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[Refactor] #38995 world_type 構造体に turn を game_turn に改名して取り込む。 / Rename turn to game_t...
[hengband/hengband.git] / src / player-status.c
1 #include "angband.h"
2 #include "player-status.h"
3
4 #include "artifact.h"
5 #include "avatar.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
8
9 /* Hack, monk armour */
10 static bool monk_armour_aux;
11 static bool monk_notify_aux;
12
13 /*
14  * Return alignment title
15  */
16 concptr your_alignment(void)
17 {
18         if (p_ptr->align > 150) return _("大善", "Lawful");
19         else if (p_ptr->align > 50) return _("中善", "Good");
20         else if (p_ptr->align > 10) return _("小善", "Neutral Good");
21         else if (p_ptr->align > -11) return _("中立", "Neutral");
22         else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
23         else if (p_ptr->align > -151) return _("中悪", "Evil");
24         else return _("大悪", "Chaotic");
25 }
26
27
28 /*
29  * Return proficiency level of weapons and misc. skills (except riding)
30  */
31 int weapon_exp_level(int weapon_exp)
32 {
33         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
34         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
35         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
36         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
37         else return EXP_LEVEL_MASTER;
38 }
39
40
41 /*
42  * Return proficiency level of riding
43  */
44 int riding_exp_level(int riding_exp)
45 {
46         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
47         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
48         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
49         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
50         else return EXP_LEVEL_MASTER;
51 }
52
53
54 /*
55  * Return proficiency level of spells
56  */
57 int spell_exp_level(int spell_exp)
58 {
59         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
60         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
61         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
62         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
63         else return EXP_LEVEL_MASTER;
64 }
65
66 /*!
67  * @brief プレイヤーの全ステータスを更新する /
68  * Calculate the players current "state", taking into account
69  * not only race/class intrinsics, but also objects being worn
70  * and temporary spell effects.
71  * @return なし
72  * @details
73  * <pre>
74  * See also calc_mana() and calc_hitpoints().
75  *
76  * Take note of the new "speed code", in particular, a very strong
77  * player will start slowing down as soon as he reaches 150 pounds,
78  * but not until he reaches 450 pounds will he be half as fast as
79  * a normal kobold.  This both hurts and helps the player, hurts
80  * because in the old days a player could just avoid 300 pounds,
81  * and helps because now carrying 300 pounds is not very painful.
82  *
83  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
84  * damage, since that would affect non-combat things.  These values
85  * are actually added in later, at the appropriate place.
86  *
87  * This function induces various "status" messages.
88  * </pre>
89  */
90 void calc_bonuses(void)
91 {
92         int i, j, hold, neutral[2];
93         int new_speed;
94         int default_hand = 0;
95         int empty_hands_status = empty_hands(TRUE);
96         int extra_blows[2];
97         object_type *o_ptr;
98         BIT_FLAGS flgs[TR_FLAG_SIZE];
99         bool omoi = FALSE;
100         bool yoiyami = FALSE;
101         bool down_saving = FALSE;
102 #if 0
103         bool have_dd_s = FALSE, have_dd_t = FALSE;
104 #endif
105         bool have_sw = FALSE, have_kabe = FALSE;
106         bool easy_2weapon = FALSE;
107         bool riding_levitation = FALSE;
108         OBJECT_IDX this_o_idx, next_o_idx = 0;
109         const player_race *tmp_rp_ptr;
110
111         /* Save the old vision stuff */
112         bool old_telepathy = p_ptr->telepathy;
113         bool old_esp_animal = p_ptr->esp_animal;
114         bool old_esp_undead = p_ptr->esp_undead;
115         bool old_esp_demon = p_ptr->esp_demon;
116         bool old_esp_orc = p_ptr->esp_orc;
117         bool old_esp_troll = p_ptr->esp_troll;
118         bool old_esp_giant = p_ptr->esp_giant;
119         bool old_esp_dragon = p_ptr->esp_dragon;
120         bool old_esp_human = p_ptr->esp_human;
121         bool old_esp_evil = p_ptr->esp_evil;
122         bool old_esp_good = p_ptr->esp_good;
123         bool old_esp_nonliving = p_ptr->esp_nonliving;
124         bool old_esp_unique = p_ptr->esp_unique;
125         bool old_see_inv = p_ptr->see_inv;
126         bool old_mighty_throw = p_ptr->mighty_throw;
127
128         /* Current feature under player. */
129         feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
130
131         /* Save the old armor class */
132         ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
133         ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
134
135
136         /* Clear extra blows/shots */
137         extra_blows[0] = extra_blows[1] = 0;
138
139         /* Clear the stat modifiers */
140         for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
141
142
143         /* Clear the Displayed/Real armor class */
144         p_ptr->dis_ac = p_ptr->ac = 0;
145
146         /* Clear the Displayed/Real Bonuses */
147         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
148         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
149         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
150         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
151         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
152         p_ptr->dis_to_a = p_ptr->to_a = 0;
153         p_ptr->to_h_m = 0;
154         p_ptr->to_d_m = 0;
155
156         p_ptr->to_m_chance = 0;
157
158         /* Clear the Extra Dice Bonuses */
159         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
160         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
161
162         /* Start with "normal" speed */
163         new_speed = 110;
164
165         /* Start with a single blow per current_world_ptr->game_turn */
166         p_ptr->num_blow[0] = 1;
167         p_ptr->num_blow[1] = 1;
168
169         /* Start with a single shot per current_world_ptr->game_turn */
170         p_ptr->num_fire = 100;
171
172         /* Reset the "xtra" tval */
173         p_ptr->tval_xtra = 0;
174
175         /* Reset the "ammo" tval */
176         p_ptr->tval_ammo = 0;
177
178         /* Clear all the flags */
179         p_ptr->cursed = 0L;
180         p_ptr->bless_blade = FALSE;
181         p_ptr->xtra_might = FALSE;
182         p_ptr->impact[0] = FALSE;
183         p_ptr->impact[1] = FALSE;
184         p_ptr->pass_wall = FALSE;
185         p_ptr->kill_wall = FALSE;
186         p_ptr->dec_mana = FALSE;
187         p_ptr->easy_spell = FALSE;
188         p_ptr->heavy_spell = FALSE;
189         p_ptr->see_inv = FALSE;
190         p_ptr->free_act = FALSE;
191         p_ptr->slow_digest = FALSE;
192         p_ptr->regenerate = FALSE;
193         p_ptr->can_swim = FALSE;
194         p_ptr->levitation = FALSE;
195         p_ptr->hold_exp = FALSE;
196         p_ptr->telepathy = FALSE;
197         p_ptr->esp_animal = FALSE;
198         p_ptr->esp_undead = FALSE;
199         p_ptr->esp_demon = FALSE;
200         p_ptr->esp_orc = FALSE;
201         p_ptr->esp_troll = FALSE;
202         p_ptr->esp_giant = FALSE;
203         p_ptr->esp_dragon = FALSE;
204         p_ptr->esp_human = FALSE;
205         p_ptr->esp_evil = FALSE;
206         p_ptr->esp_good = FALSE;
207         p_ptr->esp_nonliving = FALSE;
208         p_ptr->esp_unique = FALSE;
209         p_ptr->lite = FALSE;
210         p_ptr->sustain_str = FALSE;
211         p_ptr->sustain_int = FALSE;
212         p_ptr->sustain_wis = FALSE;
213         p_ptr->sustain_con = FALSE;
214         p_ptr->sustain_dex = FALSE;
215         p_ptr->sustain_chr = FALSE;
216         p_ptr->resist_acid = FALSE;
217         p_ptr->resist_elec = FALSE;
218         p_ptr->resist_fire = FALSE;
219         p_ptr->resist_cold = FALSE;
220         p_ptr->resist_pois = FALSE;
221         p_ptr->resist_conf = FALSE;
222         p_ptr->resist_sound = FALSE;
223         p_ptr->resist_lite = FALSE;
224         p_ptr->resist_dark = FALSE;
225         p_ptr->resist_chaos = FALSE;
226         p_ptr->resist_disen = FALSE;
227         p_ptr->resist_shard = FALSE;
228         p_ptr->resist_nexus = FALSE;
229         p_ptr->resist_blind = FALSE;
230         p_ptr->resist_neth = FALSE;
231         p_ptr->resist_time = FALSE;
232         p_ptr->resist_water = FALSE;
233         p_ptr->resist_fear = FALSE;
234         p_ptr->reflect = FALSE;
235         p_ptr->sh_fire = FALSE;
236         p_ptr->sh_elec = FALSE;
237         p_ptr->sh_cold = FALSE;
238         p_ptr->anti_magic = FALSE;
239         p_ptr->anti_tele = FALSE;
240         p_ptr->warning = FALSE;
241         p_ptr->mighty_throw = FALSE;
242         p_ptr->see_nocto = FALSE;
243
244         p_ptr->immune_acid = FALSE;
245         p_ptr->immune_elec = FALSE;
246         p_ptr->immune_fire = FALSE;
247         p_ptr->immune_cold = FALSE;
248
249         p_ptr->ryoute = FALSE;
250         p_ptr->migite = FALSE;
251         p_ptr->hidarite = FALSE;
252         p_ptr->no_flowed = FALSE;
253
254         p_ptr->align = friend_align;
255
256         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
257         else tmp_rp_ptr = &race_info[p_ptr->prace];
258
259         /* Base infravision (purely racial) */
260         p_ptr->see_infra = tmp_rp_ptr->infra;
261
262         /* Base skill -- disarming */
263         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
264
265         /* Base skill -- magic devices */
266         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
267
268         /* Base skill -- saving throw */
269         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
270
271         /* Base skill -- stealth */
272         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
273
274         /* Base skill -- searching ability */
275         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
276
277         /* Base skill -- searching frequency */
278         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
279
280         /* Base skill -- combat (normal) */
281         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
282
283         /* Base skill -- combat (shooting) */
284         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
285
286         /* Base skill -- combat (throwing) */
287         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
288
289         /* Base skill -- digging */
290         p_ptr->skill_dig = 0;
291
292         if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
293         if (has_melee_weapon(INVEN_LARM))
294         {
295                 p_ptr->hidarite = TRUE;
296                 if (!p_ptr->migite) default_hand = 1;
297         }
298
299         if (CAN_TWO_HANDS_WIELDING())
300         {
301                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
302                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
303                 {
304                         p_ptr->ryoute = TRUE;
305                 }
306                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
307                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
308                 {
309                         p_ptr->ryoute = TRUE;
310                 }
311                 else
312                 {
313                         switch (p_ptr->pclass)
314                         {
315                         case CLASS_MONK:
316                         case CLASS_FORCETRAINER:
317                         case CLASS_BERSERKER:
318                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
319                                 {
320                                         p_ptr->migite = TRUE;
321                                         p_ptr->ryoute = TRUE;
322                                 }
323                                 break;
324                         }
325                 }
326         }
327
328         if (!p_ptr->migite && !p_ptr->hidarite)
329         {
330                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
331                 else if (empty_hands_status == EMPTY_HAND_LARM)
332                 {
333                         p_ptr->hidarite = TRUE;
334                         default_hand = 1;
335                 }
336         }
337
338         if (p_ptr->special_defense & KAMAE_MASK)
339         {
340                 if (!(empty_hands_status & EMPTY_HAND_RARM))
341                 {
342                         set_action(ACTION_NONE);
343                 }
344         }
345
346         switch (p_ptr->pclass)
347         {
348         case CLASS_WARRIOR:
349                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
350                 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
351                 break;
352         case CLASS_PALADIN:
353                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
354                 break;
355         case CLASS_CHAOS_WARRIOR:
356                 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
357                 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
358                 break;
359         case CLASS_MINDCRAFTER:
360                 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
361                 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
362                 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
363                 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
364                 break;
365         case CLASS_MONK:
366         case CLASS_FORCETRAINER:
367                 /* Unencumbered Monks become faster every 10 levels */
368                 if (!(heavy_armor()))
369                 {
370                         if (!(prace_is_(RACE_KLACKON) ||
371                                 prace_is_(RACE_SPRITE) ||
372                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
373                                 new_speed += (p_ptr->lev) / 10;
374
375                         /* Free action if unencumbered at level 25 */
376                         if (p_ptr->lev > 24)
377                                 p_ptr->free_act = TRUE;
378                 }
379                 break;
380         case CLASS_SORCERER:
381                 p_ptr->to_a -= 50;
382                 p_ptr->dis_to_a -= 50;
383                 break;
384         case CLASS_BARD:
385                 p_ptr->resist_sound = TRUE;
386                 break;
387         case CLASS_SAMURAI:
388                 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
389                 break;
390         case CLASS_BERSERKER:
391                 p_ptr->shero = 1;
392                 p_ptr->sustain_str = TRUE;
393                 p_ptr->sustain_dex = TRUE;
394                 p_ptr->sustain_con = TRUE;
395                 p_ptr->regenerate = TRUE;
396                 p_ptr->free_act = TRUE;
397                 new_speed += 2;
398                 if (p_ptr->lev > 29) new_speed++;
399                 if (p_ptr->lev > 39) new_speed++;
400                 if (p_ptr->lev > 44) new_speed++;
401                 if (p_ptr->lev > 49) new_speed++;
402                 p_ptr->to_a += 10 + p_ptr->lev / 2;
403                 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
404                 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
405                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
406                 p_ptr->redraw |= PR_STATUS;
407                 break;
408         case CLASS_MIRROR_MASTER:
409                 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
410                 break;
411         case CLASS_NINJA:
412                 /* Unencumbered Ninjas become faster every 10 levels */
413                 if (heavy_armor())
414                 {
415                         new_speed -= (p_ptr->lev) / 10;
416                         p_ptr->skill_stl -= (p_ptr->lev) / 10;
417                 }
418                 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
419                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
420                 {
421                         new_speed += 3;
422                         if (!(prace_is_(RACE_KLACKON) ||
423                                 prace_is_(RACE_SPRITE) ||
424                                 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
425                                 new_speed += (p_ptr->lev) / 10;
426                         p_ptr->skill_stl += (p_ptr->lev) / 10;
427
428                         /* Free action if unencumbered at level 25 */
429                         if (p_ptr->lev > 24)
430                                 p_ptr->free_act = TRUE;
431                 }
432                 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
433                         (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
434                 {
435                         p_ptr->to_a += p_ptr->lev / 2 + 5;
436                         p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
437                 }
438                 p_ptr->slow_digest = TRUE;
439                 p_ptr->resist_fear = TRUE;
440                 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
441                 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
442                 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
443                 if (p_ptr->lev > 44)
444                 {
445                         p_ptr->oppose_pois = 1;
446                         p_ptr->redraw |= PR_STATUS;
447                 }
448                 p_ptr->see_nocto = TRUE;
449                 break;
450         }
451
452         /***** Races ****/
453         if (p_ptr->mimic_form)
454         {
455                 switch (p_ptr->mimic_form)
456                 {
457                 case MIMIC_DEMON:
458                         p_ptr->hold_exp = TRUE;
459                         p_ptr->resist_chaos = TRUE;
460                         p_ptr->resist_neth = TRUE;
461                         p_ptr->resist_fire = TRUE;
462                         p_ptr->oppose_fire = 1;
463                         p_ptr->see_inv = TRUE;
464                         new_speed += 3;
465                         p_ptr->redraw |= PR_STATUS;
466                         p_ptr->to_a += 10;
467                         p_ptr->dis_to_a += 10;
468                         p_ptr->align -= 200;
469                         break;
470                 case MIMIC_DEMON_LORD:
471                         p_ptr->hold_exp = TRUE;
472                         p_ptr->resist_chaos = TRUE;
473                         p_ptr->resist_neth = TRUE;
474                         p_ptr->immune_fire = TRUE;
475                         p_ptr->resist_acid = TRUE;
476                         p_ptr->resist_fire = TRUE;
477                         p_ptr->resist_cold = TRUE;
478                         p_ptr->resist_elec = TRUE;
479                         p_ptr->resist_pois = TRUE;
480                         p_ptr->resist_conf = TRUE;
481                         p_ptr->resist_disen = TRUE;
482                         p_ptr->resist_nexus = TRUE;
483                         p_ptr->resist_fear = TRUE;
484                         p_ptr->sh_fire = TRUE;
485                         p_ptr->see_inv = TRUE;
486                         p_ptr->telepathy = TRUE;
487                         p_ptr->levitation = TRUE;
488                         p_ptr->kill_wall = TRUE;
489                         new_speed += 5;
490                         p_ptr->to_a += 20;
491                         p_ptr->dis_to_a += 20;
492                         p_ptr->align -= 200;
493                         break;
494                 case MIMIC_VAMPIRE:
495                         p_ptr->resist_dark = TRUE;
496                         p_ptr->hold_exp = TRUE;
497                         p_ptr->resist_neth = TRUE;
498                         p_ptr->resist_cold = TRUE;
499                         p_ptr->resist_pois = TRUE;
