2;
1842                 }
1843         }
1844
1845
1846         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1847         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1848         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1849         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1850         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1851         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1852         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1853         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1854         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1855         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1856         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1857         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1858         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1859
1860         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1861         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1862         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1863         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1864         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1865         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1866         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1867         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1868         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1869         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1870
1871
1872         /* Obtain the "hold" value */
1873         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1874
1875
1876         /* Examine the "current bow" */
1877         o_ptr = &inventory[INVEN_BOW];
1878
1879         /* It is hard to carholdry a heavy bow */
1880         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1881         if (p_ptr->heavy_shoot)
1882         {
1883                 /* Hard to wield a heavy bow */
1884                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1885                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1886         }
1887
1888         /* Compute "extra shots" if needed */
1889         if (o_ptr->k_idx)
1890         {
1891                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1892
1893                 /* Apply special flags */
1894                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1895                 {
1896                         /* Extra shots */
1897                         p_ptr->num_fire = calc_num_fire(o_ptr);
1898
1899                         /* Snipers love Cross bows */
1900                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1901                                 (p_ptr->tval_ammo == TV_BOLT))
1902                         {
1903                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1904                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1905                         }
1906                 }
1907         }
1908
1909         if (p_ptr->ryoute) hold *= 2;
1910
1911         for (i = 0; i < 2; i++)
1912         {
1913                 /* Examine the "main weapon" */
1914                 o_ptr = &inventory[INVEN_RARM + i];
1915
1916                 object_flags(o_ptr, flgs);
1917
1918                 /* Assume not heavy */
1919                 p_ptr->heavy_wield[i] = FALSE;
1920                 p_ptr->icky_wield[i] = FALSE;
1921                 p_ptr->riding_wield[i] = FALSE;
1922
1923                 if (!has_melee_weapon(INVEN_RARM + i))
1924                 {
1925                         p_ptr->num_blow[i] = 1;
1926                         continue;
1927                 }
1928                 /* It is hard to hold a heavy weapon */
1929                 if (hold < o_ptr->weight / 10)
1930                 {
1931                         /* Hard to wield a heavy weapon */
1932                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1933                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1934
1935                         /* Heavy weapon */
1936                         p_ptr->heavy_wield[i] = TRUE;
1937                 }
1938                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1939
1940                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1941                 {
1942                         p_ptr->to_a += 5;
1943                         p_ptr->dis_to_a += 5;
1944                 }
1945
1946                 /* Normal weapons */
1947                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1948                 {
1949                         int str_index, dex_index;
1950
1951                         int num = 0, wgt = 0, mul = 0, div = 0;
1952
1953                         /* Analyze the class */
1954                         switch (p_ptr->pclass)
1955                         {
1956                         case CLASS_WARRIOR:
1957                                 num = 6; wgt = 70; mul = 5; break;
1958
1959                         case CLASS_BERSERKER:
1960                                 num = 6; wgt = 70; mul = 7; break;
1961
1962                         case CLASS_MAGE:
1963                         case CLASS_HIGH_MAGE:
1964                         case CLASS_BLUE_MAGE:
1965                                 num = 3; wgt = 100; mul = 2; break;
1966
1967                         case CLASS_PRIEST:
1968                         case CLASS_MAGIC_EATER:
1969                         case CLASS_MINDCRAFTER:
1970                                 num = 5; wgt = 100; mul = 3; break;
1971
1972                         case CLASS_ROGUE:
1973                                 num = 5; wgt = 40; mul = 3; break;
1974
1975                         case CLASS_RANGER:
1976                                 num = 5; wgt = 70; mul = 4; break;
1977
1978                         case CLASS_PALADIN:
1979                         case CLASS_SAMURAI:
1980                                 num = 5; wgt = 70; mul = 4; break;
1981
1982                         case CLASS_SMITH:
1983                                 num = 5; wgt = 150; mul = 5; break;
1984
1985                         case CLASS_WARRIOR_MAGE:
1986                         case CLASS_RED_MAGE:
1987                                 num = 5; wgt = 70; mul = 3; break;
1988
1989                         case CLASS_CHAOS_WARRIOR:
1990                                 num = 5; wgt = 70; mul = 4; break;
1991
1992                         case CLASS_MONK:
1993                                 num = 5; wgt = 60; mul = 3; break;
1994
1995                         case CLASS_TOURIST:
1996                                 num = 4; wgt = 100; mul = 3; break;
1997
1998                         case CLASS_IMITATOR:
1999                                 num = 5; wgt = 70; mul = 4; break;
2000
2001                         case CLASS_BEASTMASTER:
2002                                 num = 5; wgt = 70; mul = 3; break;
2003
2004                         case CLASS_CAVALRY:
2005                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2006                                 else { num = 5; wgt = 100; mul = 3; }
2007                                 break;
2008
2009                         case CLASS_SORCERER:
2010                                 num = 1; wgt = 1; mul = 1; break;
2011
2012                         case CLASS_ARCHER:
2013                         case CLASS_BARD:
2014                         case CLASS_SNIPER:
2015                                 num = 4; wgt = 70; mul = 2; break;
2016
2017                         case CLASS_FORCETRAINER:
2018                                 num = 4; wgt = 60; mul = 2; break;
2019
2020                         case CLASS_MIRROR_MASTER:
2021                                 num = 3; wgt = 100; mul = 3; break;
2022
2023                         case CLASS_NINJA:
2024                                 num = 4; wgt = 20; mul = 1; break;
2025                         }
2026
2027                         /* Hex - extra mights gives +1 bonus to max blows */
2028                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2029
2030                         /* Enforce a minimum "weight" (tenth pounds) */
2031                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2032
2033                         /* Access the strength vs weight */
2034                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2035
2036                         if (p_ptr->ryoute && !omoi) str_index++;
2037                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2038
2039                         /* Maximal value */
2040                         if (str_index > 11) str_index = 11;
2041
2042                         /* Index by dexterity */
2043                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2044
2045                         /* Maximal value */
2046                         if (dex_index > 11) dex_index = 11;
2047
2048                         /* Use the blows table */
2049                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2050
2051                         /* Maximal value */
2052                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2053
2054                         /* Add in the "bonus blows" */
2055                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2056
2057
2058                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2059                         else if (p_ptr->pclass == CLASS_BERSERKER)
2060                         {
2061                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2062                         }
2063                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2064
2065                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2066
2067                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2068
2069
2070                         /* Require at least one blow */
2071                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2072
2073                         /* Boost digging skill by weapon weight */
2074                         p_ptr->skill_dig += (o_ptr->weight / 10);
2075                 }
2076
2077                 /* Assume okay */
2078                 /* Priest weapon penalty for non-blessed edged weapons */
2079                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2080                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2081                 {
2082                         /* Reduce the real bonuses */
2083                         p_ptr->to_h[i] -= 2;
2084                         p_ptr->to_d[i] -= 2;
2085
2086                         /* Reduce the mental bonuses */
2087                         p_ptr->dis_to_h[i] -= 2;
