#include "system/angband.h"
#include "player/player-status.h"
#include "art-definition/art-bow-types.h"
#include "art-definition/art-sword-types.h"
#include "art-definition/art-weapon-types.h"
#include "autopick/autopick-reader-writer.h"
#include "autopick/autopick.h"
#include "cmd-action/cmd-pet.h"
#include "cmd-action/cmd-spell.h"
#include "cmd-building/cmd-building.h"
#include "cmd-io/cmd-dump.h"
#include "cmd-item/cmd-magiceat.h"
#include "combat/attack-power-table.h"
#include "core/asking-player.h"
#include "core/player-redraw-types.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
#include "floor/floor-events.h"
#include "floor/floor.h"
#include "game-option/birth-options.h"
#include "grid/feature.h"
#include "inventory/inventory-object.h"
#include "inventory/inventory-slot-types.h"
#include "io/input-key-acceptor.h"
#include "io/write-diary.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "market/arena-info-table.h"
#include "mind/mind-force-trainer.h"
#include "mind/mind-ninja.h"
#include "monster-floor/monster-remover.h"
#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags7.h"
#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "monster/monster-update.h"
#include "monster/smart-learn-types.h"
#include "mutation/mutation-flag-types.h"
#include "mutation/mutation.h"
#include "object-enchant/object-ego.h"
#include "object-enchant/special-object-flags.h"
#include "object-enchant/tr-types.h"
#include "object-enchant/trc-types.h"
#include "object-hook/hook-armor.h"
#include "object-hook/hook-checker.h"
#include "object-hook/hook-weapon.h"
#include "object/object-flags.h"
#include "object/object-info.h"
#include "object/object-mark-types.h"
#include "perception/object-perception.h"
#include "pet/pet-util.h"
#include "player/attack-defense-types.h"
#include "player/avatar.h"
#include "player/digestion-processor.h"
#include "player/mimic-info-table.h"
#include "player/patron.h"
#include "player/player-class.h"
#include "player/player-damage.h"
#include "player/player-move.h"
#include "player/player-personalities-types.h"
#include "player/player-personality.h"
#include "player/player-race-types.h"
#include "player/player-skill.h"
#include "player/race-info-table.h"
#include "player/special-defense-types.h"
#include "realm/realm-hex-numbers.h"
#include "realm/realm-names-table.h"
#include "realm/realm-song-numbers.h"
#include "specific-object/bow.h"
#include "spell-realm/spells-hex.h"
#include "spell/range-calc.h"
#include "spell/spells-describer.h"
#include "spell/spells-execution.h"
#include "spell/spells-status.h"
#include "spell/technic-info-table.h"
#include "status/action-setter.h"
#include "status/base-status.h"
#include "sv-definition/sv-lite-types.h"
#include "sv-definition/sv-weapon-types.h"
#include "term/screen-processor.h"
#include "util/bit-flags-calculator.h"
#include "util/quarks.h"
#include "util/string-processor.h"
#include "view/display-messages.h"
#include "world/world.h"

/*!
 * @brief 能力値テーブル / Abbreviations of healthy stats
 */
const concptr stat_names[6] = {
#ifdef JP
    "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
#else
    "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
#endif
};

/*!
 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
 */
const concptr stat_names_reduced[6] = {
#ifdef JP
    "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
#else
    "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
#endif
};

/*!
 * @brief 基本必要経験値テーブル /
 * Base experience levels, may be adjusted up for race and/or class
 */
const s32b player_exp[PY_MAX_LEVEL] = { 10, 25, 45, 70, 100, 140, 200, 280, 380, /*10*/
    500, 650, 850, 1100, 1400, 1800, 2300, 2900, 3600, 4400, /*20*/
    5400, 6800, 8400, 10200, 12500, 17500, 25000, 35000L, 50000L, 75000L, /*30*/
    100000L, 150000L, 200000L, 275000L, 350000L, 450000L, 550000L, 700000L, 850000L, 1000000L, /*40*/
    1250000L, 1500000L, 1800000L, 2100000L, 2400000L, 2700000L, 3000000L, 3500000L, 4000000L, 4500000L, /*50*/
    5000000L };

/*!
 * @brief 基本必要強化値テーブル(アンドロイド専用)
 */
const s32b player_exp_a[PY_MAX_LEVEL] = { 20, 50, 100, 170, 280, 430, 650, 950, 1400, /*10*/
    1850, 2300, 2900, 3600, 4400, 5400, 6800, 8400, 10400, 12500, /*20*/
    17500, 25000, 35000, 50000L, 75000L, 100000L, 150000L, 200000L, 275000L, 350000L, /*30*/
    450000L, 550000L, 650000L, 800000L, 950000L, 1100000L, 1250000L, 1400000L, 1550000L, 1700000L, /*40*/
    1900000L, 2100000L, 2300000L, 2550000L, 2800000L, 3050000L, 3300000L, 3700000L, 4100000L, 4500000L, /*50*/
    5000000L };

/*!
 * 知力/賢さによるレベル毎の習得可能魔法数テーブル
 * Stat Table (INT/WIS) -- Number of half-spells per level
 */
const byte adj_mag_study[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 1 /* 8 */, 1 /* 9 */, 1 /* 10 */, 1 /* 11 */, 2 /* 12 */, 2 /* 13 */, 2 /* 14 */, 2 /* 15 */,
    2 /* 16 */, 2 /* 17 */, 2 /* 18/00-18/09 */, 2 /* 18/10-18/19 */, 2 /* 18/20-18/29 */, 2 /* 18/30-18/39 */, 2 /* 18/40-18/49 */, 3 /* 18/50-18/59 */,
    3 /* 18/60-18/69 */, 3 /* 18/70-18/79 */, 3 /* 18/80-18/89 */, 4 /* 18/90-18/99 */, 4 /* 18/100-18/109 */, 4 /* 18/110-18/119 */, 5 /* 18/120-18/129 */,
    5 /* 18/130-18/139 */, 5 /* 18/140-18/149 */, 5 /* 18/150-18/159 */, 5 /* 18/160-18/169 */, 5 /* 18/170-18/179 */, 5 /* 18/180-18/189 */,
    5 /* 18/190-18/199 */, 5 /* 18/200-18/209 */, 6 /* 18/210-18/219 */, 6 /* 18/220+ */
};

/*!
 * 知力/賢さによるMP修正テーブル
 * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
 */
const byte adj_mag_mana[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 1 /* 8 */, 2 /* 9 */, 3 /* 10 */, 4 /* 11 */, 5 /* 12 */, 5 /* 13 */, 6 /* 14 */, 7 /* 15 */,
    8 /* 16 */, 9 /* 17 */, 10 /* 18/00-18/09 */, 11 /* 18/10-18/19 */, 11 /* 18/20-18/29 */, 12 /* 18/30-18/39 */, 12 /* 18/40-18/49 */, 13 /* 18/50-18/59 */,
    14 /* 18/60-18/69 */, 15 /* 18/70-18/79 */, 16 /* 18/80-18/89 */, 17 /* 18/90-18/99 */, 18 /* 18/100-18/109 */, 19 /* 18/110-18/119 */,
    20 /* 18/120-18/129 */, 21 /* 18/130-18/139 */, 22 /* 18/140-18/149 */, 23 /* 18/150-18/159 */, 24 /* 18/160-18/169 */, 25 /* 18/170-18/179 */,
    26 /* 18/180-18/189 */, 27 /* 18/190-18/199 */, 28 /* 18/200-18/209 */, 29 /* 18/210-18/219 */, 30 /* 18/220+ */
};

/*!
 * 知力/賢さによる最低魔法失敗率テーブル
 * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
 */
const byte adj_mag_fail[] = {
    99 /* 3 */, 99 /* 4 */, 99 /* 5 */, 99 /* 6 */, 99 /* 7 */, 50 /* 8 */, 30 /* 9 */, 20 /* 10 */, 15 /* 11 */, 12 /* 12 */, 11 /* 13 */, 10 /* 14 */,
    9 /* 15 */, 8 /* 16 */, 7 /* 17 */, 6 /* 18/00-18/09 */, 6 /* 18/10-18/19 */, 5 /* 18/20-18/29 */, 5 /* 18/30-18/39 */, 5 /* 18/40-18/49 */,
    4 /* 18/50-18/59 */, 4 /* 18/60-18/69 */, 4 /* 18/70-18/79 */, 4 /* 18/80-18/89 */, 3 /* 18/90-18/99 */, 3 /* 18/100-18/109 */, 2 /* 18/110-18/119 */,
    2 /* 18/120-18/129 */, 2 /* 18/130-18/139 */, 2 /* 18/140-18/149 */, 1 /* 18/150-18/159 */, 1 /* 18/160-18/169 */, 1 /* 18/170-18/179 */,
    1 /* 18/180-18/189 */, 1 /* 18/190-18/199 */, 0 /* 18/200-18/209 */, 0 /* 18/210-18/219 */, 0 /* 18/220+ */
};

/*!
 * 知力/賢さによる魔法失敗率修正テーブル
 * Stat Table (INT/WIS) -- Various things
 */
const byte adj_mag_stat[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 1 /* 8 */, 1 /* 9 */, 1 /* 10 */, 1 /* 11 */, 1 /* 12 */, 1 /* 13 */, 1 /* 14 */, 2 /* 15 */,
    2 /* 16 */, 2 /* 17 */, 3 /* 18/00-18/09 */, 3 /* 18/10-18/19 */, 3 /* 18/20-18/29 */, 3 /* 18/30-18/39 */, 3 /* 18/40-18/49 */, 4 /* 18/50-18/59 */,
    4 /* 18/60-18/69 */, 5 /* 18/70-18/79 */, 6 /* 18/80-18/89 */, 7 /* 18/90-18/99 */, 8 /* 18/100-18/109 */, 9 /* 18/110-18/119 */, 10 /* 18/120-18/129 */,
    11 /* 18/130-18/139 */, 12 /* 18/140-18/149 */, 13 /* 18/150-18/159 */, 14 /* 18/160-18/169 */, 15 /* 18/170-18/179 */, 16 /* 18/180-18/189 */,
    17 /* 18/190-18/199 */, 18 /* 18/200-18/209 */, 19 /* 18/210-18/219 */, 20 /* 18/220+ */
};