500                         p_ptr->see_inv = TRUE;
501                         new_speed += 3;
502                         p_ptr->to_a += 10;
503                         p_ptr->dis_to_a += 10;
504                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
505                         break;
506                 }
507         }
508         else
509         {
510                 switch (p_ptr->prace)
511                 {
512                 case RACE_ELF:
513                         p_ptr->resist_lite = TRUE;
514                         break;
515                 case RACE_HOBBIT:
516                         p_ptr->hold_exp = TRUE;
517                         break;
518                 case RACE_GNOME:
519                         p_ptr->free_act = TRUE;
520                         break;
521                 case RACE_DWARF:
522                         p_ptr->resist_blind = TRUE;
523                         break;
524                 case RACE_HALF_ORC:
525                         p_ptr->resist_dark = TRUE;
526                         break;
527                 case RACE_HALF_TROLL:
528                         p_ptr->sustain_str = TRUE;
529
530                         if (p_ptr->lev > 14)
531                         {
532                                 /* High level trolls heal fast... */
533                                 p_ptr->regenerate = TRUE;
534
535                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
536                                 {
537                                         p_ptr->slow_digest = TRUE;
538                                         /* Let's not make Regeneration
539                                          * a disadvantage for the poor warriors who can
540                                          * never learn a spell that satisfies hunger (actually
541                                          * neither can rogues, but half-trolls are not
542                                          * supposed to play rogues) */
543                                 }
544                         }
545                         break;
546                 case RACE_AMBERITE:
547                         p_ptr->sustain_con = TRUE;
548                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
549                         break;
550                 case RACE_HIGH_ELF:
551                         p_ptr->resist_lite = TRUE;
552                         p_ptr->see_inv = TRUE;
553                         break;
554                 case RACE_BARBARIAN:
555                         p_ptr->resist_fear = TRUE;
556                         break;
557                 case RACE_HALF_OGRE:
558                         p_ptr->resist_dark = TRUE;
559                         p_ptr->sustain_str = TRUE;
560                         break;
561                 case RACE_HALF_GIANT:
562                         p_ptr->sustain_str = TRUE;
563                         p_ptr->resist_shard = TRUE;
564                         break;
565                 case RACE_HALF_TITAN:
566                         p_ptr->resist_chaos = TRUE;
567                         break;
568                 case RACE_CYCLOPS:
569                         p_ptr->resist_sound = TRUE;
570                         break;
571                 case RACE_YEEK:
572                         p_ptr->resist_acid = TRUE;
573                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
574                         break;
575                 case RACE_KLACKON:
576                         p_ptr->resist_conf = TRUE;
577                         p_ptr->resist_acid = TRUE;
578
579                         /* Klackons become faster */
580                         new_speed += (p_ptr->lev) / 10;
581                         break;
582                 case RACE_KOBOLD:
583                         p_ptr->resist_pois = TRUE;
584                         break;
585                 case RACE_NIBELUNG:
586                         p_ptr->resist_disen = TRUE;
587                         p_ptr->resist_dark = TRUE;
588                         break;
589                 case RACE_DARK_ELF:
590                         p_ptr->resist_dark = TRUE;
591                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
592                         break;
593                 case RACE_DRACONIAN:
594                         p_ptr->levitation = TRUE;
595                         if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
596                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
597                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
598                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
599                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
600                         break;
601                 case RACE_MIND_FLAYER:
602                         p_ptr->sustain_int = TRUE;
603                         p_ptr->sustain_wis = TRUE;
604                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
605                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
606                         break;
607                 case RACE_IMP:
608                         p_ptr->resist_fire = TRUE;
609                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
610                         break;
611                 case RACE_GOLEM:
612                         p_ptr->slow_digest = TRUE;
613                         p_ptr->free_act = TRUE;
614                         p_ptr->see_inv = TRUE;
615                         p_ptr->resist_pois = TRUE;
616                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
617                         break;
618                 case RACE_SKELETON:
619                         p_ptr->resist_shard = TRUE;
620                         p_ptr->hold_exp = TRUE;
621                         p_ptr->see_inv = TRUE;
622                         p_ptr->resist_pois = TRUE;
623                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
624                         break;
625                 case RACE_ZOMBIE:
626                         p_ptr->resist_neth = TRUE;
627                         p_ptr->hold_exp = TRUE;
628                         p_ptr->see_inv = TRUE;
629                         p_ptr->resist_pois = TRUE;
630                         p_ptr->slow_digest = TRUE;
631                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
632                         break;
633                 case RACE_VAMPIRE:
634                         p_ptr->resist_dark = TRUE;
635                         p_ptr->hold_exp = TRUE;
636                         p_ptr->resist_neth = TRUE;
637                         p_ptr->resist_cold = TRUE;
638                         p_ptr->resist_pois = TRUE;
639                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
640                         break;
641                 case RACE_SPECTRE:
642                         p_ptr->levitation = TRUE;
643                         p_ptr->free_act = TRUE;
644                         p_ptr->resist_neth = TRUE;
645                         p_ptr->hold_exp = TRUE;
646                         p_ptr->see_inv = TRUE;
647                         p_ptr->resist_pois = TRUE;
648                         p_ptr->slow_digest = TRUE;
649                         p_ptr->resist_cold = TRUE;
650                         p_ptr->pass_wall = TRUE;
651                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
652                         break;
653                 case RACE_SPRITE:
654                         p_ptr->levitation = TRUE;
655                         p_ptr->resist_lite = TRUE;
656
657                         /* Sprites become faster */
658                         new_speed += (p_ptr->lev) / 10;
659                         break;
660                 case RACE_BEASTMAN:
661                         p_ptr->resist_conf = TRUE;
662                         p_ptr->resist_sound = TRUE;
663                         break;
664                 case RACE_ENT:
665                         /* Ents dig like maniacs, but only with their hands. */
666                         if (!inventory[INVEN_RARM].k_idx)
667                                 p_ptr->skill_dig += p_ptr->lev * 10;
668                         /* Ents get tougher and stronger as they age, but lose dexterity. */
669                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
670                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
671                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
672
673                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
674                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
675                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
676
677                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
678                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
679                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
680                         break;
681                 case RACE_ANGEL:
682                         p_ptr->levitation = TRUE;
683                         p_ptr->see_inv = TRUE;
684                         p_ptr->align += 200;
685                         break;
686                 case RACE_DEMON:
687                         p_ptr->resist_fire = TRUE;
688                         p_ptr->resist_neth = TRUE;
689                         p_ptr->hold_exp = TRUE;
690                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
691                         if (p_ptr->lev > 44)
692                         {
693                                 p_ptr->oppose_fire = 1;
694                                 p_ptr->redraw |= PR_STATUS;
695                         }
696                         p_ptr->align -= 200;
697                         break;
698                 case RACE_DUNADAN:
699                         p_ptr->sustain_con = TRUE;
700                         break;
701                 case RACE_S_FAIRY:
702                         p_ptr->levitation = TRUE;
703                         break;
704                 case RACE_KUTAR:
705                         p_ptr->resist_conf = TRUE;
706                         break;
707                 case RACE_ANDROID:
708                         p_ptr->slow_digest = TRUE;
709                         p_ptr->free_act = TRUE;
710                         p_ptr->resist_pois = TRUE;
711                         p_ptr->hold_exp = TRUE;
712                         break;
713                 case RACE_MERFOLK:
714                         p_ptr->resist_water = TRUE;
715                         break;
716                 default:
717                         /* Do nothing */
718                         ;
719                 }
720         }
721
722         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
723         {
724                 p_ptr->see_inv = TRUE;
725                 p_ptr->free_act = TRUE;
726                 p_ptr->slow_digest = TRUE;
727                 p_ptr->regenerate = TRUE;
728                 p_ptr->levitation = TRUE;
729                 p_ptr->hold_exp = TRUE;
730                 p_ptr->telepathy = TRUE;
731                 p_ptr->lite = TRUE;
732                 p_ptr->sustain_str = TRUE;
733                 p_ptr->sustain_int = TRUE;
734                 p_ptr->sustain_wis = TRUE;
735                 p_ptr->sustain_con = TRUE;
736                 p_ptr->sustain_dex = TRUE;
737                 p_ptr->sustain_chr = TRUE;
738                 p_ptr->resist_acid = TRUE;
739                 p_ptr->resist_elec = TRUE;
740                 p_ptr->resist_fire = TRUE;
741                 p_ptr->resist_cold = TRUE;
742                 p_ptr->resist_pois = TRUE;
743                 p_ptr->resist_conf = TRUE;
744                 p_ptr->resist_sound = TRUE;
745                 p_ptr->resist_lite = TRUE;
746                 p_ptr->resist_dark = TRUE;
747                 p_ptr->resist_chaos = TRUE;
748                 p_ptr->resist_disen = TRUE;
749                 p_ptr->resist_shard = TRUE;
750                 p_ptr->resist_nexus = TRUE;
751                 p_ptr->resist_blind = TRUE;
752                 p_ptr->resist_neth = TRUE;
753                 p_ptr->resist_fear = TRUE;
754                 p_ptr->reflect = TRUE;
755                 p_ptr->sh_fire = TRUE;
756                 p_ptr->sh_elec = TRUE;
757                 p_ptr->sh_cold = TRUE;
758                 p_ptr->to_a += 100;
759                 p_ptr->dis_to_a += 100;
760         }
761         /* Temporary shield */
762         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
763         {
764                 p_ptr->to_a += 50;
765                 p_ptr->dis_to_a += 50;
766         }
767
768         if (p_ptr->tim_res_nether)
769         {
770                 p_ptr->resist_neth = TRUE;
771         }
772         if (p_ptr->tim_sh_fire)
773         {
774                 p_ptr->sh_fire = TRUE;
775         }
776         if (p_ptr->tim_res_time)
777         {
778                 p_ptr->resist_time = TRUE;
779         }
780
781         /* Sexy Gal */
782         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
783
784         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
785         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
786         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
787
788         if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
789         {
790                 p_ptr->to_m_chance += 5;
791                 p_ptr->resist_conf = TRUE;
792         }
793
794         /* Lucky man */
795         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
796
797         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
798         {
799                 p_ptr->resist_blind = TRUE;
800                 p_ptr->resist_conf = TRUE;
801                 p_ptr->hold_exp = TRUE;
802                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
803
804                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
805                         /* Munchkin become faster */
806                         new_speed += (p_ptr->lev) / 10 + 5;
807         }
808
809         if (music_singing(MUSIC_WALL))
810         {
811                 p_ptr->kill_wall = TRUE;
812         }
813
814         /* Hack -- apply racial/class stat maxes */
815         /* Apply the racial modifiers */
816         for (i = 0; i < A_MAX; i++)
817         {
818                 /* Modify the stats for "race" */
819                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
820         }
821
822
823         /* I'm adding the mutations here for the lack of a better place... */
824         if (p_ptr->muta3)
825         {
826                 /* Hyper Strength */
827                 if (p_ptr->muta3 & MUT3_HYPER_STR)
828                 {
829                         p_ptr->stat_add[A_STR] += 4;
830                 }
831
832                 /* Puny */
833                 if (p_ptr->muta3 & MUT3_PUNY)
834                 {
835                         p_ptr->stat_add[A_STR] -= 4;
836                 }
837
838                 /* Living computer */
839                 if (p_ptr->muta3 & MUT3_HYPER_INT)
840                 {
841                         p_ptr->stat_add[A_INT] += 4;
842                         p_ptr->stat_add[A_WIS] += 4;
843                 }
844
845                 /* Moronic */
846                 if (p_ptr->muta3 & MUT3_MORONIC)
847                 {
848                         p_ptr->stat_add[A_INT] -= 4;
849                         p_ptr->stat_add[A_WIS] -= 4;
850                 }
851
852                 if (p_ptr->muta3 & MUT3_RESILIENT)
853                 {
854                         p_ptr->stat_add[A_CON] += 4;
855                 }
856
857                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
858                 {
859                         p_ptr->stat_add[A_CON] += 2;
860                         new_speed -= 2;
861                 }
862
863                 if (p_ptr->muta3 & MUT3_ALBINO)
864                 {
865                         p_ptr->stat_add[A_CON] -= 4;
866                 }
867
868                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
869                 {
870                         p_ptr->stat_add[A_CON] -= 2;
871                         p_ptr->stat_add[A_CHR] -= 1;
872                         p_ptr->regenerate = FALSE;
873                         /* Cancel innate regeneration */
874                 }
875
876                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
877                 {
878                         p_ptr->stat_add[A_CHR] -= 4;
879                 }
880
881                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
882                 {
883                         p_ptr->stat_add[A_CHR] -= 1;
884                 }
885
886                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
887                 {
888                         p_ptr->skill_fos += 15;
889                         p_ptr->skill_srh += 15;
890                 }
891
892                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
893                 {
894                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
895                 }
896
897                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
898                 {
899                         p_ptr->skill_stl -= 3;
900                 }
901
902                 if (p_ptr->muta3 & MUT3_INFRAVIS)
903                 {
904                         p_ptr->see_infra += 3;
905                 }
906
907                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
908                 {
909                         new_speed += 3;
910                 }
911
912                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
913                 {
914                         new_speed -= 3;
915                 }
916
917                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
918                 {
919                         p_ptr->sh_elec = TRUE;
920                 }
921
922                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
923                 {
924                         p_ptr->sh_fire = TRUE;
925                         p_ptr->lite = TRUE;
926                 }
927
928                 if (p_ptr->muta3 & MUT3_WART_SKIN)
929                 {
930                         p_ptr->stat_add[A_CHR] -= 2;
931                         p_ptr->to_a += 5;
932                         p_ptr->dis_to_a += 5;
933                 }
934
935                 if (p_ptr->muta3 & MUT3_SCALES)
936                 {
937                         p_ptr->stat_add[A_CHR] -= 1;
938                         p_ptr->to_a += 10;
939                         p_ptr->dis_to_a += 10;
940                 }
941
942                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
943                 {
944                         p_ptr->stat_add[A_DEX] -= 1;
945                         p_ptr->to_a += 25;
946                         p_ptr->dis_to_a += 25;
947                 }
948
949                 if (p_ptr->muta3 & MUT3_WINGS)
950                 {
951                         p_ptr->levitation = TRUE;
952                 }
953
954                 if (p_ptr->muta3 & MUT3_FEARLESS)
955                 {
956                         p_ptr->resist_fear = TRUE;
957                 }
958
959                 if (p_ptr->muta3 & MUT3_REGEN)
960                 {
961                         p_ptr->regenerate = TRUE;
962                 }
963
964                 if (p_ptr->muta3 & MUT3_ESP)
965                 {
966                         p_ptr->telepathy = TRUE;
967                 }
968
969                 if (p_ptr->muta3 & MUT3_LIMBER)
970                 {
971                         p_ptr->stat_add[A_DEX] += 3;
972                 }
973
974                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
975                 {
976                         p_ptr->stat_add[A_DEX] -= 3;
977                 }
978
979                 if (p_ptr->muta3 & MUT3_MOTION)
980                 {
981                         p_ptr->free_act = TRUE;
982                         p_ptr->skill_stl += 1;
983                 }
984
985                 if (p_ptr->muta3 & MUT3_ILL_NORM)
986                 {