2088                         p_ptr->dis_to_d[i] -= 2;
2089
2090                         /* Icky weapon */
2091                         p_ptr->icky_wield[i] = TRUE;
2092                 }
2093                 else if (p_ptr->pclass == CLASS_BERSERKER)
2094                 {
2095                         p_ptr->to_h[i] += p_ptr->lev / 5;
2096                         p_ptr->to_d[i] += p_ptr->lev / 6;
2097                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2098                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2099                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2100                         {
2101                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2102                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2103                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2104                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2105                         }
2106                 }
2107                 else if (p_ptr->pclass == CLASS_SORCERER)
2108                 {
2109                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2110                         {
2111                                 /* Reduce the real bonuses */
2112                                 p_ptr->to_h[i] -= 200;
2113                                 p_ptr->to_d[i] -= 200;
2114
2115                                 /* Reduce the mental bonuses */
2116                                 p_ptr->dis_to_h[i] -= 200;
2117                                 p_ptr->dis_to_d[i] -= 200;
2118
2119                                 /* Icky weapon */
2120                                 p_ptr->icky_wield[i] = TRUE;
2121                         }
2122                         else
2123                         {
2124                                 /* Reduce the real bonuses */
2125                                 p_ptr->to_h[i] -= 30;
2126                                 p_ptr->to_d[i] -= 10;
2127
2128                                 /* Reduce the mental bonuses */
2129                                 p_ptr->dis_to_h[i] -= 30;
2130                                 p_ptr->dis_to_d[i] -= 10;
2131                         }
2132                 }
2133                 /* Hex bonuses */
2134                 if (p_ptr->realm1 == REALM_HEX)
2135                 {
2136                         if (object_is_cursed(o_ptr))
2137                         {
2138                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2139                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2140                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2141                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2142                                 if (hex_spelling(HEX_RUNESWORD))
2143                                 {
2144                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2145                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2146                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2147                                 }
2148                         }
2149                 }
2150                 if (p_ptr->riding)
2151                 {
2152                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2153                         {
2154                                 p_ptr->to_h[i] += 15;
2155                                 p_ptr->dis_to_h[i] += 15;
2156                                 p_ptr->to_dd[i] += 2;
2157                         }
2158                         else if (!(have_flag(flgs, TR_RIDING)))
2159                         {
2160                                 int penalty;
2161                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2162                                 {
2163                                         penalty = 5;
2164                                 }
2165                                 else
2166                                 {
2167                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2168                                         penalty += 30;
2169                                         if (penalty < 30) penalty = 30;
2170                                 }
2171                                 p_ptr->to_h[i] -= (s16b)penalty;
2172                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2173
2174                                 /* Riding weapon */
2175                                 p_ptr->riding_wield[i] = TRUE;
2176                         }
2177                 }
2178         }
2179
2180         if (p_ptr->riding)
2181         {
2182                 int penalty = 0;
2183
2184                 p_ptr->riding_ryoute = FALSE;
2185
2186                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2187                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2188                 {
2189                         switch (p_ptr->pclass)
2190                         {
2191                         case CLASS_MONK:
2192                         case CLASS_FORCETRAINER:
2193                         case CLASS_BERSERKER:
2194                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2195                                         p_ptr->riding_ryoute = TRUE;
2196                                 break;
2197                         }
2198                 }
2199
2200                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2201                 {
2202                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2203                 }
2204                 else
2205                 {
2206                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2207                         penalty += 30;
2208                         if (penalty < 30) penalty = 30;
2209                 }
2210                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2211                 p_ptr->to_h_b -= (s16b)penalty;
2212                 p_ptr->dis_to_h_b -= (s16b)penalty;
2213         }
2214
2215         /* Different calculation for monks with empty hands */
2216         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2217                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2218         {
2219                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2220                 p_ptr->num_blow[0] = 0;
2221
2222                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2223                 {
2224                         if (blow_base > 18) p_ptr->num_blow[0]++;
2225                         if (blow_base > 31) p_ptr->num_blow[0]++;
2226                         if (blow_base > 44) p_ptr->num_blow[0]++;
2227                         if (blow_base > 58) p_ptr->num_blow[0]++;
2228                         if (P_PTR_KI)
2229                         {
2230                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2231                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2232                         }
2233                 }
2234                 else
2235                 {
2236                         if (blow_base > 12) p_ptr->num_blow[0]++;
2237                         if (blow_base > 22) p_ptr->num_blow[0]++;
2238                         if (blow_base > 31) p_ptr->num_blow[0]++;
2239                         if (blow_base > 39) p_ptr->num_blow[0]++;
2240                         if (blow_base > 46) p_ptr->num_blow[0]++;
2241                         if (blow_base > 53) p_ptr->num_blow[0]++;
2242                         if (blow_base > 59) p_ptr->num_blow[0]++;
2243                 }
2244
2245                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2246                         p_ptr->num_blow[0] /= 2;
2247                 else
2248                 {
2249                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2250                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2251
2252                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2253                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2254                 }
2255
2256                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2257                 {
2258                         p_ptr->to_a -= 40;
2259                         p_ptr->dis_to_a -= 40;
2260
2261                 }
2262                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2263                 {
2264                         p_ptr->to_a -= 50;
2265                         p_ptr->dis_to_a -= 50;
2266                         p_ptr->resist_acid = TRUE;
2267                         p_ptr->resist_fire = TRUE;
2268                         p_ptr->resist_elec = TRUE;
2269                         p_ptr->resist_cold = TRUE;
2270                         p_ptr->resist_pois = TRUE;
2271                         p_ptr->sh_fire = TRUE;
2272                         p_ptr->sh_elec = TRUE;
2273                         p_ptr->sh_cold = TRUE;
2274                         p_ptr->levitation = TRUE;
2275                 }
2276                 else if (p_ptr->special_defense & KAMAE_GENBU)
2277                 {
2278                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2279                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2280                         p_ptr->reflect = TRUE;
2281                         p_ptr->num_blow[0] -= 2;
2282                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2283                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2284                 }
2285                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2286                 {
2287                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2288                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2289
2290                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2291                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2292                         p_ptr->num_blow[0] /= 2;
2293                         p_ptr->levitation = TRUE;
2294                 }
2295
2296                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2297         }
2298
2299         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2300
2301         monk_armour_aux = FALSE;
2302
2303         if (heavy_armor())
2304         {
2305                 monk_armour_aux = TRUE;
2306         }
2307
2308         for (i = 0; i < 2; i++)
2309         {
2310                 if (has_melee_weapon(INVEN_RARM + i))
2311                 {
2312                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2313                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2314
2315                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2316                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2317                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2318                         {