/*!
 * 魅力による店での取引修正テーブル
 * Stat Table (CHR) -- payment percentages
 */
const byte adj_chr_gold[] = {
    130 /* 3 */, 125 /* 4 */, 122 /* 5 */, 120 /* 6 */, 118 /* 7 */, 116 /* 8 */, 114 /* 9 */, 112 /* 10 */, 110 /* 11 */, 108 /* 12 */, 106 /* 13 */,
    104 /* 14 */, 103 /* 15 */, 102 /* 16 */, 101 /* 17 */, 100 /* 18/00-18/09 */, 99 /* 18/10-18/19 */, 98 /* 18/20-18/29 */, 97 /* 18/30-18/39 */,
    96 /* 18/40-18/49 */, 95 /* 18/50-18/59 */, 94 /* 18/60-18/69 */, 93 /* 18/70-18/79 */, 92 /* 18/80-18/89 */, 91 /* 18/90-18/99 */, 90 /* 18/100-18/109 */,
    89 /* 18/110-18/119 */, 88 /* 18/120-18/129 */, 87 /* 18/130-18/139 */, 86 /* 18/140-18/149 */, 85 /* 18/150-18/159 */, 84 /* 18/160-18/169 */,
    83 /* 18/170-18/179 */, 82 /* 18/180-18/189 */, 81 /* 18/190-18/199 */, 80 /* 18/200-18/209 */, 79 /* 18/210-18/219 */, 78 /* 18/220+ */
};

/*!
 * 知力による魔道具使用修正テーブル
 * Stat Table (INT) -- Magic devices
 */
const byte adj_int_dev[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 1 /* 8 */, 1 /* 9 */, 1 /* 10 */, 1 /* 11 */, 1 /* 12 */, 1 /* 13 */, 1 /* 14 */, 2 /* 15 */,
    2 /* 16 */, 2 /* 17 */, 3 /* 18/00-18/09 */, 3 /* 18/10-18/19 */, 4 /* 18/20-18/29 */, 4 /* 18/30-18/39 */, 5 /* 18/40-18/49 */, 5 /* 18/50-18/59 */,
    6 /* 18/60-18/69 */, 6 /* 18/70-18/79 */, 7 /* 18/80-18/89 */, 7 /* 18/90-18/99 */, 8 /* 18/100-18/109 */, 9 /* 18/110-18/119 */, 10 /* 18/120-18/129 */,
    11 /* 18/130-18/139 */, 12 /* 18/140-18/149 */, 13 /* 18/150-18/159 */, 14 /* 18/160-18/169 */, 15 /* 18/170-18/179 */, 16 /* 18/180-18/189 */,
    17 /* 18/190-18/199 */, 18 /* 18/200-18/209 */, 19 /* 18/210-18/219 */, 20 /* 18/220+ */
};

/*!
 * 賢さによる魔法防御修正テーブル
 * Stat Table (WIS) -- Saving throw
 */
const byte adj_wis_sav[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 1 /* 8 */, 1 /* 9 */, 1 /* 10 */, 1 /* 11 */, 1 /* 12 */, 1 /* 13 */, 1 /* 14 */, 2 /* 15 */,
    2 /* 16 */, 2 /* 17 */, 3 /* 18/00-18/09 */, 3 /* 18/10-18/19 */, 3 /* 18/20-18/29 */, 3 /* 18/30-18/39 */, 3 /* 18/40-18/49 */, 4 /* 18/50-18/59 */,
    4 /* 18/60-18/69 */, 5 /* 18/70-18/79 */, 5 /* 18/80-18/89 */, 6 /* 18/90-18/99 */, 7 /* 18/100-18/109 */, 8 /* 18/110-18/119 */, 9 /* 18/120-18/129 */,
    10 /* 18/130-18/139 */, 11 /* 18/140-18/149 */, 12 /* 18/150-18/159 */, 13 /* 18/160-18/169 */, 14 /* 18/170-18/179 */, 15 /* 18/180-18/189 */,
    16 /* 18/190-18/199 */, 17 /* 18/200-18/209 */, 18 /* 18/210-18/219 */, 19 /* 18/220+ */
};

/*!
 * 器用さによるトラップ解除修正テーブル
 * Stat Table (DEX) -- disarming
 */
const byte adj_dex_dis[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 0 /* 8 */, 0 /* 9 */, 0 /* 10 */, 0 /* 11 */, 0 /* 12 */, 1 /* 13 */, 1 /* 14 */, 1 /* 15 */,
    2 /* 16 */, 2 /* 17 */, 4 /* 18/00-18/09 */, 4 /* 18/10-18/19 */, 4 /* 18/20-18/29 */, 4 /* 18/30-18/39 */, 5 /* 18/40-18/49 */, 5 /* 18/50-18/59 */,
    5 /* 18/60-18/69 */, 6 /* 18/70-18/79 */, 6 /* 18/80-18/89 */, 7 /* 18/90-18/99 */, 8 /* 18/100-18/109 */, 8 /* 18/110-18/119 */, 8 /* 18/120-18/129 */,
    8 /* 18/130-18/139 */, 8 /* 18/140-18/149 */, 9 /* 18/150-18/159 */, 9 /* 18/160-18/169 */, 9 /* 18/170-18/179 */, 9 /* 18/180-18/189 */,
    9 /* 18/190-18/199 */, 10 /* 18/200-18/209 */, 10 /* 18/210-18/219 */, 10 /* 18/220+ */
};

/*!
 * 知力によるトラップ解除修正テーブル
 * Stat Table (INT) -- disarming
 */
const byte adj_int_dis[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 1 /* 8 */, 1 /* 9 */, 1 /* 10 */, 1 /* 11 */, 1 /* 12 */, 1 /* 13 */, 1 /* 14 */, 2 /* 15 */,
    2 /* 16 */, 2 /* 17 */, 3 /* 18/00-18/09 */, 3 /* 18/10-18/19 */, 3 /* 18/20-18/29 */, 4 /* 18/30-18/39 */, 4 /* 18/40-18/49 */, 5 /* 18/50-18/59 */,
    6 /* 18/60-18/69 */, 7 /* 18/70-18/79 */, 8 /* 18/80-18/89 */, 9 /* 18/90-18/99 */, 10 /* 18/100-18/109 */, 10 /* 18/110-18/119 */, 11 /* 18/120-18/129 */,
    12 /* 18/130-18/139 */, 13 /* 18/140-18/149 */, 14 /* 18/150-18/159 */, 15 /* 18/160-18/169 */, 16 /* 18/170-18/179 */, 17 /* 18/180-18/189 */,
    18 /* 18/190-18/199 */, 19 /* 18/200-18/209 */, 19 /* 18/210-18/219 */, 20 /* 18/220+ */
};

/*!
 * 器用さによるAC修正テーブル
 * Stat Table (DEX) -- bonus to ac (plus 128)
 */
const byte adj_dex_ta[] = {
    128 + -4 /*  3 */, 128 + -3 /*  4 */, 128 + -2 /*  5 */, 128 + -1 /*  6 */, 128 + 0 /*  7 */, 128 + 0 /*  8 */, 128 + 0 /*  9 */, 128 + 0 /* 10 */,
    128 + 0 /* 11 */, 128 + 0 /* 12 */, 128 + 0 /* 13 */, 128 + 0 /* 14 */, 128 + 1 /* 15 */, 128 + 1 /* 16 */, 128 + 1 /* 17 */, 128 + 2 /* 18/00-18/09 */,
    128 + 2 /* 18/10-18/19 */, 128 + 2 /* 18/20-18/29 */, 128 + 2 /* 18/30-18/39 */, 128 + 2 /* 18/40-18/49 */, 128 + 3 /* 18/50-18/59 */,
    128 + 3 /* 18/60-18/69 */, 128 + 3 /* 18/70-18/79 */, 128 + 4 /* 18/80-18/89 */, 128 + 5 /* 18/90-18/99 */, 128 + 6 /* 18/100-18/109 */,
    128 + 7 /* 18/110-18/119 */, 128 + 8 /* 18/120-18/129 */, 128 + 9 /* 18/130-18/139 */, 128 + 9 /* 18/140-18/149 */, 128 + 10 /* 18/150-18/159 */,
    128 + 11 /* 18/160-18/169 */, 128 + 12 /* 18/170-18/179 */, 128 + 13 /* 18/180-18/189 */, 128 + 14 /* 18/190-18/199 */, 128 + 15 /* 18/200-18/209 */,
    128 + 15 /* 18/210-18/219 */, 128 + 16 /* 18/220+ */
};

/*!
 * 腕力によるダメージ修正テーブル
 * Stat Table (STR) -- bonus to dam (plus 128)
 */
const byte adj_str_td[] = {
    128 + -2 /*  3 */, 128 + -2 /*  4 */, 128 + -1 /*  5 */, 128 + -1 /*  6 */, 128 + 0 /*  7 */, 128 + 0 /*  8 */, 128 + 0 /*  9 */, 128 + 0 /* 10 */,
    128 + 0 /* 11 */, 128 + 0 /* 12 */, 128 + 0 /* 13 */, 128 + 0 /* 14 */, 128 + 0 /* 15 */, 128 + 1 /* 16 */, 128 + 2 /* 17 */, 128 + 2 /* 18/00-18/09 */,
    128 + 2 /* 18/10-18/19 */, 128 + 3 /* 18/20-18/29 */, 128 + 3 /* 18/30-18/39 */, 128 + 3 /* 18/40-18/49 */, 128 + 3 /* 18/50-18/59 */,
    128 + 3 /* 18/60-18/69 */, 128 + 4 /* 18/70-18/79 */, 128 + 5 /* 18/80-18/89 */, 128 + 5 /* 18/90-18/99 */, 128 + 6 /* 18/100-18/109 */,
    128 + 7 /* 18/110-18/119 */, 128 + 8 /* 18/120-18/129 */, 128 + 9 /* 18/130-18/139 */, 128 + 10 /* 18/140-18/149 */, 128 + 11 /* 18/150-18/159 */,
    128 + 12 /* 18/160-18/169 */, 128 + 13 /* 18/170-18/179 */, 128 + 14 /* 18/180-18/189 */, 128 + 15 /* 18/190-18/199 */, 128 + 16 /* 18/200-18/209 */,
    128 + 18 /* 18/210-18/219 */, 128 + 20 /* 18/220+ */
};