987                         p_ptr->stat_add[A_CHR] = 0;
988                 }
989         }
990
991         if (p_ptr->tsuyoshi)
992         {
993                 p_ptr->stat_add[A_STR] += 4;
994                 p_ptr->stat_add[A_CON] += 4;
995         }
996
997         /* Scan the usable inventory */
998         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
999         {
1000                 int bonus_to_h, bonus_to_d;
1001                 o_ptr = &inventory[i];
1002
1003                 /* Skip non-objects */
1004                 if (!o_ptr->k_idx) continue;
1005
1006                 /* Extract the item flags */
1007                 object_flags(o_ptr, flgs);
1008
1009                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1010                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1011
1012                 /* Affect stats */
1013                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1014                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1015                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1016                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1017                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1018                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1019
1020                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8 * o_ptr->pval;
1021
1022                 /* Affect stealth */
1023                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1024
1025                 /* Affect searching ability (factor of five) */
1026                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1027
1028                 /* Affect searching frequency (factor of five) */
1029                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1030
1031                 /* Affect infravision */
1032                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1033
1034                 /* Affect digging (factor of 20) */
1035                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1036
1037                 /* Affect speed */
1038                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1039
1040                 /* Affect blows */
1041                 if (have_flag(flgs, TR_BLOWS))
1042                 {
1043                         if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1044                         else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1045                         else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1046                 }
1047
1048                 /* Hack -- cause earthquakes */
1049                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1050
1051                 /* Various flags */
1052                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
1053                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
1054                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
1055                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1056                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1057                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
1058                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
1059                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1060                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
1061                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1062                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1063                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
1064                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
1065                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
1066                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
1067                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1068                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
1069                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
1070                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
1071                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
1072                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1073                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
1074                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
1075                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
1076                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
1077                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
1078                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
1079                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
1080                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
1081                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
1082                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
1083                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
1084                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
1085                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1086                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
1087
1088                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
1089                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
1090                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
1091                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
1092                 if (have_flag(flgs, TR_WARNING)) {
1093                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1094                                 p_ptr->warning = TRUE;
1095                 }
1096
1097                 if (have_flag(flgs, TR_TELEPORT))
1098                 {
1099                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1100                         else
1101                         {
1102                                 concptr insc = quark_str(o_ptr->inscription);
1103
1104                                 if (o_ptr->inscription && my_strchr(insc, '.'))
1105                                 {
1106                                         /*
1107                                          * {.} will stop random teleportation.
1108                                          */
1109                                 }
1110                                 else
1111                                 {
1112                                         /* Controlled random teleportation */
1113                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
1114                                 }
1115                         }
1116                 }
1117
1118                 /* Immunity flags */
1119                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1120                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1121                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1122                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1123
1124                 /* Resistance flags */
1125                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
1126                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
1127                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
1128                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
1129                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
1130                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
1131                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
1132                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
1133                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
1134                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
1135                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
1136                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
1137                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1138                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
1139                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
1140                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1141
1142                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
1143                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
1144                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
1145                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
1146                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1147                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
1148
1149                 /* Sustain flags */
1150                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1151                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1152                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1153                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1154                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1155                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1156
1157                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1158                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1159                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1160                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1161                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1162                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1163                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1164
1165                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1166                 {
1167                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1168                         {
1169                                 p_ptr->to_m_chance += 10;
1170                         }
1171                         else
1172                         {
1173                                 p_ptr->to_m_chance += 3;
1174                         }
1175                 }
1176
1177                 if (o_ptr->tval == TV_CAPTURE) continue;
1178
1179                 /* Modify the base armor class */
1180                 p_ptr->ac += o_ptr->ac;
1181
1182                 /* The base armor class is always known */
1183                 p_ptr->dis_ac += o_ptr->ac;
1184
1185                 /* Apply the bonuses to armor class */
1186                 p_ptr->to_a += o_ptr->to_a;
1187
1188                 /* Apply the mental bonuses to armor class, if known */
1189                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1190
1191                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1192                 {
1193                         int slot = i - INVEN_RARM;
1194                         if (slot < 2)
1195                         {
1196                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1197                                 {
1198                                         p_ptr->to_h[slot] -= 15;
1199                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1200                                 }
1201                                 else
1202                                 {
1203                                         p_ptr->to_h[slot] -= 5;
1204                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1205                                 }
1206                         }
1207                         else
1208                         {
1209                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1210                                 {
1211                                         p_ptr->to_h_b -= 15;
1212                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1213                                 }
1214                                 else
1215                                 {
1216                                         p_ptr->to_h_b -= 5;
1217                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1218                                 }
1219                         }
1220                 }
1221
1222                 if (o_ptr->curse_flags & TRC_LOW_AC)
1223                 {
1224                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1225                         {
1226                                 p_ptr->to_a -= 30;
1227                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1228                         }
1229                         else
1230                         {
1231                                 p_ptr->to_a -= 10;
1232                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1233                         }
1234                 }
1235
1236                 /* Hack -- do not apply "weapon" bonuses */
1237                 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1238                 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1239
1240                 /* Hack -- do not apply "bow" bonuses */
1241                 if (i == INVEN_BOW) continue;
1242
1243                 bonus_to_h = o_ptr->to_h;
1244                 bonus_to_d = o_ptr->to_d;
1245
1246                 if (p_ptr->pclass == CLASS_NINJA)
1247                 {
1248                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1249                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1250                 }
1251
1252                 /* To Bow and Natural attack */
1253
1254                 /* Apply the bonuses to hit/damage */
1255                 p_ptr->to_h_b += (s16b)bonus_to_h;
1256                 p_ptr->to_h_m += (s16b)bonus_to_h;
1257                 p_ptr->to_d_m += (s16b)bonus_to_d;
1258
1259                 /* Apply the mental bonuses tp hit/damage, if known */
1260                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1261
1262                 /* To Melee */
1263                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1264                 {
1265                         /* Apply the bonuses to hit/damage */
1266                         p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1267                         p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1268
1269                         /* Apply the mental bonuses tp hit/damage, if known */
1270                         if (object_is_known(o_ptr))
1271                         {
1272                                 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1273                                 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1274                         }
1275                 }
1276                 else if (p_ptr->migite && p_ptr->hidarite)
1277                 {
1278                         /* Apply the bonuses to hit/damage */
1279                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1280                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1281                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1282                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1283
1284                         /* Apply the mental bonuses tp hit/damage, if known */
1285                         if (object_is_known(o_ptr))
1286                         {
1287                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1288                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1289                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1290                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1291                         }
1292                 }
1293                 else
1294                 {
1295                         /* Apply the bonuses to hit/damage */
1296                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1297                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1298
1299                         /* Apply the mental bonuses to hit/damage, if known */
1300                         if (object_is_known(o_ptr))
1301                         {
1302                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1303                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1304                         }
1305                 }
1306         }
1307
1308         /* Shield skill bonus */
1309         if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1310         {
1311                 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1312                 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1313         }
1314
1315         if (old_mighty_throw != p_ptr->mighty_throw)
1316         {
1317                 /* Redraw average damege display of Shuriken */
1318                 p_ptr->window |= PW_INVEN;
1319         }
1320
1321         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1322
1323         /* Monks get extra ac for armour _not worn_ */
1324         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1325         {
1326                 if (!(inventory[INVEN_BODY].k_idx))
1327                 {
1328                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
1329                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1330                 }
1331                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1332                 {
1333                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1334                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1335                 }
1336                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1337                 {
1338                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1339                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1340                 }
1341                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1342                 {
1343                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
1344                         p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1345                 }
1346                 if (!(inventory[INVEN_HANDS].k_idx))
1347                 {
1348                         p_ptr->to_a += (p_ptr->lev / 2);
1349                         p_ptr->dis_to_a += (p_ptr->lev / 2);
1350                 }
1351                 if (!(inventory[INVEN_FEET].k_idx))
1352                 {
1353                         p_ptr->to_a += (p_ptr->lev / 3);
1354                         p_ptr->dis_to_a += (p_ptr->lev / 3);
1355                 }
1356                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1357                 {
1358                         p_ptr->stat_add[A_STR] += 2;
1359                         p_ptr->stat_add[A_DEX] += 2;
1360                         p_ptr->stat_add[A_CON] -= 3;
1361                 }
1362                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1363                 {
1364                 }
1365                 else if (p_ptr->special_defense & KAMAE_GENBU)
1366                 {
1367                         p_ptr->stat_add[A_INT] -= 1;
1368                         p_ptr->stat_add[A_WIS] -= 1;
1369                         p_ptr->stat_add[A_DEX] -= 2;
1370                         p_ptr->stat_add[A_CON] += 3;
1371                 }
1372                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1373                 {
1374                         p_ptr->stat_add[A_STR] -= 2;
1375                         p_ptr->stat_add[A_INT] += 1;
1376                         p_ptr->stat_add[A_WIS] += 1;
1377                         p_ptr->stat_add[A_DEX] += 2;
1378                         p_ptr->stat_add[A_CON] -= 2;
1379                 }
1380         }
1381
1382         if (p_ptr->special_defense & KATA_KOUKIJIN)
1383         {
1384                 for (i = 0; i < A_MAX; i++)
1385                         p_ptr->stat_add[i] += 5;
1386                 p_ptr->to_a -= 50;
1387                 p_ptr->dis_to_a -= 50;
1388         }
1389
1390         /* Hack -- aura of fire also provides light */
1391         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1392