2319                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2320                                 {
2321                                         p_ptr->to_h[i] -= 40;
2322                                         p_ptr->dis_to_h[i] -= 40;
2323                                         p_ptr->icky_wield[i] = TRUE;
2324                                 }
2325                         }
2326                         else if (p_ptr->pclass == CLASS_NINJA)
2327                         {
2328                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2329                                 {
2330                                         p_ptr->to_h[i] -= 40;
2331                                         p_ptr->dis_to_h[i] -= 40;
2332                                         p_ptr->icky_wield[i] = TRUE;
2333                                         p_ptr->num_blow[i] /= 2;
2334                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2335                                 }
2336                         }
2337
2338                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2339                 }
2340         }
2341
2342         /* Maximum speed is (+99). (internally it's 110 + 99) */
2343         /* Temporary lightspeed forces to be maximum speed */
2344         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2345         {
2346                 new_speed = 209;
2347         }
2348
2349         /* Minimum speed is (-99). (internally it's 110 - 99) */
2350         if (new_speed < 11) new_speed = 11;
2351
2352         /* Display the speed (if needed) */
2353         if (p_ptr->pspeed != (byte)new_speed)
2354         {
2355                 p_ptr->pspeed = (byte)new_speed;
2356                 p_ptr->redraw |= (PR_SPEED);
2357         }
2358
2359         if (yoiyami)
2360         {
2361                 if (p_ptr->to_a > (0 - p_ptr->ac))
2362                         p_ptr->to_a = 0 - p_ptr->ac;
2363                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2364                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2365         }
2366
2367         /* Redraw armor (if needed) */
2368         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2369         {
2370                 p_ptr->redraw |= (PR_ARMOR);
2371                 p_ptr->window |= (PW_PLAYER);
2372         }
2373
2374         if (p_ptr->ryoute && !omoi)
2375         {
2376                 int bonus_to_h = 0, bonus_to_d = 0;
2377                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2378                 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);
2379
2380                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2381                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2382                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2383                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2384         }
2385
2386         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;
2387
2388         /* Affect Skill -- stealth (bonus one) */
2389         p_ptr->skill_stl += 1;
2390
2391         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2392
2393         /* Affect Skill -- disarming (DEX and INT) */
2394         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2395         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2396
2397         /* Affect Skill -- magic devices (INT) */
2398         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2399
2400         /* Affect Skill -- saving throw (WIS) */
2401         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2402
2403         /* Affect Skill -- digging (STR) */
2404         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2405
2406         /* Affect Skill -- disarming (Level, by Class) */
2407         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2408
2409         /* Affect Skill -- magic devices (Level, by Class) */
2410         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2411
2412         /* Affect Skill -- saving throw (Level, by Class) */
2413         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2414
2415         /* Affect Skill -- stealth (Level, by Class) */
2416         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2417
2418         /* Affect Skill -- search ability (Level, by Class) */
2419         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2420
2421         /* Affect Skill -- search frequency (Level, by Class) */
2422         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2423
2424         /* Affect Skill -- combat (normal) (Level, by Class) */
2425         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2426
2427         /* Affect Skill -- combat (shooting) (Level, by Class) */
2428         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2429
2430         /* Affect Skill -- combat (throwing) (Level, by Class) */
2431         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2432
2433
2434         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2435         {
2436                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2437                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2438         }
2439
2440         /* Limit Skill -- stealth from 0 to 30 */
2441         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2442         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2443
2444         /* Limit Skill -- digging from 1 up */
2445         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2446
2447         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2448
2449         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2450
2451         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;
2452
2453         if (down_saving) p_ptr->skill_sav /= 2;
2454
2455         /* Hack -- Each elemental immunity includes resistance */
2456         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2457         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2458         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2459         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2460
2461         /* Determine player alignment */
2462         for (i = 0, j = 0; i < 8; i++)
2463         {
2464                 switch (p_ptr->vir_types[i])
2465                 {
2466                 case V_JUSTICE:
2467                         p_ptr->align += p_ptr->virtues[i] * 2;
2468                         break;
2469                 case V_CHANCE:
2470                         /* Do nothing */
2471                         break;
2472                 case V_NATURE:
2473                 case V_HARMONY:
2474                         neutral[j++] = i;
2475                         break;
2476                 case V_UNLIFE:
2477                         p_ptr->align -= p_ptr->virtues[i];
2478                         break;
2479                 default:
2480                         p_ptr->align += p_ptr->virtues[i];
2481                         break;
2482                 }
2483         }
2484
2485         for (i = 0; i < j; i++)
2486         {
2487                 if (p_ptr->align > 0)
2488                 {
2489                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2490                         if (p_ptr->align < 0) p_ptr->align = 0;
2491                 }
2492                 else if (p_ptr->align < 0)
2493                 {
2494                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2495                         if (p_ptr->align > 0) p_ptr->align = 0;
2496                 }
2497         }
2498
2499         /* Hack -- handle "xtra" mode */
2500         if (character_xtra) return;
2501
2502         /* Take note when "heavy bow" changes */
2503         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2504         {
2505                 if (p_ptr->heavy_shoot)
2506                 {
2507                         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."));
2508                 }
2509                 else if (inventory[INVEN_BOW].k_idx)
2510                 {
2511                         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."));
2512                 }
2513                 else
2514                 {
2515                         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."));
2516                 }
2517
2518                 /* Save it */
2519                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2520         }
2521
2522         for (i = 0; i < 2; i++)
2523         {
2524                 /* Take note when "heavy weapon" changes */
2525                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2526                 {
2527                         if (p_ptr->heavy_wield[i])
2528                         {
2529                                 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."));
2530                         }
2531                         else if (has_melee_weapon(INVEN_RARM + i))
2532                         {
2533                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2534                         }
2535                         else if (p_ptr->heavy_wield[1 - i])
2536                         {
2537                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2538                         }
2539                         else
2540                         {
2541                                 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."));
2542                         }
2543
2544                         /* Save it */
2545                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2546                 }
2547
2548                 /* Take note when "heavy weapon" changes */
2549                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2550                 {
2551                         if (p_ptr->riding_wield[i])
2552                         {
2553                                 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."));
2554                         }
2555                         else if (!p_ptr->riding)
2556                         {
2557                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2558                         }
2559                         else if (has_melee_weapon(INVEN_RARM + i))
2560                         {
2561                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2562                         }
2563                         /* Save it */
2564                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2565                 }
2566
2567                 /* Take note when "illegal weapon" changes */