/*!
 * 器用度による命中修正テーブル
 * Stat Table (DEX) -- bonus to hit (plus 128)
 */
const byte adj_dex_th[] = {
    128 + -3 /* 3 */, 128 + -2 /* 4 */, 128 + -2 /* 5 */, 128 + -1 /* 6 */, 128 + -1 /* 7 */, 128 + 0 /* 8 */, 128 + 0 /* 9 */, 128 + 0 /* 10 */,
    128 + 0 /* 11 */, 128 + 0 /* 12 */, 128 + 0 /* 13 */, 128 + 0 /* 14 */, 128 + 0 /* 15 */, 128 + 1 /* 16 */, 128 + 2 /* 17 */, 128 + 3 /* 18/00-18/09 */,
    128 + 3 /* 18/10-18/19 */, 128 + 3 /* 18/20-18/29 */, 128 + 3 /* 18/30-18/39 */, 128 + 3 /* 18/40-18/49 */, 128 + 4 /* 18/50-18/59 */,
    128 + 4 /* 18/60-18/69 */, 128 + 4 /* 18/70-18/79 */, 128 + 4 /* 18/80-18/89 */, 128 + 5 /* 18/90-18/99 */, 128 + 6 /* 18/100-18/109 */,
    128 + 7 /* 18/110-18/119 */, 128 + 8 /* 18/120-18/129 */, 128 + 9 /* 18/130-18/139 */, 128 + 9 /* 18/140-18/149 */, 128 + 10 /* 18/150-18/159 */,
    128 + 11 /* 18/160-18/169 */, 128 + 12 /* 18/170-18/179 */, 128 + 13 /* 18/180-18/189 */, 128 + 14 /* 18/190-18/199 */, 128 + 15 /* 18/200-18/209 */,
    128 + 15 /* 18/210-18/219 */, 128 + 16 /* 18/220+ */
};

/*!
 * 腕力による命中修正テーブル
 * Stat Table (STR) -- bonus to hit (plus 128)
 */
const byte adj_str_th[] = {
    128 + -3 /* 3 */, 128 + -2 /* 4 */, 128 + -1 /* 5 */, 128 + -1 /* 6 */, 128 + 0 /* 7 */, 128 + 0 /* 8 */, 128 + 0 /* 9 */, 128 + 0 /* 10 */,
    128 + 0 /* 11 */, 128 + 0 /* 12 */, 128 + 0 /* 13 */, 128 + 0 /* 14 */, 128 + 0 /* 15 */, 128 + 0 /* 16 */, 128 + 0 /* 17 */, 128 + 1 /* 18/00-18/09 */,
    128 + 1 /* 18/10-18/19 */, 128 + 1 /* 18/20-18/29 */, 128 + 1 /* 18/30-18/39 */, 128 + 1 /* 18/40-18/49 */, 128 + 1 /* 18/50-18/59 */,
    128 + 1 /* 18/60-18/69 */, 128 + 2 /* 18/70-18/79 */, 128 + 3 /* 18/80-18/89 */, 128 + 4 /* 18/90-18/99 */, 128 + 5 /* 18/100-18/109 */,
    128 + 6 /* 18/110-18/119 */, 128 + 7 /* 18/120-18/129 */, 128 + 8 /* 18/130-18/139 */, 128 + 9 /* 18/140-18/149 */, 128 + 10 /* 18/150-18/159 */,
    128 + 11 /* 18/160-18/169 */, 128 + 12 /* 18/170-18/179 */, 128 + 13 /* 18/180-18/189 */, 128 + 14 /* 18/190-18/199 */, 128 + 15 /* 18/200-18/209 */,
    128 + 15 /* 18/210-18/219 */, 128 + 16 /* 18/220+ */
};

/*!
 * 腕力による基本所持重量値テーブル
 * Stat Table (STR) -- weight limit in deca-pounds
 */
const byte adj_str_wgt[] = {
    10 /* 3 */, 11 /* 4 */, 12 /* 5 */, 13 /* 6 */, 14 /* 7 */, 15 /* 8 */, 16 /* 9 */, 17 /* 10 */, 18 /* 11 */, 19 /* 12 */, 20 /* 13 */, 21 /* 14 */,
    22 /* 15 */, 23 /* 16 */, 24 /* 17 */, 25 /* 18/00-18/09 */, 26 /* 18/10-18/19 */, 27 /* 18/20-18/29 */, 28 /* 18/30-18/39 */, 29 /* 18/40-18/49 */,
    30 /* 18/50-18/59 */, 31 /* 18/60-18/69 */, 31 /* 18/70-18/79 */, 32 /* 18/80-18/89 */, 32 /* 18/90-18/99 */, 33 /* 18/100-18/109 */,
    33 /* 18/110-18/119 */, 34 /* 18/120-18/129 */, 34 /* 18/130-18/139 */, 35 /* 18/140-18/149 */, 35 /* 18/150-18/159 */, 36 /* 18/160-18/169 */,
    36 /* 18/170-18/179 */, 37 /* 18/180-18/189 */, 37 /* 18/190-18/199 */, 38 /* 18/200-18/209 */, 38 /* 18/210-18/219 */, 39 /* 18/220+ */
};

/*!
 * 腕力による武器重量限界値テーブル
 * Stat Table (STR) -- weapon weight limit in pounds
 */
const byte adj_str_hold[] = {
    4 /* 3 */, 5 /* 4 */, 6 /* 5 */, 7 /* 6 */, 8 /* 7 */, 9 /* 8 */, 10 /* 9 */, 11 /* 10 */, 12 /* 11 */, 13 /* 12 */, 14 /* 13 */, 15 /* 14 */, 16 /* 15 */,
    17 /* 16 */, 18 /* 17 */, 19 /* 18/00-18/09 */, 20 /* 18/10-18/19 */, 21 /* 18/20-18/29 */, 22 /* 18/30-18/39 */, 23 /* 18/40-18/49 */,
    24 /* 18/50-18/59 */, 25 /* 18/60-18/69 */, 26 /* 18/70-18/79 */, 27 /* 18/80-18/89 */, 28 /* 18/90-18/99 */, 30 /* 18/100-18/109 */,
    31 /* 18/110-18/119 */, 32 /* 18/120-18/129 */, 33 /* 18/130-18/139 */, 34 /* 18/140-18/149 */, 35 /* 18/150-18/159 */, 37 /* 18/160-18/169 */,
    40 /* 18/170-18/179 */, 44 /* 18/180-18/189 */, 48 /* 18/190-18/199 */, 50 /* 18/200-18/209 */, 50 /* 18/210-18/219 */, 50 /* 18/220+ */
};

/*!
 * 腕力による採掘能力修正値テーブル
 * Stat Table (STR) -- digging value
 */
const byte adj_str_dig[] = {
    0 /* 3 */, 0 /* 4 */, 1 /* 5 */, 2 /* 6 */, 3 /* 7 */, 4 /* 8 */, 4 /* 9 */, 5 /* 10 */, 5 /* 11 */, 6 /* 12 */, 6 /* 13 */, 7 /* 14 */, 7 /* 15 */,
    8 /* 16 */, 8 /* 17 */, 9 /* 18/00-18/09 */, 10 /* 18/10-18/19 */, 12 /* 18/20-18/29 */, 15 /* 18/30-18/39 */, 20 /* 18/40-18/49 */, 25 /* 18/50-18/59 */,
    30 /* 18/60-18/69 */, 35 /* 18/70-18/79 */, 40 /* 18/80-18/89 */, 45 /* 18/90-18/99 */, 50 /* 18/100-18/109 */, 55 /* 18/110-18/119 */,
    60 /* 18/120-18/129 */, 65 /* 18/130-18/139 */, 70 /* 18/140-18/149 */, 75 /* 18/150-18/159 */, 80 /* 18/160-18/169 */, 85 /* 18/170-18/179 */,
    90 /* 18/180-18/189 */, 95 /* 18/190-18/199 */, 100 /* 18/200-18/209 */, 100 /* 18/210-18/219 */, 100 /* 18/220+ */
};

/*!
 * 器用さによる盗難防止＆体当たり成功判定修正テーブル
 * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
 */
const byte adj_dex_safe[] = {
    0 /* 3 */, 1 /* 4 */, 2 /* 5 */, 3 /* 6 */, 4 /* 7 */, 5 /* 8 */, 5 /* 9 */, 6 /* 10 */, 6 /* 11 */, 7 /* 12 */, 7 /* 13 */, 8 /* 14 */, 8 /* 15 */,
    9 /* 16 */, 9 /* 17 */, 10 /* 18/00-18/09 */, 10 /* 18/10-18/19 */, 15 /* 18/20-18/29 */, 15 /* 18/30-18/39 */, 20 /* 18/40-18/49 */, 25 /* 18/50-18/59 */,
    30 /* 18/60-18/69 */, 35 /* 18/70-18/79 */, 40 /* 18/80-18/89 */, 45 /* 18/90-18/99 */, 50 /* 18/100-18/109 */, 60 /* 18/110-18/119 */,
    70 /* 18/120-18/129 */, 80 /* 18/130-18/139 */, 90 /* 18/140-18/149 */, 100 /* 18/150-18/159 */, 100 /* 18/160-18/169 */, 100 /* 18/170-18/179 */,
    100 /* 18/180-18/189 */, 100 /* 18/190-18/199 */, 100 /* 18/200-18/209 */, 100 /* 18/210-18/219 */, 100 /* 18/220+ */
};

/*!
 * 耐久による基本HP自然治癒値テーブル /
 * Stat Table (CON) -- base regeneration rate
 */
const byte adj_con_fix[] = {
    0 /* 3 */, 0 /* 4 */, 0 /* 5 */, 0 /* 6 */, 0 /* 7 */, 0 /* 8 */, 0 /* 9 */, 0 /* 10 */, 0 /* 11 */, 0 /* 12 */, 0 /* 13 */, 1 /* 14 */, 1 /* 15 */,
    1 /* 16 */, 1 /* 17 */, 2 /* 18/00-18/09 */, 2 /* 18/10-18/19 */, 2 /* 18/20-18/29 */, 2 /* 18/30-18/39 */, 2 /* 18/40-18/49 */, 3 /* 18/50-18/59 */,
    3 /* 18/60-18/69 */, 3 /* 18/70-18/79 */, 3 /* 18/80-18/89 */, 3 /* 18/90-18/99 */, 4 /* 18/100-18/109 */, 4 /* 18/110-18/119 */, 5 /* 18/120-18/129 */,
    6 /* 18/130-18/139 */, 6 /* 18/140-18/149 */, 7 /* 18/150-18/159 */, 7 /* 18/160-18/169 */, 8 /* 18/170-18/179 */, 8 /* 18/180-18/189 */,
    8 /* 18/190-18/199 */, 9 /* 18/200-18/209 */, 9 /* 18/210-18/219 */, 9 /* 18/220+ */
};