1393         /* Golems also get an intrinsic AC bonus */
1394         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1395         {
1396                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1397                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1398         }
1399
1400         /* Hex bonuses */
1401         if (p_ptr->realm1 == REALM_HEX)
1402         {
1403                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1404                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1405                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1406                 if (hex_spelling(HEX_BUILDING))
1407                 {
1408                         p_ptr->stat_add[A_STR] += 4;
1409                         p_ptr->stat_add[A_DEX] += 4;
1410                         p_ptr->stat_add[A_CON] += 4;
1411                 }
1412                 if (hex_spelling(HEX_DEMON_AURA))
1413                 {
1414                         p_ptr->sh_fire = TRUE;
1415                         p_ptr->regenerate = TRUE;
1416                 }
1417                 if (hex_spelling(HEX_ICE_ARMOR))
1418                 {
1419                         p_ptr->sh_cold = TRUE;
1420                         p_ptr->to_a += 30;
1421                         p_ptr->dis_to_a += 30;
1422                 }
1423                 if (hex_spelling(HEX_SHOCK_CLOAK))
1424                 {
1425                         p_ptr->sh_elec = TRUE;
1426                         new_speed += 3;
1427                 }
1428                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1429                 {
1430                         ARMOUR_CLASS ac = 0;
1431                         o_ptr = &inventory[i];
1432                         if (!o_ptr->k_idx) continue;
1433                         if (!object_is_armour(o_ptr)) continue;
1434                         if (!object_is_cursed(o_ptr)) continue;
1435                         ac += 5;
1436                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1437                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1438                         p_ptr->to_a += (s16b)ac;
1439                         p_ptr->dis_to_a += (s16b)ac;
1440                 }
1441         }
1442
1443         /* Calculate stats */
1444         for (i = 0; i < A_MAX; i++)
1445         {
1446                 int top, use, ind;
1447
1448                 /* Extract the new "stat_use" value for the stat */
1449                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1450
1451                 /* Notice changes */
1452                 if (p_ptr->stat_top[i] != top)
1453                 {
1454                         /* Save the new value */
1455                         p_ptr->stat_top[i] = (s16b)top;
1456                         p_ptr->redraw |= (PR_STATS);
1457                         p_ptr->window |= (PW_PLAYER);
1458                 }
1459
1460
1461                 /* Extract the new "stat_use" value for the stat */
1462                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1463
1464                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1465                 {
1466                         /* 10 to 18/90 charisma, guaranteed, based on level */
1467                         if (use < 8 + 2 * p_ptr->lev)
1468                         {
1469                                 use = 8 + 2 * p_ptr->lev;
1470                         }
1471                 }
1472
1473                 /* Notice changes */
1474                 if (p_ptr->stat_use[i] != use)
1475                 {
1476                         /* Save the new value */
1477                         p_ptr->stat_use[i] = (s16b)use;
1478                         p_ptr->redraw |= (PR_STATS);
1479                         p_ptr->window |= (PW_PLAYER);
1480                 }
1481
1482
1483                 /* Values: 3, 4, ..., 17 */
1484                 if (use <= 18) ind = (use - 3);
1485
1486                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1487                 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1488
1489                 /* Range: 18/220+ */
1490                 else ind = (37);
1491
1492                 /* Notice changes */
1493                 if (p_ptr->stat_ind[i] != ind)
1494                 {
1495                         /* Save the new index */
1496                         p_ptr->stat_ind[i] = (s16b)ind;
1497
1498                         /* Change in CON affects Hitpoints */
1499                         if (i == A_CON)
1500                         {
1501                                 p_ptr->update |= (PU_HP);
1502                         }
1503
1504                         /* Change in INT may affect Mana/Spells */
1505                         else if (i == A_INT)
1506                         {
1507                                 if (mp_ptr->spell_stat == A_INT)
1508                                 {
1509                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1510                                 }
1511                         }
1512
1513                         /* Change in WIS may affect Mana/Spells */
1514                         else if (i == A_WIS)
1515                         {
1516                                 if (mp_ptr->spell_stat == A_WIS)
1517                                 {
1518                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1519                                 }
1520                         }
1521
1522                         /* Change in WIS may affect Mana/Spells */
1523                         else if (i == A_CHR)
1524                         {
1525                                 if (mp_ptr->spell_stat == A_CHR)
1526                                 {
1527                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
1528                                 }
1529                         }
1530
1531                         p_ptr->window |= (PW_PLAYER);
1532                 }
1533         }
1534
1535
1536         /* Apply temporary "stun" */
1537         if (p_ptr->stun > 50)
1538         {
1539                 p_ptr->to_h[0] -= 20;
1540                 p_ptr->to_h[1] -= 20;
1541                 p_ptr->to_h_b -= 20;
1542                 p_ptr->to_h_m -= 20;
1543                 p_ptr->dis_to_h[0] -= 20;
1544                 p_ptr->dis_to_h[1] -= 20;
1545                 p_ptr->dis_to_h_b -= 20;
1546                 p_ptr->to_d[0] -= 20;
1547                 p_ptr->to_d[1] -= 20;
1548                 p_ptr->to_d_m -= 20;
1549                 p_ptr->dis_to_d[0] -= 20;
1550                 p_ptr->dis_to_d[1] -= 20;
1551         }
1552         else if (p_ptr->stun)
1553         {
1554                 p_ptr->to_h[0] -= 5;
1555                 p_ptr->to_h[1] -= 5;
1556                 p_ptr->to_h_b -= 5;
1557                 p_ptr->to_h_m -= 5;
1558                 p_ptr->dis_to_h[0] -= 5;
1559                 p_ptr->dis_to_h[1] -= 5;
1560                 p_ptr->dis_to_h_b -= 5;
1561                 p_ptr->to_d[0] -= 5;
1562                 p_ptr->to_d[1] -= 5;
1563                 p_ptr->to_d_m -= 5;
1564                 p_ptr->dis_to_d[0] -= 5;
1565                 p_ptr->dis_to_d[1] -= 5;
1566         }
1567
1568         /* Wraith form */
1569         if (p_ptr->wraith_form)
1570         {
1571                 p_ptr->reflect = TRUE;
1572                 p_ptr->pass_wall = TRUE;
1573         }
1574
1575         if (p_ptr->kabenuke)
1576         {
1577                 p_ptr->pass_wall = TRUE;
1578         }
1579
1580         /* Temporary blessing */
1581         if (IS_BLESSED())
1582         {
1583                 p_ptr->to_a += 5;
1584                 p_ptr->dis_to_a += 5;
1585                 p_ptr->to_h[0] += 10;
1586                 p_ptr->to_h[1] += 10;
1587                 p_ptr->to_h_b += 10;
1588                 p_ptr->to_h_m += 10;
1589                 p_ptr->dis_to_h[0] += 10;
1590                 p_ptr->dis_to_h[1] += 10;
1591                 p_ptr->dis_to_h_b += 10;
1592         }
1593
1594         if (p_ptr->magicdef)
1595         {
1596                 p_ptr->resist_blind = TRUE;
1597                 p_ptr->resist_conf = TRUE;
1598                 p_ptr->reflect = TRUE;
1599                 p_ptr->free_act = TRUE;
1600                 p_ptr->levitation = TRUE;
1601         }
1602
1603         /* Temporary "Hero" */
1604         if (IS_HERO())
1605         {
1606                 p_ptr->to_h[0] += 12;
1607                 p_ptr->to_h[1] += 12;
1608                 p_ptr->to_h_b += 12;
1609                 p_ptr->to_h_m += 12;
1610                 p_ptr->dis_to_h[0] += 12;
1611                 p_ptr->dis_to_h[1] += 12;
1612                 p_ptr->dis_to_h_b += 12;
1613         }
1614
1615         /* Temporary "Beserk" */
1616         if (p_ptr->shero)
1617         {
1618                 p_ptr->to_h[0] += 12;
1619                 p_ptr->to_h[1] += 12;
1620                 p_ptr->to_h_b -= 12;
1621                 p_ptr->to_h_m += 12;
1622                 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1623                 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1624                 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1625                 p_ptr->dis_to_h[0] += 12;
1626                 p_ptr->dis_to_h[1] += 12;
1627                 p_ptr->dis_to_h_b -= 12;
1628                 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1629                 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1630                 p_ptr->to_a -= 10;
1631                 p_ptr->dis_to_a -= 10;
1632                 p_ptr->skill_stl -= 7;
1633                 p_ptr->skill_dev -= 20;
1634                 p_ptr->skill_sav -= 30;
1635                 p_ptr->skill_srh -= 15;
1636                 p_ptr->skill_fos -= 15;
1637                 p_ptr->skill_tht -= 20;
1638                 p_ptr->skill_dig += 30;
1639         }
1640
1641         /* Temporary "fast" */
1642         if (IS_FAST())
1643         {
1644                 new_speed += 10;
1645         }
1646
1647         /* Temporary "slow" */
1648         if (p_ptr->slow)
1649         {
1650                 new_speed -= 10;
1651         }
1652
1653         /* Temporary "telepathy" */
1654         if (IS_TIM_ESP())
1655         {
1656                 p_ptr->telepathy = TRUE;
1657         }
1658
1659         if (p_ptr->ele_immune)
1660         {
1661                 if (p_ptr->special_defense & DEFENSE_ACID)
1662                         p_ptr->immune_acid = TRUE;
1663                 else if (p_ptr->special_defense & DEFENSE_ELEC)
1664                         p_ptr->immune_elec = TRUE;
1665                 else if (p_ptr->special_defense & DEFENSE_FIRE)
1666                         p_ptr->immune_fire = TRUE;
1667                 else if (p_ptr->special_defense & DEFENSE_COLD)
1668                         p_ptr->immune_cold = TRUE;
1669         }
1670
1671         /* Temporary see invisible */
1672         if (p_ptr->tim_invis)
1673         {
1674                 p_ptr->see_inv = TRUE;
1675         }
1676
1677         /* Temporary infravision boost */
1678         if (p_ptr->tim_infra)
1679         {
1680                 p_ptr->see_infra += 3;
1681         }
1682
1683         /* Temporary regeneration boost */
1684         if (p_ptr->tim_regen)
1685         {
1686                 p_ptr->regenerate = TRUE;
1687         }
1688
1689         /* Temporary levitation */
1690         if (p_ptr->tim_levitation)
1691         {
1692                 p_ptr->levitation = TRUE;
1693         }
1694
1695         /* Temporary reflection */
1696         if (p_ptr->tim_reflect)
1697         {
1698                 p_ptr->reflect = TRUE;
1699         }
1700
1701         /* Hack -- Hero/Shero -> Res fear */
1702         if (IS_HERO() || p_ptr->shero)
1703         {
1704                 p_ptr->resist_fear = TRUE;
1705         }
1706
1707
1708         /* Hack -- Telepathy Change */
1709         if (p_ptr->telepathy != old_telepathy)
1710         {
1711                 p_ptr->update |= (PU_MONSTERS);
1712         }
1713
1714         if ((p_ptr->esp_animal != old_esp_animal) ||
1715                 (p_ptr->esp_undead != old_esp_undead) ||
1716                 (p_ptr->esp_demon != old_esp_demon) ||
1717                 (p_ptr->esp_orc != old_esp_orc) ||
1718                 (p_ptr->esp_troll != old_esp_troll) ||
1719                 (p_ptr->esp_giant != old_esp_giant) ||
1720                 (p_ptr->esp_dragon != old_esp_dragon) ||
1721                 (p_ptr->esp_human != old_esp_human) ||
1722                 (p_ptr->esp_evil != old_esp_evil) ||
1723                 (p_ptr->esp_good != old_esp_good) ||
1724                 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1725                 (p_ptr->esp_unique != old_esp_unique))
1726         {
1727                 p_ptr->update |= (PU_MONSTERS);
1728         }
1729
1730         /* Hack -- See Invis Change */
1731         if (p_ptr->see_inv != old_see_inv)
1732         {
1733                 p_ptr->update |= (PU_MONSTERS);
1734         }
1735
1736         /* Bloating slows the player down (a little) */
1737         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1738
1739         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1740
1741         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1742                 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1743         {
1744                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1745                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1746         }
1747
1748         if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1749         {
1750                 int penalty1, penalty2;
1751                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1752                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1753                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1754                 {
1755                         penalty1 = penalty1 / 2 - 5;
1756                         penalty2 = penalty2 / 2 - 5;
1757                         new_speed += 7;
1758                         p_ptr->to_a += 10;
1759                         p_ptr->dis_to_a += 10;
1760                 }
1761                 if (easy_2weapon)
1762                 {
1763                         if (penalty1 > 0) penalty1 /= 2;
1764                         if (penalty2 > 0) penalty2 /= 2;
1765                 }
1766                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1767                 {
1768                         penalty1 = MAX(0, penalty1 - 10);
1769                         penalty2 = MAX(0, penalty2 - 10);
1770                 }
1771                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1772                 {
1773                         penalty1 = MIN(0, penalty1);
1774                         penalty2 = MIN(0, penalty2);
1775                         p_ptr->to_a += 10;
1776                         p_ptr->dis_to_a += 10;
1777                 }
1778                 else
1779                 {
1780                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1781                                 penalty1 /= 2;
1782                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1783                                 penalty2 /= 2;
1784                 }
1785                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1786                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1787                 p_ptr->to_h[0] -= (s16b)penalty1;
1788                 p_ptr->to_h[1] -= (s16b)penalty2;
1789                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1790                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1791         }
1792
1793         /* Extract the current weight (in tenth pounds) */
1794         j = p_ptr->total_weight;
1795
1796         if (!p_ptr->riding)
1797         {
1798                 /* Extract the "weight limit" (in tenth pounds) */
1799                 i = (int)weight_limit();
1800         }
1801         else
1802         {
1803                 monster_type *riding_m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
1804                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1805                 SPEED speed = riding_m_ptr->mspeed;
1806
1807                 if (riding_m_ptr->mspeed > 110)
1808                 {
1809                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1810                         if (new_speed < 110) new_speed = 110;
1811                 }
1812                 else
1813                 {
1814                         new_speed = speed;
1815                 }
1816                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1817                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1818                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1819                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1820                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1821
1822                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1823                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1824
1825                 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;
1826
1827                 /* Extract the "weight limit" */
1828                 i = 1500 + riding_r_ptr->level * 25;
1829         }
1830
1831         /* Apply "encumbrance" from weight */
1832         if (j > i) new_speed -= ((j - i) / (i / 5));
1833
1834         /* Searching slows the player down */
1835         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1836
1837         /* Feature bonus */
1838         if (p_ptr->prace == RACE_MERFOLK)
1839         {
1840                 if (have_flag(f_ptr->flags, FF_WATER))
1841                 {
1842                         new_speed += (2 + p_ptr->lev / 10);
1843                 }
1844                 else if (!p_ptr->levitation)
1845                 {
1846                         new_speed -= 2;
1847                 }
1848         }
1849
1850
1851         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1852         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1853         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1854         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1855         p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1856         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1857         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858         p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1859         p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1860         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1861         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1862         p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1863         p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1864
1865         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1866         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1867         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1868         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1869         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1870         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1871         p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1872         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1873         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1874         p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1875
1876
1877         /* Obtain the "hold" value */
1878         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1879
1880
1881         /* Examine the "current bow" */
1882         o_ptr = &inventory[INVEN_BOW];
1883
1884         /* It is hard to carholdry a heavy bow */
1885         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1886         if (p_ptr->heavy_shoot)
1887         {
1888                 /* Hard to wield a heavy bow */
1889                 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1890                 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1891         }
1892
1893         /* Compute "extra shots" if needed */
1894         if (o_ptr->k_idx)
1895         {