2568                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2569                 {
2570                         if (p_ptr->icky_wield[i])
2571                         {
2572                                 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."));
2573                                 if (is_loading_now)
2574                                 {
2575                                         chg_virtue(V_FAITH, -1);
2576                                 }
2577                         }
2578                         else if (has_melee_weapon(INVEN_RARM + i))
2579                         {
2580                                 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."));
2581                         }
2582                         else
2583                         {
2584                                 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."));
2585                         }
2586
2587                         /* Save it */
2588                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2589                 }
2590         }
2591
2592         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2593         {
2594                 if (p_ptr->riding_ryoute)
2595                 {
2596 #ifdef JP
2597                         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" : "");
2598 #else
2599                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2600 #endif
2601                 }
2602                 else
2603                 {
2604 #ifdef JP
2605                         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" : "");
2606 #else
2607                         msg_print("You began to control riding pet with one hand.");
2608 #endif
2609                 }
2610
2611                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2612         }
2613
2614         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2615         {
2616                 if (heavy_armor())
2617                 {
2618                         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."));
2619                         if (is_loading_now)
2620                         {
2621                                 chg_virtue(V_HARMONY, -1);
2622                         }
2623                 }
2624                 else
2625                 {
2626                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2627                 }
2628
2629                 monk_notify_aux = monk_armour_aux;
2630         }
2631
2632         for (i = 0; i < INVEN_PACK; i++)
2633         {
2634 #if 0
2635                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2636                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2637 #endif
2638                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2639                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2640         }
2641
2642         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2643         {
2644                 o_ptr = &o_list[this_o_idx];
2645
2646                 /* Acquire next object */
2647                 next_o_idx = o_ptr->next_o_idx;
2648
2649 #if 0
2650                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2651                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2652 #endif
2653                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2654                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2655         }
2656
2657         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2658 #if 0
2659         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2660         {
2661                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2662                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2663         }
2664
2665         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)))
2666         {
2667                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2668                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2669         }
2670 #endif
2671         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2672         {
2673                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2674                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2675         }
2676
2677         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2678         {
2679                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2680                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2681         }
2682 }
2683
2684
2685 /*!
2686  * @brief プレイヤーの最大HPを計算する /
2687  * Calculate the players (maximal) hit points
2688  * Adjust current hitpoints if necessary
2689  * @return なし
2690  * @details
2691  */
2692 static void calc_hitpoints(void)
2693 {
2694         int bonus, mhp;
2695         byte tmp_hitdie;
2696
2697         /* Un-inflate "half-hitpoint bonus per level" value */
2698         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2699
2700         /* Calculate hitpoints */
2701         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2702
2703         if (p_ptr->mimic_form)
2704         {
2705                 if (p_ptr->pclass == CLASS_SORCERER)
2706                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2707                 else
2708                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2709                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2710         }
2711
2712         if (p_ptr->pclass == CLASS_SORCERER)
2713         {
2714                 if (p_ptr->lev < 30)
2715                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2716                 else
2717                         mhp = (mhp * 75 / 100);
2718                 bonus = (bonus * 65 / 100);
2719         }
2720
2721         mhp += bonus;
2722
2723         if (p_ptr->pclass == CLASS_BERSERKER)
2724         {
2725                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2726         }
2727
2728         /* Always have at least one hitpoint per level */
2729         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2730
2731         /* Factor in the hero / superhero settings */
2732         if (IS_HERO()) mhp += 10;
2733         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2734         if (p_ptr->tsuyoshi) mhp += 50;
2735
2736         /* Factor in the hex spell settings */
2737         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2738         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2739
2740         /* New maximum hitpoints */
2741         if (p_ptr->mhp != mhp)
2742         {
2743                 /* Enforce maximum */
2744                 if (p_ptr->chp >= mhp)
2745                 {
2746                         p_ptr->chp = mhp;
2747                         p_ptr->chp_frac = 0;
2748                 }
2749
2750 #ifdef JP
2751                 /* レベルアップの時は上昇量を表示する */
2752                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2753                 {
2754                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2755                 }
2756 #endif
2757                 /* Save the new max-hitpoints */
2758                 p_ptr->mhp = mhp;
2759
2760                 /* Display hitpoints (later) */
2761                 p_ptr->redraw |= (PR_HP);
2762
2763                 p_ptr->window |= (PW_PLAYER);
2764         }
2765 }
2766
2767 /*!
2768  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2769  * @return なし
2770  * @details
2771  * SWD: Experimental modification: multiple light sources have additive effect.
2772  */
2773 static void calc_torch(void)
2774 {
2775         int i, rad;
2776         object_type *o_ptr;
2777         BIT_FLAGS flgs[TR_FLAG_SIZE];
2778
2779         /* Assume no light */
2780         p_ptr->cur_lite = 0;
2781
2782         /* Loop through all wielded items */
2783         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2784         {
2785                 o_ptr = &inventory[i];
2786                 /* Skip empty slots */
2787                 if (!o_ptr->k_idx) continue;
2788
2789                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2790
2791                 /* Need Fuels */
2792                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2793                 {
2794                         if (o_ptr->tval == TV_LITE)
2795                         {
2796                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2797                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2798                         }
2799                 }
2800                 object_flags(o_ptr, flgs);
2801
2802                 /* calc the lite_radius */
2803
2804                 rad = 0;
2805                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2806                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2807                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2808                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2809                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2810                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2811                 p_ptr->cur_lite += (s16b)rad;
2812         }
2813
2814         /* max radius is 14 (was 5) without rewriting other code -- */
2815         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2816         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2817                 p_ptr->cur_lite = 1;
2818
2819         /*
2820          * check if the player doesn't have light radius,
2821          * but does weakly glow as an intrinsic.
2822          */
2823         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2824
2825         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2826         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2827
2828         /* end experimental mods */
2829
2830         /* Notice changes in the "lite radius" */
2831         if (p_ptr->old_lite != p_ptr->cur_lite)
2832         {
2833                 /* Hack -- PU_MON_LITE for monsters' darkness */
2834                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2835
2836                 /* Remember the old lite */
2837                 p_ptr->old_lite = p_ptr->cur_lite;
2838
2839                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2840                         set_superstealth(FALSE);
2841         }
2842 }
2843
2844 /*!
2845  * @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。 /
2846  * Calculate number of spells player should have, and forget,
2847  * or remember, spells until that number is properly reflected.
2848  * @return なし
2849  * @details
2850  * Note that this function induces various "status" messages,
2851  * which must be bypasses until the character is created.