/*!
 * 耐久による基本HP自然治癒値テーブル /
 * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
 */
const byte adj_con_mhp[] = {
    128 + -8 /* 3 */, 128 + -6 /* 4 */, 128 + -4 /* 5 */, 128 + -2 /* 6 */, 128 + -1 /* 7 */, 128 + 0 /* 8 */, 128 + 0 /* 9 */, 128 + 0 /* 10 */,
    128 + 0 /* 11 */, 128 + 0 /* 12 */, 128 + 0 /* 13 */, 128 + 1 /* 14 */, 128 + 1 /* 15 */, 128 + 2 /* 16 */, 128 + 3 /* 17 */, 128 + 4 /* 18/00-18/09 */,
    128 + 5 /* 18/10-18/19 */, 128 + 6 /* 18/20-18/29 */, 128 + 7 /* 18/30-18/39 */, 128 + 8 /* 18/40-18/49 */, 128 + 9 /* 18/50-18/59 */,
    128 + 10 /* 18/60-18/69 */, 128 + 11 /* 18/70-18/79 */, 128 + 12 /* 18/80-18/89 */, 128 + 14 /* 18/90-18/99 */, 128 + 17 /* 18/100-18/109 */,
    128 + 20 /* 18/110-18/119 */, 128 + 23 /* 18/120-18/129 */, 128 + 26 /* 18/130-18/139 */, 128 + 29 /* 18/140-18/149 */, 128 + 32 /* 18/150-18/159 */,
    128 + 35 /* 18/160-18/169 */, 128 + 38 /* 18/170-18/179 */, 128 + 40 /* 18/180-18/189 */, 128 + 42 /* 18/190-18/199 */, 128 + 44 /* 18/200-18/209 */,
    128 + 46 /* 18/210-18/219 */, 128 + 48 /* 18/220+ */
};

/*!
 * 魅力による魅了能力修正テーブル /
 * Stat Table (CHR) -- charm
 */
const byte adj_chr_chm[] = {
    0 /* 3 */, 0 /* 4 */, 1 /* 5 */, 2 /* 6 */, 3 /* 7 */, 4 /* 8 */, 4 /* 9 */, 5 /* 10 */, 5 /* 11 */, 6 /* 12 */, 6 /* 13 */, 7 /* 14 */, 7 /* 15 */,
    8 /* 16 */, 8 /* 17 */, 9 /* 18/00-18/09 */, 10 /* 18/10-18/19 */, 12 /* 18/20-18/29 */, 15 /* 18/30-18/39 */, 18 /* 18/40-18/49 */, 21 /* 18/50-18/59 */,
    24 /* 18/60-18/69 */, 28 /* 18/70-18/79 */, 32 /* 18/80-18/89 */, 36 /* 18/90-18/99 */, 39 /* 18/100-18/109 */, 42 /* 18/110-18/119 */,
    45 /* 18/120-18/129 */, 49 /* 18/130-18/139 */, 53 /* 18/140-18/149 */, 57 /* 18/150-18/159 */, 61 /* 18/160-18/169 */, 65 /* 18/170-18/179 */,
    69 /* 18/180-18/189 */, 73 /* 18/190-18/199 */, 77 /* 18/200-18/209 */, 81 /* 18/210-18/219 */, 85 /* 18/220+ */
};

/*** Player information ***/

/*
 * Static player info record
 */
player_type p_body;

/*
 * Pointer to the player info
 */
player_type *p_ptr = &p_body;

/*
 * Return alignment title
 */
concptr your_alignment(player_type *creature_ptr)
{
    if (creature_ptr->align > 150)
        return _("大善", "Lawful");
    else if (creature_ptr->align > 50)
        return _("中善", "Good");
    else if (creature_ptr->align > 10)
        return _("小善", "Neutral Good");
    else if (creature_ptr->align > -11)
        return _("中立", "Neutral");
    else if (creature_ptr->align > -51)
        return _("小悪", "Neutral Evil");
    else if (creature_ptr->align > -151)
        return _("中悪", "Evil");
    else
        return _("大悪", "Chaotic");
}

/*
 * Return proficiency level of weapons and misc. skills (except riding)
 */
int weapon_exp_level(int weapon_exp)
{
    if (weapon_exp < WEAPON_EXP_BEGINNER)
        return EXP_LEVEL_UNSKILLED;
    else if (weapon_exp < WEAPON_EXP_SKILLED)
        return EXP_LEVEL_BEGINNER;
    else if (weapon_exp < WEAPON_EXP_EXPERT)
        return EXP_LEVEL_SKILLED;
    else if (weapon_exp < WEAPON_EXP_MASTER)
        return EXP_LEVEL_EXPERT;
    else
        return EXP_LEVEL_MASTER;
}

/*
 * Return proficiency level of riding
 */
int riding_exp_level(int riding_exp)
{
    if (riding_exp < RIDING_EXP_BEGINNER)
        return EXP_LEVEL_UNSKILLED;
    else if (riding_exp < RIDING_EXP_SKILLED)
        return EXP_LEVEL_BEGINNER;
    else if (riding_exp < RIDING_EXP_EXPERT)
        return EXP_LEVEL_SKILLED;
    else if (riding_exp < RIDING_EXP_MASTER)
        return EXP_LEVEL_EXPERT;
    else
        return EXP_LEVEL_MASTER;
}

/*
 * Return proficiency level of spells
 */
int spell_exp_level(int spell_exp)
{
    if (spell_exp < SPELL_EXP_BEGINNER)
        return EXP_LEVEL_UNSKILLED;
    else if (spell_exp < SPELL_EXP_SKILLED)
        return EXP_LEVEL_BEGINNER;
    else if (spell_exp < SPELL_EXP_EXPERT)
        return EXP_LEVEL_SKILLED;
    else if (spell_exp < SPELL_EXP_MASTER)
        return EXP_LEVEL_EXPERT;
    else
        return EXP_LEVEL_MASTER;
}

/*!
 * @brief プレイヤー構造体の全ステータスを初期化する
 */
static void clear_creature_bonuses(player_type *creature_ptr)
{
    for (int i = 0; i < A_MAX; i++)
        creature_ptr->stat_add[i] = 0;

    creature_ptr->see_infra = 0;
    creature_ptr->skill_dis = 0;
    creature_ptr->skill_dev = 0;
    creature_ptr->skill_sav = 0;
    creature_ptr->skill_stl = 0;
    creature_ptr->skill_srh = 0;
    creature_ptr->skill_fos = 0;
    creature_ptr->skill_thn = 0;
    creature_ptr->skill_thb = 0;
    creature_ptr->skill_tht = 0;
    creature_ptr->skill_dig = 0;

    creature_ptr->dis_ac = creature_ptr->ac = 0;
    creature_ptr->dis_to_h[0] = creature_ptr->to_h[0] = 0;
    creature_ptr->dis_to_h[1] = creature_ptr->to_h[1] = 0;
    creature_ptr->dis_to_d[0] = creature_ptr->to_d[0] = 0;
    creature_ptr->dis_to_d[1] = creature_ptr->to_d[1] = 0;
    creature_ptr->dis_to_h_b = creature_ptr->to_h_b = 0;
    creature_ptr->dis_to_a = creature_ptr->to_a = 0;
    creature_ptr->to_h_m = 0;
    creature_ptr->to_d_m = 0;
    creature_ptr->to_m_chance = 0;
    creature_ptr->to_dd[0] = creature_ptr->to_ds[0] = 0;
    creature_ptr->to_dd[1] = creature_ptr->to_ds[1] = 0;

    creature_ptr->num_blow[0] = 1;
    creature_ptr->num_blow[1] = 1;
    creature_ptr->num_fire = 100;
    creature_ptr->tval_xtra = 0;
    creature_ptr->tval_ammo = 0;
    creature_ptr->cursed = 0L;
    creature_ptr->bless_blade = FALSE;
    creature_ptr->xtra_might = FALSE;
    creature_ptr->impact[0] = FALSE;
    creature_ptr->impact[1] = FALSE;
    creature_ptr->pass_wall = FALSE;
    creature_ptr->kill_wall = FALSE;
    creature_ptr->dec_mana = FALSE;
    creature_ptr->easy_spell = FALSE;
    creature_ptr->heavy_spell = FALSE;
    creature_ptr->see_inv = FALSE;
    creature_ptr->free_act = FALSE;
    creature_ptr->slow_digest = FALSE;
    creature_ptr->regenerate = FALSE;
    creature_ptr->can_swim = FALSE;
    creature_ptr->levitation = FALSE;
    creature_ptr->hold_exp = FALSE;
    creature_ptr->telepathy = FALSE;
    creature_ptr->esp_animal = FALSE;
    creature_ptr->esp_undead = FALSE;
    creature_ptr->esp_demon = FALSE;
    creature_ptr->esp_orc = FALSE;
    creature_ptr->esp_troll = FALSE;
    creature_ptr->esp_giant = FALSE;
    creature_ptr->esp_dragon = FALSE;
    creature_ptr->esp_human = FALSE;
    creature_ptr->esp_evil = FALSE;
    creature_ptr->esp_good = FALSE;
    creature_ptr->esp_nonliving = FALSE;
    creature_ptr->esp_unique = FALSE;
    creature_ptr->lite = FALSE;
    creature_ptr->sustain_str = FALSE;
    creature_ptr->sustain_int = FALSE;
    creature_ptr->sustain_wis = FALSE;
    creature_ptr->sustain_con = FALSE;
    creature_ptr->sustain_dex = FALSE;
    creature_ptr->sustain_chr = FALSE;
    creature_ptr->resist_acid = FALSE;
    creature_ptr->resist_elec = FALSE;
    creature_ptr->resist_fire = FALSE;
    creature_ptr->resist_cold = FALSE;
    creature_ptr->resist_pois = FALSE;
    creature_ptr->resist_conf = FALSE;
    creature_ptr->resist_sound = FALSE;
    creature_ptr->resist_lite = FALSE;
    creature_ptr->resist_dark = FALSE;
    creature_ptr->resist_chaos = FALSE;
    creature_ptr->resist_disen = FALSE;
    creature_ptr->resist_shard = FALSE;
    creature_ptr->resist_nexus = FALSE;
    creature_ptr->resist_blind = FALSE;
    creature_ptr->resist_neth = FALSE;
    creature_ptr->resist_time = FALSE;
    creature_ptr->resist_water = FALSE;
    creature_ptr->resist_fear = FALSE;
    creature_ptr->reflect = FALSE;
    creature_ptr->sh_fire = FALSE;
    creature_ptr->sh_elec = FALSE;
    creature_ptr->sh_cold = FALSE;
    creature_ptr->anti_magic = FALSE;
    creature_ptr->anti_tele = FALSE;
    creature_ptr->warning = FALSE;
    creature_ptr->mighty_throw = FALSE;
    creature_ptr->see_nocto = FALSE;
    creature_ptr->immune_acid = FALSE;
    creature_ptr->immune_elec = FALSE;
    creature_ptr->immune_fire = FALSE;
    creature_ptr->immune_cold = FALSE;
    creature_ptr->ryoute = FALSE;
    creature_ptr->migite = FALSE;
    creature_ptr->hidarite = FALSE;
    creature_ptr->no_flowed = FALSE;
    creature_ptr->pspeed = 110;
}