1896                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1897
1898                 /* Apply special flags */
1899                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1900                 {
1901                         /* Extra shots */
1902                         p_ptr->num_fire = calc_num_fire(o_ptr);
1903
1904                         /* Snipers love Cross bows */
1905                         if ((p_ptr->pclass == CLASS_SNIPER) &&
1906                                 (p_ptr->tval_ammo == TV_BOLT))
1907                         {
1908                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1909                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1910                         }
1911                 }
1912         }
1913
1914         if (p_ptr->ryoute) hold *= 2;
1915
1916         for (i = 0; i < 2; i++)
1917         {
1918                 /* Examine the "main weapon" */
1919                 o_ptr = &inventory[INVEN_RARM + i];
1920
1921                 object_flags(o_ptr, flgs);
1922
1923                 /* Assume not heavy */
1924                 p_ptr->heavy_wield[i] = FALSE;
1925                 p_ptr->icky_wield[i] = FALSE;
1926                 p_ptr->riding_wield[i] = FALSE;
1927
1928                 if (!has_melee_weapon(INVEN_RARM + i))
1929                 {
1930                         p_ptr->num_blow[i] = 1;
1931                         continue;
1932                 }
1933                 /* It is hard to hold a heavy weapon */
1934                 if (hold < o_ptr->weight / 10)
1935                 {
1936                         /* Hard to wield a heavy weapon */
1937                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1938                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1939
1940                         /* Heavy weapon */
1941                         p_ptr->heavy_wield[i] = TRUE;
1942                 }
1943                 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1944
1945                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1946                 {
1947                         p_ptr->to_a += 5;
1948                         p_ptr->dis_to_a += 5;
1949                 }
1950
1951                 /* Normal weapons */
1952                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1953                 {
1954                         int str_index, dex_index;
1955
1956                         int num = 0, wgt = 0, mul = 0, div = 0;
1957
1958                         /* Analyze the class */
1959                         switch (p_ptr->pclass)
1960                         {
1961                         case CLASS_WARRIOR:
1962                                 num = 6; wgt = 70; mul = 5; break;
1963
1964                         case CLASS_BERSERKER:
1965                                 num = 6; wgt = 70; mul = 7; break;
1966
1967                         case CLASS_MAGE:
1968                         case CLASS_HIGH_MAGE:
1969                         case CLASS_BLUE_MAGE:
1970                                 num = 3; wgt = 100; mul = 2; break;
1971
1972                         case CLASS_PRIEST:
1973                         case CLASS_MAGIC_EATER:
1974                         case CLASS_MINDCRAFTER:
1975                                 num = 5; wgt = 100; mul = 3; break;
1976
1977                         case CLASS_ROGUE:
1978                                 num = 5; wgt = 40; mul = 3; break;
1979
1980                         case CLASS_RANGER:
1981                                 num = 5; wgt = 70; mul = 4; break;
1982
1983                         case CLASS_PALADIN:
1984                         case CLASS_SAMURAI:
1985                                 num = 5; wgt = 70; mul = 4; break;
1986
1987                         case CLASS_SMITH:
1988                                 num = 5; wgt = 150; mul = 5; break;
1989
1990                         case CLASS_WARRIOR_MAGE:
1991                         case CLASS_RED_MAGE:
1992                                 num = 5; wgt = 70; mul = 3; break;
1993
1994                         case CLASS_CHAOS_WARRIOR:
1995                                 num = 5; wgt = 70; mul = 4; break;
1996
1997                         case CLASS_MONK:
1998                                 num = 5; wgt = 60; mul = 3; break;
1999
2000                         case CLASS_TOURIST:
2001                                 num = 4; wgt = 100; mul = 3; break;
2002
2003                         case CLASS_IMITATOR:
2004                                 num = 5; wgt = 70; mul = 4; break;
2005
2006                         case CLASS_BEASTMASTER:
2007                                 num = 5; wgt = 70; mul = 3; break;
2008
2009                         case CLASS_CAVALRY:
2010                                 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2011                                 else { num = 5; wgt = 100; mul = 3; }
2012                                 break;
2013
2014                         case CLASS_SORCERER:
2015                                 num = 1; wgt = 1; mul = 1; break;
2016
2017                         case CLASS_ARCHER:
2018                         case CLASS_BARD:
2019                         case CLASS_SNIPER:
2020                                 num = 4; wgt = 70; mul = 2; break;
2021
2022                         case CLASS_FORCETRAINER:
2023                                 num = 4; wgt = 60; mul = 2; break;
2024
2025                         case CLASS_MIRROR_MASTER:
2026                                 num = 3; wgt = 100; mul = 3; break;
2027
2028                         case CLASS_NINJA:
2029                                 num = 4; wgt = 20; mul = 1; break;
2030                         }
2031
2032                         /* Hex - extra mights gives +1 bonus to max blows */
2033                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2034
2035                         /* Enforce a minimum "weight" (tenth pounds) */
2036                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2037
2038                         /* Access the strength vs weight */
2039                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2040
2041                         if (p_ptr->ryoute && !omoi) str_index++;
2042                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2043
2044                         /* Maximal value */
2045                         if (str_index > 11) str_index = 11;
2046
2047                         /* Index by dexterity */
2048                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2049
2050                         /* Maximal value */
2051                         if (dex_index > 11) dex_index = 11;
2052
2053                         /* Use the blows table */
2054                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2055
2056                         /* Maximal value */
2057                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2058
2059                         /* Add in the "bonus blows" */
2060                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
2061
2062
2063                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2064                         else if (p_ptr->pclass == CLASS_BERSERKER)
2065                         {
2066                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2067                         }
2068                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2069
2070                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2071
2072                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2073
2074
2075                         /* Require at least one blow */
2076                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2077
2078                         /* Boost digging skill by weapon weight */
2079                         p_ptr->skill_dig += (o_ptr->weight / 10);
2080                 }
2081
2082                 /* Assume okay */
2083                 /* Priest weapon penalty for non-blessed edged weapons */
2084                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2085                         ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2086                 {
2087                         /* Reduce the real bonuses */
2088                         p_ptr->to_h[i] -= 2;
2089                         p_ptr->to_d[i] -= 2;
2090
2091                         /* Reduce the mental bonuses */
2092                         p_ptr->dis_to_h[i] -= 2;
2093                         p_ptr->dis_to_d[i] -= 2;
2094
2095                         /* Icky weapon */
2096                         p_ptr->icky_wield[i] = TRUE;
2097                 }
2098                 else if (p_ptr->pclass == CLASS_BERSERKER)
2099                 {
2100                         p_ptr->to_h[i] += p_ptr->lev / 5;
2101                         p_ptr->to_d[i] += p_ptr->lev / 6;
2102                         p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2103                         p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2104                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2105                         {
2106                                 p_ptr->to_h[i] += p_ptr->lev / 5;
2107                                 p_ptr->to_d[i] += p_ptr->lev / 6;
2108                                 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2109                                 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2110                         }
2111                 }
2112                 else if (p_ptr->pclass == CLASS_SORCERER)
2113                 {
2114                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2115                         {
2116                                 /* Reduce the real bonuses */
2117                                 p_ptr->to_h[i] -= 200;
2118                                 p_ptr->to_d[i] -= 200;
2119
2120                                 /* Reduce the mental bonuses */
2121                                 p_ptr->dis_to_h[i] -= 200;
2122                                 p_ptr->dis_to_d[i] -= 200;
2123
2124                                 /* Icky weapon */
2125                                 p_ptr->icky_wield[i] = TRUE;
2126                         }
2127                         else
2128                         {
2129                                 /* Reduce the real bonuses */
2130                                 p_ptr->to_h[i] -= 30;
2131                                 p_ptr->to_d[i] -= 10;
2132
2133                                 /* Reduce the mental bonuses */
2134                                 p_ptr->dis_to_h[i] -= 30;
2135                                 p_ptr->dis_to_d[i] -= 10;
2136                         }
2137                 }
2138                 /* Hex bonuses */
2139                 if (p_ptr->realm1 == REALM_HEX)
2140                 {
2141                         if (object_is_cursed(o_ptr))
2142                         {
2143                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2144                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2145                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2146                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2147                                 if (hex_spelling(HEX_RUNESWORD))
2148                                 {
2149                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2150                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2151                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2152                                 }
2153                         }
2154                 }
2155                 if (p_ptr->riding)
2156                 {
2157                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2158                         {
2159                                 p_ptr->to_h[i] += 15;
2160                                 p_ptr->dis_to_h[i] += 15;
2161                                 p_ptr->to_dd[i] += 2;
2162                         }
2163                         else if (!(have_flag(flgs, TR_RIDING)))
2164                         {
2165                                 int penalty;
2166                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2167                                 {
2168                                         penalty = 5;
2169                                 }
2170                                 else
2171                                 {
2172                                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2173                                         penalty += 30;
2174                                         if (penalty < 30) penalty = 30;
2175                                 }
2176                                 p_ptr->to_h[i] -= (s16b)penalty;
2177                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
2178
2179                                 /* Riding weapon */
2180                                 p_ptr->riding_wield[i] = TRUE;
2181                         }
2182                 }
2183         }
2184
2185         if (p_ptr->riding)
2186         {
2187                 int penalty = 0;
2188
2189                 p_ptr->riding_ryoute = FALSE;
2190
2191                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2192                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2193                 {
2194                         switch (p_ptr->pclass)
2195                         {
2196                         case CLASS_MONK:
2197                         case CLASS_FORCETRAINER:
2198                         case CLASS_BERSERKER:
2199                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2200                                         p_ptr->riding_ryoute = TRUE;
2201                                 break;
2202                         }
2203                 }
2204
2205                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2206                 {
2207                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2208                 }
2209                 else
2210                 {
2211                         penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2212                         penalty += 30;
2213                         if (penalty < 30) penalty = 30;
2214                 }
2215                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2216                 p_ptr->to_h_b -= (s16b)penalty;
2217                 p_ptr->dis_to_h_b -= (s16b)penalty;
2218         }
2219
2220         /* Different calculation for monks with empty hands */
2221         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2222                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2223         {
2224                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2225                 p_ptr->num_blow[0] = 0;
2226
2227                 if (p_ptr->pclass == CLASS_FORCETRAINER)
2228                 {
2229                         if (blow_base > 18) p_ptr->num_blow[0]++;
2230                         if (blow_base > 31) p_ptr->num_blow[0]++;
2231                         if (blow_base > 44) p_ptr->num_blow[0]++;
2232                         if (blow_base > 58) p_ptr->num_blow[0]++;
2233                         if (P_PTR_KI)
2234                         {
2235                                 p_ptr->to_d[0] += P_PTR_KI / 5;
2236                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2237                         }
2238                 }
2239                 else
2240                 {
2241                         if (blow_base > 12) p_ptr->num_blow[0]++;
2242                         if (blow_base > 22) p_ptr->num_blow[0]++;
2243                         if (blow_base > 31) p_ptr->num_blow[0]++;
2244                         if (blow_base > 39) p_ptr->num_blow[0]++;
2245                         if (blow_base > 46) p_ptr->num_blow[0]++;
2246                         if (blow_base > 53) p_ptr->num_blow[0]++;
2247                         if (blow_base > 59) p_ptr->num_blow[0]++;
2248                 }
2249
2250                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2251                         p_ptr->num_blow[0] /= 2;
2252                 else
2253                 {
2254                         p_ptr->to_h[0] += (p_ptr->lev / 3);
2255                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2256
2257                         p_ptr->to_d[0] += (p_ptr->lev / 6);
2258                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2259                 }
2260
2261                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2262                 {
2263                         p_ptr->to_a -= 40;
2264                         p_ptr->dis_to_a -= 40;
2265
2266                 }
2267                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2268                 {
2269                         p_ptr->to_a -= 50;
2270                         p_ptr->dis_to_a -= 50;
2271                         p_ptr->resist_acid = TRUE;
2272                         p_ptr->resist_fire = TRUE;
2273                         p_ptr->resist_elec = TRUE;
2274                         p_ptr->resist_cold = TRUE;
2275                         p_ptr->resist_pois = TRUE;
2276                         p_ptr->sh_fire = TRUE;
2277                         p_ptr->sh_elec = TRUE;
2278                         p_ptr->sh_cold = TRUE;
2279                         p_ptr->levitation = TRUE;
2280                 }
2281                 else if (p_ptr->special_defense & KAMAE_GENBU)
2282                 {
2283                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2284                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2285                         p_ptr->reflect = TRUE;
2286                         p_ptr->num_blow[0] -= 2;
2287                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2288                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2289                 }
2290                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2291                 {
2292                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
2293                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
2294
2295                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2296                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2297                         p_ptr->num_blow[0] /= 2;
2298                         p_ptr->levitation = TRUE;
2299                 }
2300
2301                 p_ptr->num_blow[0] += 1 + extra_blows[0];
2302         }
2303
2304         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2305
2306         monk_armour_aux = FALSE;
2307
2308         if (heavy_armor())
2309         {
2310                 monk_armour_aux = TRUE;
2311         }
2312
2313         for (i = 0; i < 2; i++)
2314         {
2315                 if (has_melee_weapon(INVEN_RARM + i))
2316                 {
2317                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2318                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2319
2320                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2321                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2322                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2323                         {
2324                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2325                                 {
2326                                         p_ptr->to_h[i] -= 40;
2327                                         p_ptr->dis_to_h[i] -= 40;
2328                                         p_ptr->icky_wield[i] = TRUE;
2329                                 }
2330                         }
2331                         else if (p_ptr->pclass == CLASS_NINJA)
2332                         {
2333                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2334                                 {
2335                                         p_ptr->to_h[i] -= 40;
2336                                         p_ptr->dis_to_h[i] -= 40;
2337                                         p_ptr->icky_wield[i] = TRUE;
2338                                         p_ptr->num_blow[i] /= 2;