2852  */
2853 static void calc_spells(void)
2854 {
2855         int i, j, k, levels;
2856         int num_allowed;
2857         int num_boukyaku = 0;
2858
2859         const magic_type        *s_ptr;
2860         REALM_IDX which;
2861         int bonus = 0;
2862
2863
2864         concptr p;
2865
2866         /* Hack -- must be literate */
2867         if (!mp_ptr->spell_book) return;
2868
2869         /* Hack -- wait for creation */
2870         if (!character_generated) return;
2871
2872         /* Hack -- handle "xtra" mode */
2873         if (character_xtra) return;
2874
2875         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2876         {
2877                 p_ptr->new_spells = 0;
2878                 return;
2879         }
2880
2881         p = spell_category_name(mp_ptr->spell_book);
2882
2883         /* Determine the number of spells allowed */
2884         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2885
2886         /* Hack -- no negative spells */
2887         if (levels < 0) levels = 0;
2888
2889         /* Extract total allowed spells */
2890         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2891
2892         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2893         {
2894                 bonus = 4;
2895         }
2896         if (p_ptr->pclass == CLASS_SAMURAI)
2897         {
2898                 num_allowed = 32;
2899         }
2900         else if (p_ptr->realm2 == REALM_NONE)
2901         {
2902                 num_allowed = (num_allowed + 1) / 2;
2903                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2904         }
2905         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2906         {
2907                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2908         }
2909         else
2910         {
2911                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2912         }
2913
2914         /* Count the number of spells we know */
2915         for (j = 0; j < 64; j++)
2916         {
2917                 /* Count known spells */
2918                 if ((j < 32) ?
2919                         (p_ptr->spell_forgotten1 & (1L << j)) :
2920                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2921                 {
2922                         num_boukyaku++;
2923                 }
2924         }
2925
2926         /* See how many spells we must forget or may learn */
2927         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2928
2929         /* Forget spells which are too hard */
2930         for (i = 63; i >= 0; i--)
2931         {
2932                 /* Efficiency -- all done */
2933                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2934
2935                 /* Access the spell */
2936                 j = p_ptr->spell_order[i];
2937
2938                 /* Skip non-spells */
2939                 if (j >= 99) continue;
2940
2941
2942                 /* Get the spell */
2943                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2944                 {
2945                         if (j < 32)
2946                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2947                         else
2948                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2949                 }
2950                 else if (j < 32)
2951                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2952                 else
2953                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2954
2955                 /* Skip spells we are allowed to know */
2956                 if (s_ptr->slevel <= p_ptr->lev) continue;
2957
2958                 /* Is it known? */
2959                 if ((j < 32) ?
2960                         (p_ptr->spell_learned1 & (1L << j)) :
2961                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2962                 {
2963                         /* Mark as forgotten */
2964                         if (j < 32)
2965                         {
2966                                 p_ptr->spell_forgotten1 |= (1L << j);
2967                                 which = p_ptr->realm1;
2968                         }
2969                         else
2970                         {
2971                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2972                                 which = p_ptr->realm2;
2973                         }
2974
2975                         /* No longer known */
2976                         if (j < 32)
2977                         {
2978                                 p_ptr->spell_learned1 &= ~(1L << j);
2979                                 which = p_ptr->realm1;
2980                         }
2981                         else
2982                         {
2983                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2984                                 which = p_ptr->realm2;
2985                         }
2986
2987 #ifdef JP
2988                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2989 #else
2990                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2991 #endif
2992
2993
2994                         /* One more can be learned */
2995                         p_ptr->new_spells++;
2996                 }
2997         }
2998
2999
3000         /* Forget spells if we know too many spells */
3001         for (i = 63; i >= 0; i--)
3002         {
3003                 /* Stop when possible */
3004                 if (p_ptr->new_spells >= 0) break;
3005
3006                 /* Efficiency -- all done */
3007                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3008
3009                 /* Get the (i+1)th spell learned */
3010                 j = p_ptr->spell_order[i];
3011
3012                 /* Skip unknown spells */
3013                 if (j >= 99) continue;
3014
3015                 /* Forget it (if learned) */
3016                 if ((j < 32) ?
3017                         (p_ptr->spell_learned1 & (1L << j)) :
3018                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3019                 {
3020                         /* Mark as forgotten */
3021                         if (j < 32)
3022                         {
3023                                 p_ptr->spell_forgotten1 |= (1L << j);
3024                                 which = p_ptr->realm1;
3025                         }
3026                         else
3027                         {
3028                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3029                                 which = p_ptr->realm2;
3030                         }
3031
3032                         /* No longer known */
3033                         if (j < 32)
3034                         {
3035                                 p_ptr->spell_learned1 &= ~(1L << j);
3036                                 which = p_ptr->realm1;
3037                         }
3038                         else
3039                         {
3040                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3041                                 which = p_ptr->realm2;
3042                         }
3043
3044 #ifdef JP
3045                         msg_format("%sの%sを忘れてしまった。",
3046                                 do_spell(which, j % 32, SPELL_NAME), p);
3047 #else
3048                         msg_format("You have forgotten the %s of %s.", p,
3049                                 do_spell(which, j % 32, SPELL_NAME));
3050 #endif
3051
3052
3053                         /* One more can be learned */
3054                         p_ptr->new_spells++;
3055                 }
3056         }
3057
3058
3059         /* Check for spells to remember */
3060         for (i = 0; i < 64; i++)
3061         {
3062                 /* None left to remember */
3063                 if (p_ptr->new_spells <= 0) break;
3064
3065                 /* Efficiency -- all done */
3066                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3067
3068                 /* Get the next spell we learned */
3069                 j = p_ptr->spell_order[i];
3070
3071                 /* Skip unknown spells */
3072                 if (j >= 99) break;
3073
3074                 /* Access the spell */
3075                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3076                 {
3077                         if (j < 32)
3078                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3079                         else
3080                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3081                 }
3082                 else if (j < 32)
3083                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3084                 else
3085                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3086
3087                 /* Skip spells we cannot remember */
3088                 if (s_ptr->slevel > p_ptr->lev) continue;
3089
3090                 /* First set of spells */
3091                 if ((j < 32) ?