/*!
 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
 * @return 重すぎるならばTRUE
 */
static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
{
    int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
    return (hold < o_ptr->weight / 10);
}

/*!
 * @brief プレイヤーの全ステータスを更新する /
 * Calculate the players current "state", taking into account
 * not only race/class intrinsics, but also objects being worn
 * and temporary spell effects.
 * @return なし
 * @details
 * <pre>
 * See also calc_mana() and calc_hitpoints().
 *
 * Take note of the new "speed code", in particular, a very strong
 * player will start slowing down as soon as he reaches 150 pounds,
 * but not until he reaches 450 pounds will he be half as fast as
 * a normal kobold.  This both hurts and helps the player, hurts
 * because in the old days a player could just avoid 300 pounds,
 * and helps because now carrying 300 pounds is not very painful.
 *
 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
 * damage, since that would affect non-combat things.  These values
 * are actually added in later, at the appropriate place.
 *
 * This function induces various "status" messages.
 * </pre>
 */
void calc_bonuses(player_type *creature_ptr)
{
    int hold;
    int default_hand = 0;
    int empty_hands_status = empty_hands(creature_ptr, TRUE);
    int extra_blows[2];
    object_type *o_ptr;
    BIT_FLAGS flgs[TR_FLAG_SIZE];
    bool omoi = FALSE;
    bool yoiyami = FALSE;
    bool down_saving = FALSE;

    bool have_sw = FALSE, have_wall = FALSE;
    bool easy_2weapon = FALSE;
    bool riding_levitation = FALSE;
    OBJECT_IDX this_o_idx, next_o_idx = 0;

    /* Save the old vision stuff */
    bool old_telepathy = creature_ptr->telepathy;
    bool old_esp_animal = creature_ptr->esp_animal;
    bool old_esp_undead = creature_ptr->esp_undead;
    bool old_esp_demon = creature_ptr->esp_demon;
    bool old_esp_orc = creature_ptr->esp_orc;
    bool old_esp_troll = creature_ptr->esp_troll;
    bool old_esp_giant = creature_ptr->esp_giant;
    bool old_esp_dragon = creature_ptr->esp_dragon;
    bool old_esp_human = creature_ptr->esp_human;
    bool old_esp_evil = creature_ptr->esp_evil;
    bool old_esp_good = creature_ptr->esp_good;
    bool old_esp_nonliving = creature_ptr->esp_nonliving;
    bool old_esp_unique = creature_ptr->esp_unique;
    bool old_see_inv = creature_ptr->see_inv;
    bool old_mighty_throw = creature_ptr->mighty_throw;
    s16b old_speed = creature_ptr->pspeed;

    floor_type *floor_ptr = creature_ptr->current_floor_ptr;
    feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];

    ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
    ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;

    extra_blows[0] = extra_blows[1] = 0;

    clear_creature_bonuses(creature_ptr);
    calc_race_status(creature_ptr);

    creature_ptr->skill_dis = cp_ptr->c_dis + ap_ptr->a_dis;
    creature_ptr->skill_dev = cp_ptr->c_dev + ap_ptr->a_dev;
    creature_ptr->skill_sav = cp_ptr->c_sav + ap_ptr->a_sav;
    creature_ptr->skill_stl = cp_ptr->c_stl + ap_ptr->a_stl;
    creature_ptr->skill_srh = cp_ptr->c_srh + ap_ptr->a_srh;
    creature_ptr->skill_fos = cp_ptr->c_fos + ap_ptr->a_fos;
    creature_ptr->skill_thn = cp_ptr->c_thn + ap_ptr->a_thn;
    creature_ptr->skill_thb = cp_ptr->c_thb + ap_ptr->a_thb;
    creature_ptr->skill_tht = cp_ptr->c_thb + ap_ptr->a_thb;

    if (has_melee_weapon(creature_ptr, INVEN_RARM))
        creature_ptr->migite = TRUE;
    if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
        creature_ptr->hidarite = TRUE;
        if (!creature_ptr->migite)
            default_hand = 1;
    }

    if (can_two_hands_wielding(creature_ptr)) {
        if (creature_ptr->migite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
            && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
            creature_ptr->ryoute = TRUE;
        } else if (creature_ptr->hidarite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
            && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
            creature_ptr->ryoute = TRUE;
        } else {
            switch (creature_ptr->pclass) {
            case CLASS_MONK:
            case CLASS_FORCETRAINER:
            case CLASS_BERSERKER:
                if (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM)) {
                    creature_ptr->migite = TRUE;
                    creature_ptr->ryoute = TRUE;
                }
                break;
            }
        }
    }

    if (!creature_ptr->migite && !creature_ptr->hidarite) {
        if (empty_hands_status & EMPTY_HAND_RARM)
            creature_ptr->migite = TRUE;
        else if (empty_hands_status == EMPTY_HAND_LARM) {
            creature_ptr->hidarite = TRUE;
            default_hand = 1;
        }
    }

    if (creature_ptr->special_defense & KAMAE_MASK) {
        if (!(empty_hands_status & EMPTY_HAND_RARM)) {
            set_action(creature_ptr, ACTION_NONE);
        }
    }

    calc_class_status(creature_ptr);

    if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
        creature_ptr->see_inv = TRUE;
        creature_ptr->free_act = TRUE;
        creature_ptr->slow_digest = TRUE;
        creature_ptr->regenerate = TRUE;
        creature_ptr->levitation = TRUE;
        creature_ptr->hold_exp = TRUE;
        creature_ptr->telepathy = TRUE;
        creature_ptr->lite = TRUE;
        creature_ptr->sustain_str = TRUE;
        creature_ptr->sustain_int = TRUE;
        creature_ptr->sustain_wis = TRUE;
        creature_ptr->sustain_con = TRUE;
        creature_ptr->sustain_dex = TRUE;
        creature_ptr->sustain_chr = TRUE;
        creature_ptr->resist_acid = TRUE;
        creature_ptr->resist_elec = TRUE;
        creature_ptr->resist_fire = TRUE;
        creature_ptr->resist_cold = TRUE;
        creature_ptr->resist_pois = TRUE;
        creature_ptr->resist_conf = TRUE;
        creature_ptr->resist_sound = TRUE;
        creature_ptr->resist_lite = TRUE;
        creature_ptr->resist_dark = TRUE;
        creature_ptr->resist_chaos = TRUE;
        creature_ptr->resist_disen = TRUE;
        creature_ptr->resist_shard = TRUE;
        creature_ptr->resist_nexus = TRUE;
        creature_ptr->resist_blind = TRUE;
        creature_ptr->resist_neth = TRUE;
        creature_ptr->resist_fear = TRUE;
        creature_ptr->reflect = TRUE;
        creature_ptr->sh_fire = TRUE;
        creature_ptr->sh_elec = TRUE;
        creature_ptr->sh_cold = TRUE;
        creature_ptr->to_a += 100;
        creature_ptr->dis_to_a += 100;
    } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
        creature_ptr->to_a += 50;
        creature_ptr->dis_to_a += 50;
    }

    if (creature_ptr->tim_res_nether) {
        creature_ptr->resist_neth = TRUE;
    }

    if (creature_ptr->tim_sh_fire) {
        creature_ptr->sh_fire = TRUE;
    }

    if (creature_ptr->tim_res_time) {
        creature_ptr->resist_time = TRUE;
    }

    if (creature_ptr->pseikaku == PERSONALITY_SEXY)
        creature_ptr->cursed |= (TRC_AGGRAVATE);
    if (creature_ptr->pseikaku == PERSONALITY_LAZY)
        creature_ptr->to_m_chance += 10;
    if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
        creature_ptr->to_m_chance -= 3;
    if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
        creature_ptr->to_m_chance++;
    if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN) {
        creature_ptr->to_m_chance += 5;
        creature_ptr->resist_conf = TRUE;
    }

    if (creature_ptr->pseikaku == PERSONALITY_LUCKY)
        creature_ptr->muta3 |= MUT3_GOOD_LUCK;
    if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) {
        creature_ptr->resist_blind = TRUE;
        creature_ptr->resist_conf = TRUE;
        creature_ptr->hold_exp = TRUE;
        if (creature_ptr->pclass != CLASS_NINJA)
            creature_ptr->lite = TRUE;

        if ((creature_ptr->prace != RACE_KLACKON) && (creature_ptr->prace != RACE_SPRITE))
            creature_ptr->pspeed += (creature_ptr->lev) / 10 + 5;
    }

    if (music_singing(creature_ptr, MUSIC_WALL)) {
        creature_ptr->kill_wall = TRUE;
    }

    for (int i = 0; i < A_MAX; i++) {
        creature_ptr->stat_add[i] += (cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
    }

    if (creature_ptr->muta3) {
        if (creature_ptr->muta3 & MUT3_HYPER_STR) {
            creature_ptr->stat_add[A_STR] += 4;
        }

        if (creature_ptr->muta3 & MUT3_PUNY) {
            creature_ptr->stat_add[A_STR] -= 4;
        }

        if (creature_ptr->muta3 & MUT3_HYPER_INT) {
            creature_ptr->stat_add[A_INT] += 4;
            creature_ptr->stat_add[A_WIS] += 4;
        }

        if (creature_ptr->muta3 & MUT3_MORONIC) {
            creature_ptr->stat_add[A_INT] -= 4;
            creature_ptr->stat_add[A_WIS] -= 4;
        }

        if (creature_ptr->muta3 & MUT3_RESILIENT) {
            creature_ptr->stat_add[A_CON] += 4;
        }

        if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
            creature_ptr->stat_add[A_CON] += 2;
            creature_ptr->pspeed -= 2;
        }

        if (creature_ptr->muta3 & MUT3_ALBINO) {
            creature_ptr->stat_add[A_CON] -= 4;
        }

        if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
            creature_ptr->stat_add[A_CON] -= 2;
            creature_ptr->stat_add[A_CHR] -= 1;
            creature_ptr->regenerate = FALSE;
        }

        if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
            creature_ptr->stat_add[A_CHR] -= 4;
        }

        if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
            creature_ptr->stat_add[A_CHR] -= 1;
        }

        if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
            creature_ptr->skill_fos += 15;
            creature_ptr->skill_srh += 15;
        }