2339                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2340                                 }
2341                         }
2342
2343                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2344                 }
2345         }
2346
2347         /* Maximum speed is (+99). (internally it's 110 + 99) */
2348         /* Temporary lightspeed forces to be maximum speed */
2349         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2350         {
2351                 new_speed = 209;
2352         }
2353
2354         /* Minimum speed is (-99). (internally it's 110 - 99) */
2355         if (new_speed < 11) new_speed = 11;
2356
2357         /* Display the speed (if needed) */
2358         if (p_ptr->pspeed != (byte)new_speed)
2359         {
2360                 p_ptr->pspeed = (byte)new_speed;
2361                 p_ptr->redraw |= (PR_SPEED);
2362         }
2363
2364         if (yoiyami)
2365         {
2366                 if (p_ptr->to_a > (0 - p_ptr->ac))
2367                         p_ptr->to_a = 0 - p_ptr->ac;
2368                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2369                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2370         }
2371
2372         /* Redraw armor (if needed) */
2373         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2374         {
2375                 p_ptr->redraw |= (PR_ARMOR);
2376                 p_ptr->window |= (PW_PLAYER);
2377         }
2378
2379         if (p_ptr->ryoute && !omoi)
2380         {
2381                 int bonus_to_h = 0, bonus_to_d = 0;
2382                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2383                 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);
2384
2385                 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2386                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2387                 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2388                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2389         }
2390
2391         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;
2392
2393         /* Affect Skill -- stealth (bonus one) */
2394         p_ptr->skill_stl += 1;
2395
2396         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2397
2398         /* Affect Skill -- disarming (DEX and INT) */
2399         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2400         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2401
2402         /* Affect Skill -- magic devices (INT) */
2403         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2404
2405         /* Affect Skill -- saving throw (WIS) */
2406         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2407
2408         /* Affect Skill -- digging (STR) */
2409         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2410
2411         /* Affect Skill -- disarming (Level, by Class) */
2412         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2413
2414         /* Affect Skill -- magic devices (Level, by Class) */
2415         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2416
2417         /* Affect Skill -- saving throw (Level, by Class) */
2418         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2419
2420         /* Affect Skill -- stealth (Level, by Class) */
2421         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2422
2423         /* Affect Skill -- search ability (Level, by Class) */
2424         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2425
2426         /* Affect Skill -- search frequency (Level, by Class) */
2427         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2428
2429         /* Affect Skill -- combat (normal) (Level, by Class) */
2430         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2431
2432         /* Affect Skill -- combat (shooting) (Level, by Class) */
2433         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2434
2435         /* Affect Skill -- combat (throwing) (Level, by Class) */
2436         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2437
2438
2439         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2440         {
2441                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2442                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2443         }
2444
2445         /* Limit Skill -- stealth from 0 to 30 */
2446         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2447         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2448
2449         /* Limit Skill -- digging from 1 up */
2450         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2451
2452         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2453
2454         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2455
2456         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;
2457
2458         if (down_saving) p_ptr->skill_sav /= 2;
2459
2460         /* Hack -- Each elemental immunity includes resistance */
2461         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2462         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2463         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2464         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2465
2466         /* Determine player alignment */
2467         for (i = 0, j = 0; i < 8; i++)
2468         {
2469                 switch (p_ptr->vir_types[i])
2470                 {
2471                 case V_JUSTICE:
2472                         p_ptr->align += p_ptr->virtues[i] * 2;
2473                         break;
2474                 case V_CHANCE:
2475                         /* Do nothing */
2476                         break;
2477                 case V_NATURE:
2478                 case V_HARMONY:
2479                         neutral[j++] = i;
2480                         break;
2481                 case V_UNLIFE:
2482                         p_ptr->align -= p_ptr->virtues[i];
2483                         break;
2484                 default:
2485                         p_ptr->align += p_ptr->virtues[i];
2486                         break;
2487                 }
2488         }
2489
2490         for (i = 0; i < j; i++)
2491         {
2492                 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                 else if (p_ptr->align < 0)
2498                 {
2499                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2500                         if (p_ptr->align > 0) p_ptr->align = 0;
2501                 }
2502         }
2503
2504         /* Hack -- handle "xtra" mode */
2505         if (character_xtra) return;
2506
2507         /* Take note when "heavy bow" changes */
2508         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2509         {
2510                 if (p_ptr->heavy_shoot)
2511                 {
2512                         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."));
2513                 }
2514                 else if (inventory[INVEN_BOW].k_idx)
2515                 {
2516                         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."));
2517                 }
2518                 else
2519                 {
2520                         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."));
2521                 }
2522
2523                 /* Save it */
2524                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2525         }
2526
2527         for (i = 0; i < 2; i++)
2528         {
2529                 /* Take note when "heavy weapon" changes */
2530                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2531                 {
2532                         if (p_ptr->heavy_wield[i])
2533                         {
2534                                 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."));
2535                         }
2536                         else if (has_melee_weapon(INVEN_RARM + i))
2537                         {
2538                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2539                         }
2540                         else if (p_ptr->heavy_wield[1 - i])
2541                         {
2542                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2543                         }
2544                         else
2545                         {
2546                                 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."));
2547                         }
2548
2549                         /* Save it */
2550                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2551                 }
2552
2553                 /* Take note when "heavy weapon" changes */
2554                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2555                 {
2556                         if (p_ptr->riding_wield[i])
2557                         {
2558                                 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."));
2559                         }
2560                         else if (!p_ptr->riding)
2561                         {
2562                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2563                         }
2564                         else if (has_melee_weapon(INVEN_RARM + i))
2565                         {
2566                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2567                         }
2568                         /* Save it */
2569                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2570                 }
2571
2572                 /* Take note when "illegal weapon" changes */
2573                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2574                 {
2575                         if (p_ptr->icky_wield[i])
2576                         {
2577                                 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."));
2578                                 if (is_loading_now)
2579                                 {
2580                                         chg_virtue(V_FAITH, -1);
2581                                 }
2582                         }
2583                         else if (has_melee_weapon(INVEN_RARM + i))
2584                         {
2585                                 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."));
2586                         }
2587                         else
2588                         {
2589                                 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."));
2590                         }
2591
2592                         /* Save it */
2593                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2594                 }
2595         }
2596
2597         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2598         {
2599                 if (p_ptr->riding_ryoute)
2600                 {
2601 #ifdef JP
2602                         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" : "");
2603 #else
2604                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2605 #endif
2606                 }
2607                 else
2608                 {
2609 #ifdef JP
2610                         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" : "");
2611 #else
2612                         msg_print("You began to control riding pet with one hand.");
2613 #endif
2614                 }
2615
2616                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2617         }
2618
2619         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2620         {
2621                 if (heavy_armor())
2622                 {
2623                         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."));
2624                         if (is_loading_now)
2625                         {
2626                                 chg_virtue(V_HARMONY, -1);
2627                         }
2628                 }
2629                 else
2630                 {
2631                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2632                 }
2633
2634                 monk_notify_aux = monk_armour_aux;
2635         }
2636
2637         for (i = 0; i < INVEN_PACK; i++)
2638         {
2639 #if 0
2640                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2641                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2642 #endif
2643                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2644                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2645         }
2646
2647         for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2648         {
2649                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
2650
2651                 /* Acquire next object */
2652                 next_o_idx = o_ptr->next_o_idx;
2653
2654 #if 0
2655                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2656                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2657 #endif
2658                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2659                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2660         }
2661
2662         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2663 #if 0
2664         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2665         {
2666                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2667                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2668         }
2669
2670         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)))
2671         {
2672                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2673                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2674         }
2675 #endif
2676         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2677         {
2678                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2679                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2680         }
2681
2682         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2683         {
2684                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2685                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2686         }
2687 }
2688
2689
2690 /*!
2691  * @brief プレイヤーの最大HPを計算する /
2692  * Calculate the players (maximal) hit points
2693  * Adjust current hitpoints if necessary
2694  * @return なし
2695  * @details
2696  */
2697 static void calc_hitpoints(void)
2698 {
2699         int bonus, mhp;
2700         byte tmp_hitdie;
2701
2702         /* Un-inflate "half-hitpoint bonus per level" value */
2703         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2704
2705         /* Calculate hitpoints */
2706         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2707
2708         if (p_ptr->mimic_form)
2709         {
2710                 if (p_ptr->pclass == CLASS_SORCERER)
2711                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2712                 else
2713                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2714                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2715         }
2716
2717         if (p_ptr->pclass == CLASS_SORCERER)
2718         {
2719                 if (p_ptr->lev < 30)
2720                         mhp = (mhp * (45 + p_ptr->lev) / 100);
2721                 else
2722                         mhp = (mhp * 75 / 100);
2723                 bonus = (bonus * 65 / 100);
2724         }
2725
2726         mhp += bonus;
2727
2728         if (p_ptr->pclass == CLASS_BERSERKER)
2729         {
2730                 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2731         }
2732
2733         /* Always have at least one hitpoint per level */
2734         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2735
2736         /* Factor in the hero / superhero settings */
2737         if (IS_HERO()) mhp += 10;
2738         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2739         if (p_ptr->tsuyoshi) mhp += 50;
2740
2741         /* Factor in the hex spell settings */
2742         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2743         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2744
2745         /* New maximum hitpoints */
2746         if (p_ptr->mhp != mhp)
2747         {
2748                 /* Enforce maximum */
2749                 if (p_ptr->chp >= mhp)
2750                 {
2751                         p_ptr->chp = mhp;
2752                         p_ptr->chp_frac = 0;
2753                 }
2754
2755 #ifdef JP
2756                 /* レベルアップの時は上昇量を表示する */
2757                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2758                 {
2759                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2760                 }
2761 #endif
2762                 /* Save the new max-hitpoints */
2763                 p_ptr->mhp = mhp;
2764
2765                 /* Display hitpoints (later) */
2766                 p_ptr->redraw |= (PR_HP);
2767
2768                 p_ptr->window |= (PW_PLAYER);
2769         }
2770 }
2771
2772 /*!
2773  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2774  * @return なし
2775  * @details
2776  * SWD: Experimental modification: multiple light sources have additive effect.
2777  */
2778 static void calc_torch(void)
2779 {
2780         int i, rad;
2781         object_type *o_ptr;
2782         BIT_FLAGS flgs[TR_FLAG_SIZE];
2783
2784         /* Assume no light */
2785         p_ptr->cur_lite = 0;
2786
2787         /* Loop through all wielded items */
2788         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2789         {
2790                 o_ptr = &inventory[i];
2791                 /* Skip empty slots */
2792                 if (!o_ptr->k_idx) continue;
2793
2794                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2795
2796                 /* Need Fuels */
2797                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2798                 {
2799                         if (o_ptr->tval == TV_LITE)
2800                         {
2801                                 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2802                                 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2803                         }
2804                 }
2805                 object_flags(o_ptr, flgs);
2806
2807                 /* calc the lite_radius */
2808
2809                 rad = 0;
2810                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2811                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2812                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2813                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2814                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2815                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2816                 p_ptr->cur_lite += (s16b)rad;
2817         }
2818
2819         /* max radius is 14 (was 5) without rewriting other code -- */
2820         /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2821         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2822                 p_ptr->cur_lite = 1;
2823
2824         /*
2825          * check if the player doesn't have light radius,
2826          * but does weakly glow as an intrinsic.
2827          */
2828         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2829
2830         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2831         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2832
2833         /* end experimental mods */
2834
2835         /* Notice changes in the "lite radius" */
2836         if (p_ptr->old_lite != p_ptr->cur_lite)
2837         {
2838                 /* Hack -- PU_MON_LITE for monsters' darkness */
2839                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2840
2841                 /* Remember the old lite */
2842                 p_ptr->old_lite = p_ptr->cur_lite;
2843
2844                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2845                         set_superstealth(FALSE);
2846         }
2847 }
2848
2849 /*!
2850  * @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。 /
2851  * Calculate number of spells player should have, and forget,
2852  * or remember, spells until that number is properly reflected.