3092                         (p_ptr->spell_forgotten1 & (1L << j)) :
3093                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3094                 {
3095                         /* No longer forgotten */
3096                         if (j < 32)
3097                         {
3098                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3099                                 which = p_ptr->realm1;
3100                         }
3101                         else
3102                         {
3103                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3104                                 which = p_ptr->realm2;
3105                         }
3106
3107                         /* Known once more */
3108                         if (j < 32)
3109                         {
3110                                 p_ptr->spell_learned1 |= (1L << j);
3111                                 which = p_ptr->realm1;
3112                         }
3113                         else
3114                         {
3115                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3116                                 which = p_ptr->realm2;
3117                         }
3118
3119 #ifdef JP
3120                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3121 #else
3122                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3123 #endif
3124
3125
3126                         /* One less can be learned */
3127                         p_ptr->new_spells--;
3128                 }
3129         }
3130
3131         k = 0;
3132
3133         if (p_ptr->realm2 == REALM_NONE)
3134         {
3135                 /* Count spells that can be learned */
3136                 for (j = 0; j < 32; j++)
3137                 {
3138                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3139                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3140
3141                         /* Skip spells we cannot remember */
3142                         if (s_ptr->slevel > p_ptr->lev) continue;
3143
3144                         /* Skip spells we already know */
3145                         if (p_ptr->spell_learned1 & (1L << j))
3146                         {
3147                                 continue;
3148                         }
3149
3150                         /* Count it */
3151                         k++;
3152                 }
3153                 if (k > 32) k = 32;
3154                 if ((p_ptr->new_spells > k) &&
3155                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3156                 {
3157                         p_ptr->new_spells = (s16b)k;
3158                 }
3159         }
3160
3161         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3162
3163         /* Spell count changed */
3164         if (p_ptr->old_spells != p_ptr->new_spells)
3165         {
3166                 /* Message if needed */
3167                 if (p_ptr->new_spells)
3168                 {
3169 #ifdef JP
3170                         if (p_ptr->new_spells < 10) {
3171                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3172                         }
3173                         else {
3174                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3175                         }
3176 #else
3177                         msg_format("You can learn %d more %s%s.",
3178                                 p_ptr->new_spells, p,
3179                                 (p_ptr->new_spells != 1) ? "s" : "");
3180 #endif
3181
3182                 }
3183
3184                 /* Save the new_spells value */
3185                 p_ptr->old_spells = p_ptr->new_spells;
3186
3187                 /* Redraw Study Status */
3188                 p_ptr->redraw |= (PR_STUDY);
3189
3190                 /* Redraw object recall */
3191                 p_ptr->window |= (PW_OBJECT);
3192         }
3193 }
3194
3195 /*!
3196  * @brief プレイヤーの最大MPを計算する /
3197  * Calculate maximum mana.  You do not need to know any spells.
3198  * Note that mana is lowered by heavy (or inappropriate) armor.
3199  * @return なし
3200  * @details
3201  * This function induces status messages.
3202  */
3203 static void calc_mana(void)
3204 {
3205         int msp, levels, cur_wgt, max_wgt;
3206
3207         object_type *o_ptr;
3208
3209
3210         /* Hack -- Must be literate */
3211         if (!mp_ptr->spell_book) return;
3212
3213         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3214                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3215                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3216         {
3217                 levels = p_ptr->lev;
3218         }
3219         else
3220         {
3221                 if (mp_ptr->spell_first > p_ptr->lev)
3222                 {
3223                         /* Save new mana */
3224                         p_ptr->msp = 0;
3225
3226                         /* Display mana later */
3227                         p_ptr->redraw |= (PR_MANA);
3228                         return;
3229                 }
3230
3231                 /* Extract "effective" player level */
3232                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3233         }
3234
3235         if (p_ptr->pclass == CLASS_SAMURAI)
3236         {
3237                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3238                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3239         }
3240         else
3241         {
3242                 /* Extract total mana */
3243                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3244
3245                 /* Hack -- usually add one mana */
3246                 if (msp) msp++;
3247
3248                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3249
3250                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3251
3252                 /* Hack: High mages have a 25% mana bonus */
3253                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3254
3255                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3256         }
3257
3258         /* Only mages are affected */
3259         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3260         {
3261                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3262
3263                 /* Assume player is not encumbered by gloves */
3264                 p_ptr->cumber_glove = FALSE;
3265
3266                 /* Get the gloves */
3267                 o_ptr = &inventory[INVEN_HANDS];
3268
3269                 /* Examine the gloves */
3270                 object_flags(o_ptr, flgs);
3271
3272                 /* Normal gloves hurt mage-type spells */
3273                 if (o_ptr->k_idx &&
3274                         !(have_flag(flgs, TR_FREE_ACT)) &&
3275                         !(have_flag(flgs, TR_DEC_MANA)) &&
3276                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3277                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3278                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3279                 {
3280                         /* Encumbered */
3281                         p_ptr->cumber_glove = TRUE;
3282
3283                         /* Reduce mana */
3284                         msp = (3 * msp) / 4;
3285                 }
3286         }
3287
3288
3289         /* Assume player not encumbered by armor */
3290         p_ptr->cumber_armor = FALSE;
3291
3292         /* Weigh the armor */
3293         cur_wgt = 0;
3294         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3295         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3296         cur_wgt += inventory[INVEN_BODY].weight;
3297         cur_wgt += inventory[INVEN_HEAD].weight;
3298         cur_wgt += inventory[INVEN_OUTER].weight;
3299         cur_wgt += inventory[INVEN_HANDS].weight;
3300         cur_wgt += inventory[INVEN_FEET].weight;
3301
3302         /* Subtract a percentage of maximum mana. */
3303         switch (p_ptr->pclass)
3304         {
3305                 /* For these classes, mana is halved if armour
3306                  * is 30 pounds over their weight limit. */
3307         case CLASS_MAGE:
3308         case CLASS_HIGH_MAGE:
3309         case CLASS_BLUE_MAGE:
3310         case CLASS_MONK:
3311         case CLASS_FORCETRAINER:
3312         case CLASS_SORCERER:
3313         {
3314                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3315                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3316                 break;
3317         }
3318
3319         /* Mana halved if armour is 40 pounds over weight limit. */
3320         case CLASS_PRIEST:
3321         case CLASS_BARD:
3322         case CLASS_TOURIST:
3323         {
3324                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3325                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3326                 break;
3327         }
3328
3329         case CLASS_MINDCRAFTER:
3330         case CLASS_BEASTMASTER:
3331         case CLASS_MIRROR_MASTER:
3332         {
3333                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3334                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3335                 break;