        if (creature_ptr->muta3 & MUT3_MAGIC_RES) {
            creature_ptr->skill_sav += (15 + (creature_ptr->lev / 5));
        }

        if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
            creature_ptr->skill_stl -= 3;
        }

        if (creature_ptr->muta3 & MUT3_INFRAVIS) {
            creature_ptr->see_infra += 3;
        }

        if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
            creature_ptr->pspeed += 3;
        }

        if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
            creature_ptr->pspeed -= 3;
        }

        if (creature_ptr->muta3 & MUT3_ELEC_TOUC) {
            creature_ptr->sh_elec = TRUE;
        }

        if (creature_ptr->muta3 & MUT3_FIRE_BODY) {
            creature_ptr->sh_fire = TRUE;
            creature_ptr->lite = TRUE;
        }

        if (creature_ptr->muta3 & MUT3_WART_SKIN) {
            creature_ptr->stat_add[A_CHR] -= 2;
            creature_ptr->to_a += 5;
            creature_ptr->dis_to_a += 5;
        }

        if (creature_ptr->muta3 & MUT3_SCALES) {
            creature_ptr->stat_add[A_CHR] -= 1;
            creature_ptr->to_a += 10;
            creature_ptr->dis_to_a += 10;
        }

        if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
            creature_ptr->stat_add[A_DEX] -= 1;
            creature_ptr->to_a += 25;
            creature_ptr->dis_to_a += 25;
        }

        if (creature_ptr->muta3 & MUT3_WINGS) {
            creature_ptr->levitation = TRUE;
        }

        if (creature_ptr->muta3 & MUT3_FEARLESS) {
            creature_ptr->resist_fear = TRUE;
        }

        if (creature_ptr->muta3 & MUT3_REGEN) {
            creature_ptr->regenerate = TRUE;
        }

        if (creature_ptr->muta3 & MUT3_ESP) {
            creature_ptr->telepathy = TRUE;
        }

        if (creature_ptr->muta3 & MUT3_LIMBER) {
            creature_ptr->stat_add[A_DEX] += 3;
        }

        if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
            creature_ptr->stat_add[A_DEX] -= 3;
        }

        if (creature_ptr->muta3 & MUT3_MOTION) {
            creature_ptr->free_act = TRUE;
            creature_ptr->skill_stl += 1;
        }

        if (creature_ptr->muta3 & MUT3_ILL_NORM) {
            creature_ptr->stat_add[A_CHR] = 0;
        }
    }

    if (creature_ptr->tsuyoshi) {
        creature_ptr->stat_add[A_STR] += 4;
        creature_ptr->stat_add[A_CON] += 4;
    }

    for (int i = INVEN_RARM; i < INVEN_TOTAL; i++) {
        int bonus_to_h, bonus_to_d;
        o_ptr = &creature_ptr->inventory_list[i];
        if (!o_ptr->k_idx)
            continue;

        object_flags(creature_ptr, o_ptr, flgs);

        creature_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
        if (o_ptr->name1 == ART_CHAINSWORD)
            creature_ptr->cursed |= TRC_CHAINSWORD;

        if (have_flag(flgs, TR_STR))
            creature_ptr->stat_add[A_STR] += o_ptr->pval;
        if (have_flag(flgs, TR_INT))
            creature_ptr->stat_add[A_INT] += o_ptr->pval;
        if (have_flag(flgs, TR_WIS))
            creature_ptr->stat_add[A_WIS] += o_ptr->pval;
        if (have_flag(flgs, TR_DEX))
            creature_ptr->stat_add[A_DEX] += o_ptr->pval;
        if (have_flag(flgs, TR_CON))
            creature_ptr->stat_add[A_CON] += o_ptr->pval;
        if (have_flag(flgs, TR_CHR))
            creature_ptr->stat_add[A_CHR] += o_ptr->pval;
        if (have_flag(flgs, TR_MAGIC_MASTERY))
            creature_ptr->skill_dev += 8 * o_ptr->pval;
        if (have_flag(flgs, TR_STEALTH))
            creature_ptr->skill_stl += o_ptr->pval;
        if (have_flag(flgs, TR_SEARCH))
            creature_ptr->skill_srh += (o_ptr->pval * 5);
        if (have_flag(flgs, TR_SEARCH))
            creature_ptr->skill_fos += (o_ptr->pval * 5);
        if (have_flag(flgs, TR_INFRA))
            creature_ptr->see_infra += o_ptr->pval;
        if (have_flag(flgs, TR_TUNNEL))
            creature_ptr->skill_dig += (o_ptr->pval * 20);
        if (have_flag(flgs, TR_SPEED))
            creature_ptr->pspeed += o_ptr->pval;
        if (have_flag(flgs, TR_BLOWS)) {
            if ((i == INVEN_RARM || i == INVEN_RIGHT) && !creature_ptr->ryoute)
                extra_blows[0] += o_ptr->pval;
            else if ((i == INVEN_LARM || i == INVEN_LEFT) && !creature_ptr->ryoute)
                extra_blows[1] += o_ptr->pval;
            else {
                extra_blows[0] += o_ptr->pval;
                extra_blows[1] += o_ptr->pval;
            }
        }

        if (have_flag(flgs, TR_IMPACT))
            creature_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
        if (have_flag(flgs, TR_AGGRAVATE))
            creature_ptr->cursed |= TRC_AGGRAVATE;
        if (have_flag(flgs, TR_DRAIN_EXP))
            creature_ptr->cursed |= TRC_DRAIN_EXP;
        if (have_flag(flgs, TR_TY_CURSE))
            creature_ptr->cursed |= TRC_TY_CURSE;
        if (have_flag(flgs, TR_ADD_L_CURSE))
            creature_ptr->cursed |= TRC_ADD_L_CURSE;
        if (have_flag(flgs, TR_ADD_H_CURSE))
            creature_ptr->cursed |= TRC_ADD_H_CURSE;
        if (have_flag(flgs, TR_DRAIN_HP))
            creature_ptr->cursed |= TRC_DRAIN_HP;
        if (have_flag(flgs, TR_DRAIN_MANA))
            creature_ptr->cursed |= TRC_DRAIN_MANA;
        if (have_flag(flgs, TR_CALL_ANIMAL))
            creature_ptr->cursed |= TRC_CALL_ANIMAL;
        if (have_flag(flgs, TR_CALL_DEMON))
            creature_ptr->cursed |= TRC_CALL_DEMON;
        if (have_flag(flgs, TR_CALL_DRAGON))
            creature_ptr->cursed |= TRC_CALL_DRAGON;
        if (have_flag(flgs, TR_CALL_UNDEAD))
            creature_ptr->cursed |= TRC_CALL_UNDEAD;
        if (have_flag(flgs, TR_COWARDICE))
            creature_ptr->cursed |= TRC_COWARDICE;
        if (have_flag(flgs, TR_LOW_MELEE))
            creature_ptr->cursed |= TRC_LOW_MELEE;
        if (have_flag(flgs, TR_LOW_AC))
            creature_ptr->cursed |= TRC_LOW_AC;
        if (have_flag(flgs, TR_LOW_MAGIC))
            creature_ptr->cursed |= TRC_LOW_MAGIC;
        if (have_flag(flgs, TR_FAST_DIGEST))
            creature_ptr->cursed |= TRC_FAST_DIGEST;
        if (have_flag(flgs, TR_SLOW_REGEN))
            creature_ptr->cursed |= TRC_SLOW_REGEN;
        if (have_flag(flgs, TR_DEC_MANA))
            creature_ptr->dec_mana = TRUE;
        if (have_flag(flgs, TR_BLESSED))
            creature_ptr->bless_blade = TRUE;
        if (have_flag(flgs, TR_XTRA_MIGHT))
            creature_ptr->xtra_might = TRUE;
        if (have_flag(flgs, TR_SLOW_DIGEST))
            creature_ptr->slow_digest = TRUE;
        if (have_flag(flgs, TR_REGEN))
            creature_ptr->regenerate = TRUE;
        if (have_flag(flgs, TR_TELEPATHY))
            creature_ptr->telepathy = TRUE;
        if (have_flag(flgs, TR_ESP_ANIMAL))
            creature_ptr->esp_animal = TRUE;
        if (have_flag(flgs, TR_ESP_UNDEAD))
            creature_ptr->esp_undead = TRUE;
        if (have_flag(flgs, TR_ESP_DEMON))
            creature_ptr->esp_demon = TRUE;
        if (have_flag(flgs, TR_ESP_ORC))
            creature_ptr->esp_orc = TRUE;
        if (have_flag(flgs, TR_ESP_TROLL))
            creature_ptr->esp_troll = TRUE;
        if (have_flag(flgs, TR_ESP_GIANT))
            creature_ptr->esp_giant = TRUE;
        if (have_flag(flgs, TR_ESP_DRAGON))
            creature_ptr->esp_dragon = TRUE;
        if (have_flag(flgs, TR_ESP_HUMAN))
            creature_ptr->esp_human = TRUE;
        if (have_flag(flgs, TR_ESP_EVIL))
            creature_ptr->esp_evil = TRUE;
        if (have_flag(flgs, TR_ESP_GOOD))
            creature_ptr->esp_good = TRUE;
        if (have_flag(flgs, TR_ESP_NONLIVING))
            creature_ptr->esp_nonliving = TRUE;
        if (have_flag(flgs, TR_ESP_UNIQUE))
            creature_ptr->esp_unique = TRUE;

        if (have_flag(flgs, TR_SEE_INVIS))
            creature_ptr->see_inv = TRUE;
        if (have_flag(flgs, TR_LEVITATION))
            creature_ptr->levitation = TRUE;
        if (have_flag(flgs, TR_FREE_ACT))
            creature_ptr->free_act = TRUE;
        if (have_flag(flgs, TR_HOLD_EXP))
            creature_ptr->hold_exp = TRUE;
        if (have_flag(flgs, TR_WARNING)) {
            if (!o_ptr->inscription || !(angband_strchr(quark_str(o_ptr->inscription), '$')))
                creature_ptr->warning = TRUE;
        }

        if (have_flag(flgs, TR_TELEPORT)) {
            if (object_is_cursed(o_ptr))
                creature_ptr->cursed |= TRC_TELEPORT;
            else {
                concptr insc = quark_str(o_ptr->inscription);