2853  * @return なし
2854  * @details
2855  * Note that this function induces various "status" messages,
2856  * which must be bypasses until the character is created.
2857  */
2858 static void calc_spells(void)
2859 {
2860         int i, j, k, levels;
2861         int num_allowed;
2862         int num_boukyaku = 0;
2863
2864         const magic_type        *s_ptr;
2865         REALM_IDX which;
2866         int bonus = 0;
2867
2868
2869         concptr p;
2870
2871         /* Hack -- must be literate */
2872         if (!mp_ptr->spell_book) return;
2873
2874         /* Hack -- wait for creation */
2875         if (!character_generated) return;
2876
2877         /* Hack -- handle "xtra" mode */
2878         if (character_xtra) return;
2879
2880         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2881         {
2882                 p_ptr->new_spells = 0;
2883                 return;
2884         }
2885
2886         p = spell_category_name(mp_ptr->spell_book);
2887
2888         /* Determine the number of spells allowed */
2889         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2890
2891         /* Hack -- no negative spells */
2892         if (levels < 0) levels = 0;
2893
2894         /* Extract total allowed spells */
2895         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2896
2897         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2898         {
2899                 bonus = 4;
2900         }
2901         if (p_ptr->pclass == CLASS_SAMURAI)
2902         {
2903                 num_allowed = 32;
2904         }
2905         else if (p_ptr->realm2 == REALM_NONE)
2906         {
2907                 num_allowed = (num_allowed + 1) / 2;
2908                 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2909         }
2910         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2911         {
2912                 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2913         }
2914         else
2915         {
2916                 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2917         }
2918
2919         /* Count the number of spells we know */
2920         for (j = 0; j < 64; j++)
2921         {
2922                 /* Count known spells */
2923                 if ((j < 32) ?
2924                         (p_ptr->spell_forgotten1 & (1L << j)) :
2925                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2926                 {
2927                         num_boukyaku++;
2928                 }
2929         }
2930
2931         /* See how many spells we must forget or may learn */
2932         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2933
2934         /* Forget spells which are too hard */
2935         for (i = 63; i >= 0; i--)
2936         {
2937                 /* Efficiency -- all done */
2938                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2939
2940                 /* Access the spell */
2941                 j = p_ptr->spell_order[i];
2942
2943                 /* Skip non-spells */
2944                 if (j >= 99) continue;
2945
2946
2947                 /* Get the spell */
2948                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2949                 {
2950                         if (j < 32)
2951                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2952                         else
2953                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2954                 }
2955                 else if (j < 32)
2956                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2957                 else
2958                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2959
2960                 /* Skip spells we are allowed to know */
2961                 if (s_ptr->slevel <= p_ptr->lev) continue;
2962
2963                 /* Is it known? */
2964                 if ((j < 32) ?
2965                         (p_ptr->spell_learned1 & (1L << j)) :
2966                         (p_ptr->spell_learned2 & (1L << (j - 32))))
2967                 {
2968                         /* Mark as forgotten */
2969                         if (j < 32)
2970                         {
2971                                 p_ptr->spell_forgotten1 |= (1L << j);
2972                                 which = p_ptr->realm1;
2973                         }
2974                         else
2975                         {
2976                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2977                                 which = p_ptr->realm2;
2978                         }
2979
2980                         /* No longer known */
2981                         if (j < 32)
2982                         {
2983                                 p_ptr->spell_learned1 &= ~(1L << j);
2984                                 which = p_ptr->realm1;
2985                         }
2986                         else
2987                         {
2988                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2989                                 which = p_ptr->realm2;
2990                         }
2991
2992 #ifdef JP
2993                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2994 #else
2995                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2996 #endif
2997
2998
2999                         /* One more can be learned */
3000                         p_ptr->new_spells++;
3001                 }
3002         }
3003
3004
3005         /* Forget spells if we know too many spells */
3006         for (i = 63; i >= 0; i--)
3007         {
3008                 /* Stop when possible */
3009                 if (p_ptr->new_spells >= 0) break;
3010
3011                 /* Efficiency -- all done */
3012                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3013
3014                 /* Get the (i+1)th spell learned */
3015                 j = p_ptr->spell_order[i];
3016
3017                 /* Skip unknown spells */
3018                 if (j >= 99) continue;
3019
3020                 /* Forget it (if learned) */
3021                 if ((j < 32) ?
3022                         (p_ptr->spell_learned1 & (1L << j)) :
3023                         (p_ptr->spell_learned2 & (1L << (j - 32))))
3024                 {
3025                         /* Mark as forgotten */
3026                         if (j < 32)
3027                         {
3028                                 p_ptr->spell_forgotten1 |= (1L << j);
3029                                 which = p_ptr->realm1;
3030                         }
3031                         else
3032                         {
3033                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3034                                 which = p_ptr->realm2;
3035                         }
3036
3037                         /* No longer known */
3038                         if (j < 32)
3039                         {
3040                                 p_ptr->spell_learned1 &= ~(1L << j);
3041                                 which = p_ptr->realm1;
3042                         }
3043                         else
3044                         {
3045                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3046                                 which = p_ptr->realm2;
3047                         }
3048
3049 #ifdef JP
3050                         msg_format("%sの%sを忘れてしまった。",
3051                                 do_spell(which, j % 32, SPELL_NAME), p);
3052 #else
3053                         msg_format("You have forgotten the %s of %s.", p,
3054                                 do_spell(which, j % 32, SPELL_NAME));
3055 #endif
3056
3057
3058                         /* One more can be learned */
3059                         p_ptr->new_spells++;
3060                 }
3061         }
3062
3063
3064         /* Check for spells to remember */
3065         for (i = 0; i < 64; i++)
3066         {
3067                 /* None left to remember */
3068                 if (p_ptr->new_spells <= 0) break;
3069
3070                 /* Efficiency -- all done */
3071                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3072
3073                 /* Get the next spell we learned */
3074                 j = p_ptr->spell_order[i];
3075
3076                 /* Skip unknown spells */
3077                 if (j >= 99) break;
3078
3079                 /* Access the spell */
3080                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3081                 {
3082                         if (j < 32)
3083                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3084                         else
3085                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3086                 }
3087                 else if (j < 32)
3088                         s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3089                 else
3090                         s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3091
3092                 /* Skip spells we cannot remember */
3093                 if (s_ptr->slevel > p_ptr->lev) continue;
3094
3095                 /* First set of spells */
3096                 if ((j < 32) ?
3097                         (p_ptr->spell_forgotten1 & (1L << j)) :
3098                         (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3099                 {
3100                         /* No longer forgotten */
3101                         if (j < 32)
3102                         {
3103                                 p_ptr->spell_forgotten1 &= ~(1L << j);
3104                                 which = p_ptr->realm1;
3105                         }
3106                         else
3107                         {
3108                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3109                                 which = p_ptr->realm2;
3110                         }
3111
3112                         /* Known once more */
3113                         if (j < 32)
3114                         {
3115                                 p_ptr->spell_learned1 |= (1L << j);
3116                                 which = p_ptr->realm1;
3117                         }
3118                         else
3119                         {
3120                                 p_ptr->spell_learned2 |= (1L << (j - 32));
3121                                 which = p_ptr->realm2;
3122                         }
3123
3124 #ifdef JP
3125                         msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3126 #else
3127                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3128 #endif
3129
3130
3131                         /* One less can be learned */
3132                         p_ptr->new_spells--;
3133                 }
3134         }
3135
3136         k = 0;
3137
3138         if (p_ptr->realm2 == REALM_NONE)
3139         {
3140                 /* Count spells that can be learned */
3141                 for (j = 0; j < 32; j++)
3142                 {
3143                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3144                         else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3145
3146                         /* Skip spells we cannot remember */
3147                         if (s_ptr->slevel > p_ptr->lev) continue;
3148
3149                         /* Skip spells we already know */
3150                         if (p_ptr->spell_learned1 & (1L << j))
3151                         {
3152                                 continue;
3153                         }
3154
3155                         /* Count it */
3156                         k++;
3157                 }
3158                 if (k > 32) k = 32;
3159                 if ((p_ptr->new_spells > k) &&
3160                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3161                 {
3162                         p_ptr->new_spells = (s16b)k;
3163                 }
3164         }
3165
3166         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3167
3168         /* Spell count changed */
3169         if (p_ptr->old_spells != p_ptr->new_spells)
3170         {
3171                 /* Message if needed */
3172                 if (p_ptr->new_spells)
3173                 {
3174 #ifdef JP
3175                         if (p_ptr->new_spells < 10) {
3176                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3177                         }
3178                         else {
3179                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3180                         }
3181 #else
3182                         msg_format("You can learn %d more %s%s.",
3183                                 p_ptr->new_spells, p,
3184                                 (p_ptr->new_spells != 1) ? "s" : "");
3185 #endif
3186
3187                 }
3188
3189                 /* Save the new_spells value */
3190                 p_ptr->old_spells = p_ptr->new_spells;
3191
3192                 /* Redraw Study Status */
3193                 p_ptr->redraw |= (PR_STUDY);
3194
3195                 /* Redraw object recall */
3196                 p_ptr->window |= (PW_OBJECT);
3197         }
3198 }
3199
3200 /*!
3201  * @brief プレイヤーの最大MPを計算する /
3202  * Calculate maximum mana.  You do not need to know any spells.
3203  * Note that mana is lowered by heavy (or inappropriate) armor.
3204  * @return なし
3205  * @details
3206  * This function induces status messages.
3207  */
3208 static void calc_mana(void)
3209 {
3210         int msp, levels, cur_wgt, max_wgt;
3211
3212         object_type *o_ptr;
3213
3214
3215         /* Hack -- Must be literate */
3216         if (!mp_ptr->spell_book) return;
3217
3218         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3219                 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3220                 (p_ptr->pclass == CLASS_BLUE_MAGE))
3221         {
3222                 levels = p_ptr->lev;
3223         }
3224         else
3225         {
3226                 if (mp_ptr->spell_first > p_ptr->lev)
3227                 {
3228                         /* Save new mana */
3229                         p_ptr->msp = 0;
3230
3231                         /* Display mana later */
3232                         p_ptr->redraw |= (PR_MANA);
3233                         return;
3234                 }
3235
3236                 /* Extract "effective" player level */
3237                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3238         }
3239
3240         if (p_ptr->pclass == CLASS_SAMURAI)
3241         {
3242                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3243                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3244         }
3245         else
3246         {
3247                 /* Extract total mana */
3248                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3249
3250                 /* Hack -- usually add one mana */
3251                 if (msp) msp++;
3252
3253                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3254
3255                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3256
3257                 /* Hack: High mages have a 25% mana bonus */
3258                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3259
3260                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3261         }
3262
3263         /* Only mages are affected */
3264         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3265         {
3266                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3267
3268                 /* Assume player is not encumbered by gloves */
3269                 p_ptr->cumber_glove = FALSE;
3270
3271                 /* Get the gloves */
3272                 o_ptr = &inventory[INVEN_HANDS];
3273
3274                 /* Examine the gloves */
3275                 object_flags(o_ptr, flgs);
3276
3277                 /* Normal gloves hurt mage-type spells */
3278                 if (o_ptr->k_idx &&
3279                         !(have_flag(flgs, TR_FREE_ACT)) &&
3280                         !(have_flag(flgs, TR_DEC_MANA)) &&
3281                         !(have_flag(flgs, TR_EASY_SPELL)) &&
3282                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3283                         !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3284                 {
3285                         /* Encumbered */
3286                         p_ptr->cumber_glove = TRUE;
3287
3288                         /* Reduce mana */
3289                         msp = (3 * msp) / 4;
3290                 }
3291         }
3292
3293
3294         /* Assume player not encumbered by armor */
3295         p_ptr->cumber_armor = FALSE;
3296
3297         /* Weigh the armor */
3298         cur_wgt = 0;
3299         if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3300         if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3301         cur_wgt += inventory[INVEN_BODY].weight;
3302         cur_wgt += inventory[INVEN_HEAD].weight;
3303         cur_wgt += inventory[INVEN_OUTER].weight;
3304         cur_wgt += inventory[INVEN_HANDS].weight;
3305         cur_wgt += inventory[INVEN_FEET].weight;
3306
3307         /* Subtract a percentage of maximum mana. */
3308         switch (p_ptr->pclass)
3309         {
3310                 /* For these classes, mana is halved if armour
3311                  * is 30 pounds over their weight limit. */
3312         case CLASS_MAGE:
3313         case CLASS_HIGH_MAGE:
3314         case CLASS_BLUE_MAGE:
3315         case CLASS_MONK:
3316         case CLASS_FORCETRAINER:
3317         case CLASS_SORCERER:
3318         {
3319                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3320                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3321                 break;