3336         }
3337
3338         /* Mana halved if armour is 50 pounds over weight limit. */
3339         case CLASS_ROGUE:
3340         case CLASS_RANGER:
3341         case CLASS_RED_MAGE:
3342         case CLASS_WARRIOR_MAGE:
3343         {
3344                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3345                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3346                 break;
3347         }
3348
3349         /* Mana halved if armour is 60 pounds over weight limit. */
3350         case CLASS_PALADIN:
3351         case CLASS_CHAOS_WARRIOR:
3352         {
3353                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3354                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3355                 break;
3356         }
3357
3358         /* For new classes created, but not yet added to this formula. */
3359         default:
3360         {
3361                 break;
3362         }
3363         }
3364
3365         /* Determine the weight allowance */
3366         max_wgt = mp_ptr->spell_weight;
3367
3368         /* Heavy armor penalizes mana by a percentage.  -LM- */
3369         if ((cur_wgt - max_wgt) > 0)
3370         {
3371                 /* Encumbered */
3372                 p_ptr->cumber_armor = TRUE;
3373
3374                 /* Subtract a percentage of maximum mana. */
3375                 switch (p_ptr->pclass)
3376                 {
3377                         /* For these classes, mana is halved if armour
3378                          * is 30 pounds over their weight limit. */
3379                 case CLASS_MAGE:
3380                 case CLASS_HIGH_MAGE:
3381                 case CLASS_BLUE_MAGE:
3382                 {
3383                         msp -= msp * (cur_wgt - max_wgt) / 600;
3384                         break;
3385                 }
3386
3387                 /* Mana halved if armour is 40 pounds over weight limit. */
3388                 case CLASS_PRIEST:
3389                 case CLASS_MINDCRAFTER:
3390                 case CLASS_BEASTMASTER:
3391                 case CLASS_BARD:
3392                 case CLASS_FORCETRAINER:
3393                 case CLASS_TOURIST:
3394                 case CLASS_MIRROR_MASTER:
3395                 {
3396                         msp -= msp * (cur_wgt - max_wgt) / 800;
3397                         break;
3398                 }
3399
3400                 case CLASS_SORCERER:
3401                 {
3402                         msp -= msp * (cur_wgt - max_wgt) / 900;
3403                         break;
3404                 }
3405
3406                 /* Mana halved if armour is 50 pounds over weight limit. */
3407                 case CLASS_ROGUE:
3408                 case CLASS_RANGER:
3409                 case CLASS_MONK:
3410                 case CLASS_RED_MAGE:
3411                 {
3412                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3413                         break;
3414                 }
3415
3416                 /* Mana halved if armour is 60 pounds over weight limit. */
3417                 case CLASS_PALADIN:
3418                 case CLASS_CHAOS_WARRIOR:
3419                 case CLASS_WARRIOR_MAGE:
3420                 {
3421                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3422                         break;
3423                 }
3424
3425                 case CLASS_SAMURAI:
3426                 {
3427                         p_ptr->cumber_armor = FALSE;
3428                         break;
3429                 }
3430
3431                 /* For new classes created, but not yet added to this formula. */
3432                 default:
3433                 {
3434                         msp -= msp * (cur_wgt - max_wgt) / 800;
3435                         break;
3436                 }
3437                 }
3438         }
3439
3440         /* Mana can never be negative */
3441         if (msp < 0) msp = 0;
3442
3443
3444         /* Maximum mana has changed */
3445         if (p_ptr->msp != msp)
3446         {
3447                 /* Enforce maximum */
3448                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3449                 {
3450                         p_ptr->csp = msp;
3451                         p_ptr->csp_frac = 0;
3452                 }
3453
3454 #ifdef JP
3455                 /* レベルアップの時は上昇量を表示する */
3456                 if ((level_up == 1) && (msp > p_ptr->msp))
3457                 {
3458                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3459                 }
3460 #endif
3461                 /* Save new mana */
3462                 p_ptr->msp = msp;
3463
3464                 /* Display mana later */
3465                 p_ptr->redraw |= (PR_MANA);
3466
3467                 p_ptr->window |= (PW_PLAYER);
3468                 p_ptr->window |= (PW_SPELL);
3469         }
3470
3471
3472         /* Hack -- handle "xtra" mode */
3473         if (character_xtra) return;
3474
3475         /* Take note when "glove state" changes */
3476         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3477         {
3478                 if (p_ptr->cumber_glove)
3479                 {
3480                         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."));
3481                 }
3482                 else
3483                 {
3484                         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."));
3485                 }
3486
3487                 /* Save it */
3488                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3489         }
3490
3491
3492         /* Take note when "armor state" changes */
3493         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3494         {
3495                 if (p_ptr->cumber_armor)
3496                 {
3497                         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."));
3498                 }
3499                 else
3500                 {
3501                         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."));
3502                 }
3503
3504                 /* Save it */
3505                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3506         }
3507 }
3508
3509 /*!
3510  * @brief 装備中の射撃武器の威力倍率を返す /
3511  * calcurate the fire rate of target object
3512  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3513  * @return 射撃倍率の値(100で1.00倍)
3514  */
3515 s16b calc_num_fire(object_type *o_ptr)
3516 {
3517         int extra_shots = 0;
3518         int i;
3519         int num = 0;
3520         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3521         object_type *q_ptr;
3522         BIT_FLAGS flgs[TR_FLAG_SIZE];
3523
3524         /* Scan the usable inventory */
3525         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3526         {
3527                 q_ptr = &inventory[i];
3528
3529                 /* Skip non-objects */
3530                 if (!q_ptr->k_idx) continue;
3531
3532                 /* Do not apply current equip */
3533                 if (i == INVEN_BOW) continue;
3534
3535                 /* Extract the item flags */
3536                 object_flags(q_ptr, flgs);
3537
3538                 /* Boost shots */
3539                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3540         }
3541
3542         object_flags(o_ptr, flgs);
3543         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3544
3545         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3546         {
3547                 num = 100;
3548                 /* Extra shots */
3549                 num += (extra_shots * 100);
3550
3551                 /* Hack -- Rangers love Bows */
3552                 if ((p_ptr->pclass == CLASS_RANGER) &&
3553                         (tval_ammo == TV_ARROW))
3554                 {
3555                         num += (p_ptr->lev * 4);
3556                 }
3557
3558                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3559                         (tval_ammo == TV_ARROW))
3560                 {
3561                         num += (p_ptr->lev * 3);
3562                 }
3563
3564                 if (p_ptr->pclass == CLASS_ARCHER)
3565                 {
3566                         if (tval_ammo == TV_ARROW)
3567                                 num += ((p_ptr->lev * 5) + 50);
3568                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3569                                 num += (p_ptr->lev * 4);
3570                 }
3571
3572                 /*
3573                  * Addendum -- also "Reward" high level warriors,
3574                  * with _any_ missile weapon -- TY
3575                  */
3576                 if (p_ptr->pclass == CLASS_WARRIOR &&
3577                         (tval_ammo <= TV_BOLT) &&
3578                         (tval_ammo >= TV_SHOT))
3579                 {
3580                         num += (p_ptr->lev * 2);
3581                 }
3582                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3583                         (tval_ammo == TV_SHOT))
3584                 {
3585                         num += (p_ptr->lev * 4);
3586                 }
3587         }
3588         return (s16b)num;
3589 }
3590
3591 /*!