                /* {.} will stop random teleportation. */
                if (o_ptr->inscription && angband_strchr(insc, '.')) {
                } else {
                    creature_ptr->cursed |= TRC_TELEPORT_SELF;
                }
            }
        }

        if (have_flag(flgs, TR_IM_FIRE))
            creature_ptr->immune_fire = TRUE;
        if (have_flag(flgs, TR_IM_ACID))
            creature_ptr->immune_acid = TRUE;
        if (have_flag(flgs, TR_IM_COLD))
            creature_ptr->immune_cold = TRUE;
        if (have_flag(flgs, TR_IM_ELEC))
            creature_ptr->immune_elec = TRUE;

        if (have_flag(flgs, TR_RES_ACID))
            creature_ptr->resist_acid = TRUE;
        if (have_flag(flgs, TR_RES_ELEC))
            creature_ptr->resist_elec = TRUE;
        if (have_flag(flgs, TR_RES_FIRE))
            creature_ptr->resist_fire = TRUE;
        if (have_flag(flgs, TR_RES_COLD))
            creature_ptr->resist_cold = TRUE;
        if (have_flag(flgs, TR_RES_POIS))
            creature_ptr->resist_pois = TRUE;
        if (have_flag(flgs, TR_RES_FEAR))
            creature_ptr->resist_fear = TRUE;
        if (have_flag(flgs, TR_RES_CONF))
            creature_ptr->resist_conf = TRUE;
        if (have_flag(flgs, TR_RES_SOUND))
            creature_ptr->resist_sound = TRUE;
        if (have_flag(flgs, TR_RES_LITE))
            creature_ptr->resist_lite = TRUE;
        if (have_flag(flgs, TR_RES_DARK))
            creature_ptr->resist_dark = TRUE;
        if (have_flag(flgs, TR_RES_CHAOS))
            creature_ptr->resist_chaos = TRUE;
        if (have_flag(flgs, TR_RES_DISEN))
            creature_ptr->resist_disen = TRUE;
        if (have_flag(flgs, TR_RES_SHARDS))
            creature_ptr->resist_shard = TRUE;
        if (have_flag(flgs, TR_RES_NEXUS))
            creature_ptr->resist_nexus = TRUE;
        if (have_flag(flgs, TR_RES_BLIND))
            creature_ptr->resist_blind = TRUE;
        if (have_flag(flgs, TR_RES_NETHER))
            creature_ptr->resist_neth = TRUE;

        if (have_flag(flgs, TR_REFLECT))
            creature_ptr->reflect = TRUE;
        if (have_flag(flgs, TR_SH_FIRE))
            creature_ptr->sh_fire = TRUE;
        if (have_flag(flgs, TR_SH_ELEC))
            creature_ptr->sh_elec = TRUE;
        if (have_flag(flgs, TR_SH_COLD))
            creature_ptr->sh_cold = TRUE;
        if (have_flag(flgs, TR_NO_MAGIC))
            creature_ptr->anti_magic = TRUE;
        if (have_flag(flgs, TR_NO_TELE))
            creature_ptr->anti_tele = TRUE;

        if (have_flag(flgs, TR_SUST_STR))
            creature_ptr->sustain_str = TRUE;
        if (have_flag(flgs, TR_SUST_INT))
            creature_ptr->sustain_int = TRUE;
        if (have_flag(flgs, TR_SUST_WIS))
            creature_ptr->sustain_wis = TRUE;
        if (have_flag(flgs, TR_SUST_DEX))
            creature_ptr->sustain_dex = TRUE;
        if (have_flag(flgs, TR_SUST_CON))
            creature_ptr->sustain_con = TRUE;
        if (have_flag(flgs, TR_SUST_CHR))
            creature_ptr->sustain_chr = TRUE;

        if (o_ptr->name2 == EGO_YOIYAMI)
            yoiyami = TRUE;
        if (o_ptr->name2 == EGO_2WEAPON)
            easy_2weapon = TRUE;
        if (o_ptr->name2 == EGO_RING_RES_TIME)
            creature_ptr->resist_time = TRUE;
        if (o_ptr->name2 == EGO_RING_THROW)
            creature_ptr->mighty_throw = TRUE;
        if (have_flag(flgs, TR_EASY_SPELL))
            creature_ptr->easy_spell = TRUE;
        if (o_ptr->name2 == EGO_AMU_FOOL)
            creature_ptr->heavy_spell = TRUE;
        if (o_ptr->name2 == EGO_AMU_NAIVETY)
            down_saving = TRUE;

        if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
            if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
                creature_ptr->to_m_chance += 10;
            } else {
                creature_ptr->to_m_chance += 3;
            }
        }

        if (o_ptr->tval == TV_CAPTURE)
            continue;

        creature_ptr->ac += o_ptr->ac;
        creature_ptr->dis_ac += o_ptr->ac;
        creature_ptr->to_a += o_ptr->to_a;
        if (object_is_known(o_ptr))
            creature_ptr->dis_to_a += o_ptr->to_a;

        if (o_ptr->curse_flags & TRC_LOW_MELEE) {
            int slot = i - INVEN_RARM;
            if (slot < 2) {
                if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
                    creature_ptr->to_h[slot] -= 15;
                    if (object_is_fully_known(o_ptr))
                        creature_ptr->dis_to_h[slot] -= 15;
                } else {
                    creature_ptr->to_h[slot] -= 5;
                    if (object_is_fully_known(o_ptr))
                        creature_ptr->dis_to_h[slot] -= 5;
                }
            } else {
                if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
                    creature_ptr->to_h_b -= 15;
                    if (object_is_fully_known(o_ptr))
                        creature_ptr->dis_to_h_b -= 15;
                } else {
                    creature_ptr->to_h_b -= 5;
                    if (object_is_fully_known(o_ptr))
                        creature_ptr->dis_to_h_b -= 5;
                }
            }
        }

        if (o_ptr->curse_flags & TRC_LOW_AC) {
            if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
                creature_ptr->to_a -= 30;
                if (object_is_fully_known(o_ptr))
                    creature_ptr->dis_to_a -= 30;
            } else {
                creature_ptr->to_a -= 10;
                if (object_is_fully_known(o_ptr))
                    creature_ptr->dis_to_a -= 10;
            }
        }

        if (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
            continue;
        if (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
            continue;
        if (i == INVEN_BOW)
            continue;

        bonus_to_h = o_ptr->to_h;
        bonus_to_d = o_ptr->to_d;

        if (creature_ptr->pclass == CLASS_NINJA) {
            if (o_ptr->to_h > 0)
                bonus_to_h = (o_ptr->to_h + 1) / 2;
            if (o_ptr->to_d > 0)
                bonus_to_d = (o_ptr->to_d + 1) / 2;
        }

        creature_ptr->to_h_b += (s16b)bonus_to_h;
        creature_ptr->to_h_m += (s16b)bonus_to_h;
        creature_ptr->to_d_m += (s16b)bonus_to_d;

        if (object_is_known(o_ptr))
            creature_ptr->dis_to_h_b += (s16b)bonus_to_h;

        if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !creature_ptr->ryoute) {
            creature_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
            creature_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
            if (object_is_known(o_ptr)) {
                creature_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
                creature_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
            }

            continue;
        }

        if (creature_ptr->migite && creature_ptr->hidarite) {
            creature_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
            creature_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
            creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
            creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
            if (!object_is_known(o_ptr))
                continue;

            creature_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
            creature_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
            creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
            creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
            continue;
        }

        creature_ptr->to_h[default_hand] += (s16b)bonus_to_h;
        creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;

        if (!object_is_known(o_ptr))
            continue;

        creature_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
        creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
    }

    if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
        || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
        creature_ptr->ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
        creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
    }

    if (old_mighty_throw != creature_ptr->mighty_throw) {
        creature_ptr->window |= PW_INVEN;
    }

    if (creature_ptr->cursed & TRC_TELEPORT)
        creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);

    if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
        if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
            creature_ptr->to_a += (creature_ptr->lev * 3) / 2;
            creature_ptr->dis_to_a += (creature_ptr->lev * 3) / 2;
        }
        if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
            creature_ptr->to_a += ((creature_ptr->lev - 13) / 3);
            creature_ptr->dis_to_a += ((creature_ptr->lev - 13) / 3);
        }
        if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
            creature_ptr->to_a += ((creature_ptr->lev - 8) / 3);
            creature_ptr->dis_to_a += ((creature_ptr->lev - 8) / 3);
        }
        if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
            creature_ptr->to_a += (creature_ptr->lev - 2) / 3;
            creature_ptr->dis_to_a += (creature_ptr->lev - 2) / 3;
        }
        if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
            creature_ptr->to_a += (creature_ptr->lev / 2);
            creature_ptr->dis_to_a += (creature_ptr->lev / 2);
        }
        if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
            creature_ptr->to_a += (creature_ptr->lev / 3);
            creature_ptr->dis_to_a += (creature_ptr->lev / 3);
        }
        if (creature_ptr->special_defense & KAMAE_BYAKKO) {
            creature_ptr->stat_add[A_STR] += 2;
            creature_ptr->stat_add[A_DEX] += 2;
            creature_ptr->stat_add[A_CON] -= 3;
        } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
        } else if (creature_ptr->special_defense & KAMAE_GENBU) {
            creature_ptr->stat_add[A_INT] -= 1;
            creature_ptr->stat_add[A_WIS] -= 1;
            creature_ptr->stat_add[A_DEX] -= 2;
            creature_ptr->stat_add[A_CON] += 3;
        } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
            creature_ptr->stat_add[A_STR] -= 2;
            creature_ptr->stat_add[A_INT] += 1;
            creature_ptr->stat_add[A_WIS] += 1;
            creature_ptr->stat_add[A_DEX] += 2;
            creature_ptr->stat_add[A_CON] -= 2;
        }
    }

    if (creature_ptr->special_defense & KATA_KOUKIJIN) {
        for (int i = 0; i < A_MAX; i++)
            creature_ptr->stat_add[i] += 5;
        creature_ptr->to_a -= 50;
        creature_ptr->dis_to_a -= 50;
    }

    if (creature_ptr->sh_fire)
        creature_ptr->lite = TRUE;

    if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
        creature_ptr->to_a += 10 + (creature_ptr->lev * 2 / 5);
        creature_ptr->dis_to_a += 10 + (creature_ptr->lev * 2 / 5);
    }

    if (creature_ptr->realm1 == REALM_HEX) {
        if (hex_spelling_any(creature_ptr))
            creature_ptr->skill_stl -= (1 + casting_hex_num(creature_ptr));
        if (hex_spelling(creature_ptr, HEX_DETECT_EVIL))
            creature_ptr->esp_evil = TRUE;
        if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
            creature_ptr->stat_add[A_STR] += 4;
        if (hex_spelling(creature_ptr, HEX_BUILDING)) {
            creature_ptr->stat_add[A_STR] += 4;
            creature_ptr->stat_add[A_DEX] += 4;
            creature_ptr->stat_add[A_CON] += 4;
        }