3322         }
3323
3324         /* Mana halved if armour is 40 pounds over weight limit. */
3325         case CLASS_PRIEST:
3326         case CLASS_BARD:
3327         case CLASS_TOURIST:
3328         {
3329                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3330                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3331                 break;
3332         }
3333
3334         case CLASS_MINDCRAFTER:
3335         case CLASS_BEASTMASTER:
3336         case CLASS_MIRROR_MASTER:
3337         {
3338                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3339                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3340                 break;
3341         }
3342
3343         /* Mana halved if armour is 50 pounds over weight limit. */
3344         case CLASS_ROGUE:
3345         case CLASS_RANGER:
3346         case CLASS_RED_MAGE:
3347         case CLASS_WARRIOR_MAGE:
3348         {
3349                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3350                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3351                 break;
3352         }
3353
3354         /* Mana halved if armour is 60 pounds over weight limit. */
3355         case CLASS_PALADIN:
3356         case CLASS_CHAOS_WARRIOR:
3357         {
3358                 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3359                 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3360                 break;
3361         }
3362
3363         /* For new classes created, but not yet added to this formula. */
3364         default:
3365         {
3366                 break;
3367         }
3368         }
3369
3370         /* Determine the weight allowance */
3371         max_wgt = mp_ptr->spell_weight;
3372
3373         /* Heavy armor penalizes mana by a percentage.  -LM- */
3374         if ((cur_wgt - max_wgt) > 0)
3375         {
3376                 /* Encumbered */
3377                 p_ptr->cumber_armor = TRUE;
3378
3379                 /* Subtract a percentage of maximum mana. */
3380                 switch (p_ptr->pclass)
3381                 {
3382                         /* For these classes, mana is halved if armour
3383                          * is 30 pounds over their weight limit. */
3384                 case CLASS_MAGE:
3385                 case CLASS_HIGH_MAGE:
3386                 case CLASS_BLUE_MAGE:
3387                 {
3388                         msp -= msp * (cur_wgt - max_wgt) / 600;
3389                         break;
3390                 }
3391
3392                 /* Mana halved if armour is 40 pounds over weight limit. */
3393                 case CLASS_PRIEST:
3394                 case CLASS_MINDCRAFTER:
3395                 case CLASS_BEASTMASTER:
3396                 case CLASS_BARD:
3397                 case CLASS_FORCETRAINER:
3398                 case CLASS_TOURIST:
3399                 case CLASS_MIRROR_MASTER:
3400                 {
3401                         msp -= msp * (cur_wgt - max_wgt) / 800;
3402                         break;
3403                 }
3404
3405                 case CLASS_SORCERER:
3406                 {
3407                         msp -= msp * (cur_wgt - max_wgt) / 900;
3408                         break;
3409                 }
3410
3411                 /* Mana halved if armour is 50 pounds over weight limit. */
3412                 case CLASS_ROGUE:
3413                 case CLASS_RANGER:
3414                 case CLASS_MONK:
3415                 case CLASS_RED_MAGE:
3416                 {
3417                         msp -= msp * (cur_wgt - max_wgt) / 1000;
3418                         break;
3419                 }
3420
3421                 /* Mana halved if armour is 60 pounds over weight limit. */
3422                 case CLASS_PALADIN:
3423                 case CLASS_CHAOS_WARRIOR:
3424                 case CLASS_WARRIOR_MAGE:
3425                 {
3426                         msp -= msp * (cur_wgt - max_wgt) / 1200;
3427                         break;
3428                 }
3429
3430                 case CLASS_SAMURAI:
3431                 {
3432                         p_ptr->cumber_armor = FALSE;
3433                         break;
3434                 }
3435
3436                 /* For new classes created, but not yet added to this formula. */
3437                 default:
3438                 {
3439                         msp -= msp * (cur_wgt - max_wgt) / 800;
3440                         break;
3441                 }
3442                 }
3443         }
3444
3445         /* Mana can never be negative */
3446         if (msp < 0) msp = 0;
3447
3448
3449         /* Maximum mana has changed */
3450         if (p_ptr->msp != msp)
3451         {
3452                 /* Enforce maximum */
3453                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3454                 {
3455                         p_ptr->csp = msp;
3456                         p_ptr->csp_frac = 0;
3457                 }
3458
3459 #ifdef JP
3460                 /* レベルアップの時は上昇量を表示する */
3461                 if ((level_up == 1) && (msp > p_ptr->msp))
3462                 {
3463                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3464                 }
3465 #endif
3466                 /* Save new mana */
3467                 p_ptr->msp = msp;
3468
3469                 /* Display mana later */
3470                 p_ptr->redraw |= (PR_MANA);
3471
3472                 p_ptr->window |= (PW_PLAYER);
3473                 p_ptr->window |= (PW_SPELL);
3474         }
3475
3476
3477         /* Hack -- handle "xtra" mode */
3478         if (character_xtra) return;
3479
3480         /* Take note when "glove state" changes */
3481         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3482         {
3483                 if (p_ptr->cumber_glove)
3484                 {
3485                         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."));
3486                 }
3487                 else
3488                 {
3489                         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."));
3490                 }
3491
3492                 /* Save it */
3493                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3494         }
3495
3496
3497         /* Take note when "armor state" changes */
3498         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3499         {
3500                 if (p_ptr->cumber_armor)
3501                 {
3502                         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."));
3503                 }
3504                 else
3505                 {
3506                         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."));
3507                 }
3508
3509                 /* Save it */
3510                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3511         }
3512 }
3513
3514 /*!
3515  * @brief 装備中の射撃武器の威力倍率を返す /
3516  * calcurate the fire rate of target object
3517  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3518  * @return 射撃倍率の値(100で1.00倍)
3519  */
3520 s16b calc_num_fire(object_type *o_ptr)
3521 {
3522         int extra_shots = 0;
3523         int i;
3524         int num = 0;
3525         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3526         object_type *q_ptr;
3527         BIT_FLAGS flgs[TR_FLAG_SIZE];
3528
3529         /* Scan the usable inventory */
3530         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3531         {
3532                 q_ptr = &inventory[i];
3533
3534                 /* Skip non-objects */
3535                 if (!q_ptr->k_idx) continue;
3536
3537                 /* Do not apply current equip */
3538                 if (i == INVEN_BOW) continue;
3539
3540                 /* Extract the item flags */
3541                 object_flags(q_ptr, flgs);
3542
3543                 /* Boost shots */
3544                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3545         }
3546
3547         object_flags(o_ptr, flgs);
3548         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3549
3550         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3551         {
3552                 num = 100;
3553                 /* Extra shots */
3554                 num += (extra_shots * 100);
3555
3556                 /* Hack -- Rangers love Bows */
3557                 if ((p_ptr->pclass == CLASS_RANGER) &&
3558                         (tval_ammo == TV_ARROW))
3559                 {
3560                         num += (p_ptr->lev * 4);
3561                 }
3562
3563                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3564                         (tval_ammo == TV_ARROW))
3565                 {
3566                         num += (p_ptr->lev * 3);
3567                 }
3568
3569                 if (p_ptr->pclass == CLASS_ARCHER)
3570                 {
3571                         if (tval_ammo == TV_ARROW)
3572                                 num += ((p_ptr->lev * 5) + 50);
3573                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3574                                 num += (p_ptr->lev * 4);
3575                 }
3576
3577                 /*
3578                  * Addendum -- also "Reward" high level warriors,
3579                  * with _any_ missile weapon -- TY
3580                  */
3581                 if (p_ptr->pclass == CLASS_WARRIOR &&
3582                         (tval_ammo <= TV_BOLT) &&
3583                         (tval_ammo >= TV_SHOT))
3584                 {
3585                         num += (p_ptr->lev * 2);
3586                 }
3587                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3588                         (tval_ammo == TV_SHOT))
3589                 {
3590                         num += (p_ptr->lev * 4);
3591                 }
3592         }
3593         return (s16b)num;
3594 }
3595
3596 /*!
3597  * @brief プレイヤーの所持重量制限を計算する /
3598  * Computes current weight limit.
3599  * @return 制限重量(ポンド)
3600  */
3601 WEIGHT weight_limit(void)
3602 {
3603         WEIGHT i;
3604
3605         /* Weight limit based only on strength */
3606         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3607         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3608
3609         /* Return the result */
3610         return i;
3611 }
3612
3613 /*!
3614  * @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 /
3615  * @param i 判定する手のID(右手:0 左手:1)
3616  * @return 持っているならばTRUE
3617  */
3618 bool has_melee_weapon(int i)
3619 {
3620         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3621 }
3622
3623 /*!
3624  * @brief プレイヤーの現在開いている手の状態を返す
3625  * @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。
3626  * @return 開いている手のビットフラグ
3627  */
3628 BIT_FLAGS16 empty_hands(bool riding_control)
3629 {
3630         BIT_FLAGS16 status = EMPTY_HAND_NONE;
3631
3632         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3633         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3634
3635         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3636         {
3637                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3638                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3639         }
3640
3641         return status;
3642 }
3643
3644
3645 /*!
3646  * @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。
3647  * @return ペナルティが適用されるならばTRUE。
3648  */
3649 bool heavy_armor(void)
3650 {
3651         WEIGHT monk_arm_wgt = 0;
3652
3653         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3654
3655         /* Weight the armor */
3656         if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3657         if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3658         monk_arm_wgt += inventory[INVEN_BODY].weight;
3659         monk_arm_wgt += inventory[INVEN_HEAD].weight;
3660         monk_arm_wgt += inventory[INVEN_OUTER].weight;
3661         monk_arm_wgt += inventory[INVEN_HANDS].weight;
3662         monk_arm_wgt += inventory[INVEN_FEET].weight;
3663
3664         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3665 }
3666
3667 /*!
3668  * @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"
3669  * @return なし
3670  * @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。
3671  */
3672 void update_creature(player_type *creature_ptr)
3673 {
3674         if (!creature_ptr->update) return;
3675
3676         /* Actually do auto-destroy */
3677         if (creature_ptr->update & (PU_AUTODESTROY))
3678         {
3679                 creature_ptr->update &= ~(PU_AUTODESTROY);
3680                 autopick_delayed_alter();
3681         }
3682         if (creature_ptr->update & (PU_COMBINE))
3683         {
3684                 creature_ptr->update &= ~(PU_COMBINE);
3685                 combine_pack();
3686         }
3687
3688         /* Reorder the pack */
3689         if (creature_ptr->update & (PU_REORDER))
3690         {
3691                 creature_ptr->update &= ~(PU_REORDER);
3692                 reorder_pack();
3693         }
3694
3695         if (creature_ptr->update & (PU_BONUS))
3696         {
3697                 creature_ptr->update &= ~(PU_BONUS);
3698                 calc_bonuses();
3699         }
3700
3701         if (creature_ptr->update & (PU_TORCH))
3702         {
3703                 creature_ptr->update &= ~(PU_TORCH);
3704                 calc_torch();
3705         }
3706
3707         if (creature_ptr->update & (PU_HP))
3708         {
3709                 creature_ptr->update &= ~(PU_HP);
3710                 calc_hitpoints();
3711         }
3712
3713         if (creature_ptr->update & (PU_MANA))
3714         {
3715                 creature_ptr->update &= ~(PU_MANA);
3716                 calc_mana();
3717         }
3718
3719         if (creature_ptr->update & (PU_SPELLS))
3720         {
3721                 creature_ptr->update &= ~(PU_SPELLS);
3722                 calc_spells();
3723         }
3724
3725         /* Character is not ready yet, no screen updates */
3726         if (!character_generated) return;
3727
3728         /* Character is in "icky" mode, no screen updates */
3729         if (character_icky) return;
3730
3731         if (creature_ptr->update & (PU_UN_LITE))
3732         {
3733                 creature_ptr->update &= ~(PU_UN_LITE);
3734                 forget_lite();
3735         }
3736
3737         if (creature_ptr->update & (PU_UN_VIEW))
3738         {
3739                 creature_ptr->update &= ~(PU_UN_VIEW);
3740                 forget_view();
3741         }
3742
3743         if (creature_ptr->update & (PU_VIEW))
3744         {
3745                 creature_ptr->update &= ~(PU_VIEW);
3746                 update_view();
3747         }
3748
3749         if (creature_ptr->update & (PU_LITE))
3750         {
3751                 creature_ptr->update &= ~(PU_LITE);
3752                 update_lite();
3753         }
3754
3755
3756         if (creature_ptr->update & (PU_FLOW))
3757         {
3758                 creature_ptr->update &= ~(PU_FLOW);
3759                 update_flow();
3760         }
3761
3762         if (creature_ptr->update & (PU_DISTANCE))
3763         {
3764                 creature_ptr->update &= ~(PU_DISTANCE);
3765
3766                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3767                 /* creature_ptr->update &= ~(PU_MONSTERS); */
3768
3769                 update_monsters(TRUE);
3770         }
3771
3772         if (creature_ptr->update & (PU_MON_LITE))
3773         {
3774                 creature_ptr->update &= ~(PU_MON_LITE);
3775                 update_mon_lite();
3776         }
3777
3778         /*
3779          * Mega-Hack -- Delayed visual update
3780          * Only used if update_view(), update_lite() or update_mon_lite() was called
3781          */
3782         if (creature_ptr->update & (PU_DELAY_VIS))
3783         {
3784                 creature_ptr->update &= ~(PU_DELAY_VIS);
3785                 delayed_visual_update();
3786         }
3787
3788         if (creature_ptr->update & (PU_MONSTERS))
3789         {
3790                 creature_ptr->update &= ~(PU_MONSTERS);
3791                 update_monsters(FALSE);
3792         }
3793 }
3794
3795 /*!
3796  * @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
3797  * @return 魔道書を一冊も持っていないならTRUEを返す
3798  */
3799 bool player_has_no_spellbooks(void)
3800 {
3801         int i;
3802         object_type *o_ptr;
3803
3804         for (i = 0; i < INVEN_PACK; i++)
3805         {
3806                 o_ptr = &inventory[i];
3807                 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3808         }
3809
3810         for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3811         {
3812                 o_ptr = &current_floor_ptr->o_list[i];
3813                 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3814         }
3815
3816         return TRUE;
3817 }
3818
3819 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3820 {
3821         creature_ptr->energy_use = (ENERGY)need_cost;
3822 }
3823
3824 void free_turn(player_type *creature_ptr)
3825 {
3826         creature_ptr->energy_use = 0;
3827 }
3828
3829 /*!
3830  * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3831  * @param x 配置先X座標
3832  * @param y 配置先Y座標
3833  * @return 配置に成功したらTRUE
3834  */
3835 bool player_place(POSITION y, POSITION x)
3836 {
3837         /* Paranoia XXX XXX */
3838         if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3839
3840         /* Save player location */
3841         p_ptr->y = y;
3842         p_ptr->x = x;
3843
3844         /* Success */
3845         return TRUE;
3846 }