3592  * @brief プレイヤーの所持重量制限を計算する /
3593  * Computes current weight limit.
3594  * @return 制限重量(ポンド)
3595  */
3596 WEIGHT weight_limit(void)
3597 {
3598         WEIGHT i;
3599
3600         /* Weight limit based only on strength */
3601         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3602         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3603
3604         /* Return the result */
3605         return i;
3606 }
3607
3608 /*!
3609  * @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 /
3610  * @param i 判定する手のID(右手:0 左手:1)
3611  * @return 持っているならばTRUE
3612  */
3613 bool has_melee_weapon(int i)
3614 {
3615         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3616 }
3617
3618 /*!
3619  * @brief プレイヤーの現在開いている手の状態を返す
3620  * @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。
3621  * @return 開いている手のビットフラグ
3622  */
3623 BIT_FLAGS16 empty_hands(bool riding_control)
3624 {
3625         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3626
3627         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3628         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3629
3630         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3631         {
3632                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3633                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3634         }
3635
3636         return status;
3637 }
3638
3639
3640 /*!
3641  * @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。
3642  * @return ペナルティが適用されるならばTRUE。
3643  */
3644 bool heavy_armor(void)
3645 {
3646         WEIGHT monk_arm_wgt = 0;
3647
3648         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3649
3650         /* Weight the armor */
3651         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3652         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3653         monk_arm_wgt += inventory[INVEN_BODY].weight;
3654         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3655         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3656         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3657         monk_arm_wgt += inventory[INVEN_FEET].weight;
3658
3659         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3660 }
3661
3662 /*!
3663  * @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"
3664  * @return なし
3665  * @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。
3666  */
3667 void update_creature(player_type *creature_ptr)
3668 {
3669         if (!creature_ptr->update) return;
3670
3671         /* Actually do auto-destroy */
3672         if (creature_ptr->update & (PU_AUTODESTROY))
3673         {
3674                 creature_ptr->update &= ~(PU_AUTODESTROY);
3675                 autopick_delayed_alter();
3676         }
3677
3678         /* Combine the pack */
3679         if (creature_ptr->update & (PU_COMBINE))
3680         {
3681                 creature_ptr->update &= ~(PU_COMBINE);
3682                 combine_pack();
3683         }
3684
3685         /* Reorder the pack */
3686         if (creature_ptr->update & (PU_REORDER))
3687         {
3688                 creature_ptr->update &= ~(PU_REORDER);
3689                 reorder_pack();
3690         }
3691
3692         if (creature_ptr->update & (PU_BONUS))
3693         {
3694                 creature_ptr->update &= ~(PU_BONUS);
3695                 calc_bonuses();
3696         }
3697
3698         if (creature_ptr->update & (PU_TORCH))
3699         {
3700                 creature_ptr->update &= ~(PU_TORCH);
3701                 calc_torch();
3702         }
3703
3704         if (creature_ptr->update & (PU_HP))
3705         {
3706                 creature_ptr->update &= ~(PU_HP);
3707                 calc_hitpoints();
3708         }
3709
3710         if (creature_ptr->update & (PU_MANA))
3711         {
3712                 creature_ptr->update &= ~(PU_MANA);
3713                 calc_mana();
3714         }
3715
3716         if (creature_ptr->update & (PU_SPELLS))
3717         {
3718                 creature_ptr->update &= ~(PU_SPELLS);
3719                 calc_spells();
3720         }
3721
3722         /* Character is not ready yet, no screen updates */
3723         if (!character_generated) return;
3724
3725         /* Character is in "icky" mode, no screen updates */
3726         if (character_icky) return;
3727
3728         if (creature_ptr->update & (PU_UN_LITE))
3729         {
3730                 creature_ptr->update &= ~(PU_UN_LITE);
3731                 forget_lite();
3732         }
3733
3734         if (creature_ptr->update & (PU_UN_VIEW))
3735         {
3736                 creature_ptr->update &= ~(PU_UN_VIEW);
3737                 forget_view();
3738         }
3739
3740         if (creature_ptr->update & (PU_VIEW))
3741         {
3742                 creature_ptr->update &= ~(PU_VIEW);
3743                 update_view();
3744         }
3745
3746         if (creature_ptr->update & (PU_LITE))
3747         {
3748                 creature_ptr->update &= ~(PU_LITE);
3749                 update_lite();
3750         }
3751
3752
3753         if (creature_ptr->update & (PU_FLOW))
3754         {
3755                 creature_ptr->update &= ~(PU_FLOW);
3756                 update_flow();
3757         }
3758
3759         if (creature_ptr->update & (PU_DISTANCE))
3760         {
3761                 creature_ptr->update &= ~(PU_DISTANCE);
3762
3763                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3764                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3765
3766                 update_monsters(TRUE);
3767         }
3768
3769         if (creature_ptr->update & (PU_MON_LITE))
3770         {
3771                 creature_ptr->update &= ~(PU_MON_LITE);
3772                 update_mon_lite();
3773         }
3774
3775         /*
3776          * Mega-Hack -- Delayed visual update
3777          * Only used if update_view(), update_lite() or update_mon_lite() was called
3778          */
3779         if (creature_ptr->update & (PU_DELAY_VIS))
3780         {
3781                 creature_ptr->update &= ~(PU_DELAY_VIS);
3782                 delayed_visual_update();
3783         }
3784
3785         if (creature_ptr->update & (PU_MONSTERS))
3786         {
3787                 creature_ptr->update &= ~(PU_MONSTERS);
3788                 update_monsters(FALSE);
3789         }
3790 }
3791
3792 /*!
3793  * @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
3794  * @return 魔道書を一冊も持っていないならTRUEを返す
3795  */
3796 bool player_has_no_spellbooks(void)
3797 {
3798         int i;
3799         object_type *o_ptr;
3800
3801         for (i = 0; i < INVEN_PACK; i++)
3802         {
3803                 o_ptr = &inventory[i];
3804                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3805         }
3806
3807         for (i = cave[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3808         {
3809                 o_ptr = &o_list[i];
3810                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3811         }
3812
3813         return TRUE;
3814 }
3815
3816 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3817 {
3818         creature_ptr->energy_use = (ENERGY)need_cost;
3819 }
3820
3821 void free_turn(player_type *creature_ptr)
3822 {
3823         creature_ptr->energy_use = 0;
3824 }