        if (hex_spelling(creature_ptr, HEX_DEMON_AURA)) {
            creature_ptr->sh_fire = TRUE;
            creature_ptr->regenerate = TRUE;
        }

        if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
            creature_ptr->sh_cold = TRUE;
            creature_ptr->to_a += 30;
            creature_ptr->dis_to_a += 30;
        }

        if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
            creature_ptr->sh_elec = TRUE;
            creature_ptr->pspeed += 3;
        }

        for (int i = INVEN_RARM; i <= INVEN_FEET; i++) {
            ARMOUR_CLASS ac = 0;
            o_ptr = &creature_ptr->inventory_list[i];
            if (!o_ptr->k_idx)
                continue;
            if (!object_is_armour(creature_ptr, o_ptr))
                continue;
            if (!object_is_cursed(o_ptr))
                continue;
            ac += 5;
            if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
                ac += 7;
            if (o_ptr->curse_flags & TRC_PERMA_CURSE)
                ac += 13;
            creature_ptr->to_a += (s16b)ac;
            creature_ptr->dis_to_a += (s16b)ac;
        }
    }

    int count = 0;
    for (int i = 0; i < A_MAX; i++) {
        int ind;
        int top = modify_stat_value(creature_ptr->stat_max[i], creature_ptr->stat_add[i]);

        if (creature_ptr->stat_top[i] != top) {
            creature_ptr->stat_top[i] = (s16b)top;
            creature_ptr->redraw |= (PR_STATS);
            creature_ptr->window |= (PW_PLAYER);
        }

        int use = modify_stat_value(creature_ptr->stat_cur[i], creature_ptr->stat_add[i]);

        if ((i == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
            /* 10 to 18/90 charisma, guaranteed, based on level */
            if (use < 8 + 2 * creature_ptr->lev) {
                use = 8 + 2 * creature_ptr->lev;
            }
        }

        if (creature_ptr->stat_use[i] != use) {
            creature_ptr->stat_use[i] = (s16b)use;
            creature_ptr->redraw |= (PR_STATS);
            creature_ptr->window |= (PW_PLAYER);
        }

        if (use <= 18)
            ind = (use - 3);
        else if (use <= 18 + 219)
            ind = (15 + (use - 18) / 10);
        else
            ind = (37);

        if (creature_ptr->stat_ind[i] == ind)
            continue;
        creature_ptr->stat_ind[i] = (s16b)ind;
        if (i == A_CON) {
            creature_ptr->update |= (PU_HP);
        } else if (i == A_INT) {
            if (mp_ptr->spell_stat == A_INT) {
                creature_ptr->update |= (PU_MANA | PU_SPELLS);
            }
        } else if (i == A_WIS) {
            if (mp_ptr->spell_stat == A_WIS) {
                creature_ptr->update |= (PU_MANA | PU_SPELLS);
            }
        } else if (i == A_CHR) {
            if (mp_ptr->spell_stat == A_CHR) {
                creature_ptr->update |= (PU_MANA | PU_SPELLS);
            }
        }

        creature_ptr->window |= (PW_PLAYER);
        count++;
    }

    if (creature_ptr->stun > 50) {
        creature_ptr->to_h[0] -= 20;
        creature_ptr->to_h[1] -= 20;
        creature_ptr->to_h_b -= 20;
        creature_ptr->to_h_m -= 20;
        creature_ptr->dis_to_h[0] -= 20;
        creature_ptr->dis_to_h[1] -= 20;
        creature_ptr->dis_to_h_b -= 20;
        creature_ptr->to_d[0] -= 20;
        creature_ptr->to_d[1] -= 20;
        creature_ptr->to_d_m -= 20;
        creature_ptr->dis_to_d[0] -= 20;
        creature_ptr->dis_to_d[1] -= 20;
    } else if (creature_ptr->stun) {
        creature_ptr->to_h[0] -= 5;
        creature_ptr->to_h[1] -= 5;
        creature_ptr->to_h_b -= 5;
        creature_ptr->to_h_m -= 5;
        creature_ptr->dis_to_h[0] -= 5;
        creature_ptr->dis_to_h[1] -= 5;
        creature_ptr->dis_to_h_b -= 5;
        creature_ptr->to_d[0] -= 5;
        creature_ptr->to_d[1] -= 5;
        creature_ptr->to_d_m -= 5;
        creature_ptr->dis_to_d[0] -= 5;
        creature_ptr->dis_to_d[1] -= 5;
    }

    if (creature_ptr->wraith_form) {
        creature_ptr->reflect = TRUE;
        creature_ptr->pass_wall = TRUE;
    }

    if (creature_ptr->tim_pass_wall) {
        creature_ptr->pass_wall = TRUE;
    }

    if (is_blessed(creature_ptr)) {
        creature_ptr->to_a += 5;
        creature_ptr->dis_to_a += 5;
        creature_ptr->to_h[0] += 10;
        creature_ptr->to_h[1] += 10;
        creature_ptr->to_h_b += 10;
        creature_ptr->to_h_m += 10;
        creature_ptr->dis_to_h[0] += 10;
        creature_ptr->dis_to_h[1] += 10;
        creature_ptr->dis_to_h_b += 10;
    }

    if (creature_ptr->magicdef) {
        creature_ptr->resist_blind = TRUE;
        creature_ptr->resist_conf = TRUE;
        creature_ptr->reflect = TRUE;
        creature_ptr->free_act = TRUE;
        creature_ptr->levitation = TRUE;
    }

    if (is_hero(creature_ptr)) {
        creature_ptr->to_h[0] += 12;
        creature_ptr->to_h[1] += 12;
        creature_ptr->to_h_b += 12;
        creature_ptr->to_h_m += 12;
        creature_ptr->dis_to_h[0] += 12;
        creature_ptr->dis_to_h[1] += 12;
        creature_ptr->dis_to_h_b += 12;
    }

    if (creature_ptr->shero) {
        creature_ptr->to_h[0] += 12;
        creature_ptr->to_h[1] += 12;
        creature_ptr->to_h_b -= 12;
        creature_ptr->to_h_m += 12;
        creature_ptr->to_d[0] += 3 + (creature_ptr->lev / 5);
        creature_ptr->to_d[1] += 3 + (creature_ptr->lev / 5);
        creature_ptr->to_d_m += 3 + (creature_ptr->lev / 5);
        creature_ptr->dis_to_h[0] += 12;
        creature_ptr->dis_to_h[1] += 12;
        creature_ptr->dis_to_h_b -= 12;
        creature_ptr->dis_to_d[0] += 3 + (creature_ptr->lev / 5);
        creature_ptr->dis_to_d[1] += 3 + (creature_ptr->lev / 5);
        creature_ptr->to_a -= 10;
        creature_ptr->dis_to_a -= 10;
        creature_ptr->skill_stl -= 7;
        creature_ptr->skill_dev -= 20;
        creature_ptr->skill_sav -= 30;
        creature_ptr->skill_srh -= 15;
        creature_ptr->skill_fos -= 15;
        creature_ptr->skill_tht -= 20;
        creature_ptr->skill_dig += 30;
    }

    if (is_fast(creature_ptr)) {
        creature_ptr->pspeed += 10;
    }

    if (creature_ptr->slow) {
        creature_ptr->pspeed -= 10;
    }

    if (is_time_limit_esp(creature_ptr)) {
        creature_ptr->telepathy = TRUE;
    }

    if (creature_ptr->ele_immune) {
        if (creature_ptr->special_defense & DEFENSE_ACID)
            creature_ptr->immune_acid = TRUE;
        else if (creature_ptr->special_defense & DEFENSE_ELEC)
            creature_ptr->immune_elec = TRUE;
        else if (creature_ptr->special_defense & DEFENSE_FIRE)
            creature_ptr->immune_fire = TRUE;
        else if (creature_ptr->special_defense & DEFENSE_COLD)
            creature_ptr->immune_cold = TRUE;
    }

    if (creature_ptr->tim_invis) {
        creature_ptr->see_inv = TRUE;
    }

    if (creature_ptr->tim_infra) {
        creature_ptr->see_infra += 3;
    }

    if (creature_ptr->tim_regen) {
        creature_ptr->regenerate = TRUE;
    }

    if (creature_ptr->tim_levitation) {
        creature_ptr->levitation = TRUE;
    }

    if (creature_ptr->tim_reflect) {
        creature_ptr->reflect = TRUE;
    }

    if (is_hero(creature_ptr) || creature_ptr->shero) {
        creature_ptr->resist_fear = TRUE;
    }

    if (creature_ptr->telepathy != old_telepathy) {
        creature_ptr->update |= (PU_MONSTERS);
    }

    if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
        || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
        || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
        || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
        creature_ptr->update |= (PU_MONSTERS);
    }

    if (creature_ptr->see_inv != old_see_inv) {
        creature_ptr->update |= (PU_MONSTERS);
    }

    if (creature_ptr->food >= PY_FOOD_MAX)
        creature_ptr->pspeed -= 10;

    if (creature_ptr->special_defense & KAMAE_SUZAKU)
        creature_ptr->pspeed += 10;

    if ((creature_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) || (creature_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM))) {
        creature_ptr->to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
        creature_ptr->dis_to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
    }

    if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
        int penalty1, penalty2;
        penalty1 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_RARM].weight) / 8);
        penalty2 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_LARM].weight) / 8);
        if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
            penalty1 = penalty1 / 2 - 5;
            penalty2 = penalty2 / 2 - 5;
            creature_ptr->pspeed += 7;
            creature_ptr->to_a += 10;
            creature_ptr->dis_to_a += 10;
        }
        if (easy_2weapon) {
            if (penalty1 > 0)
                penalty1 /= 2;
            if (penalty2 > 0)
                penalty2 /= 2;
        } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
            && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
            penalty1 = MAX(0, penalty1 - 10);
            penalty2 = MAX(0, penalty2 - 10);
        }
        if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
            penalty1 = MIN(0, penalty1);
            penalty2 = MIN(0, penalty2);
            creature_ptr->to_a += 10;
            creature_ptr->dis_to_a += 10;
        } else {
            if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
                penalty1 /= 2;
            if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
                penalty2 /= 2;
        }

        if (creature_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM)
            penalty1 += 10;
        if (creature_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM)
            penalty2 += 10;
        creature_ptr->to_h[0] -= (s16b)penalty1;
        creature_ptr->to_h[1] -= (s16b)penalty2;
        creature_ptr->dis_to_h[0] -= (s16b)penalty1;
        creature_ptr->dis_to_h[1] -= (s16b)penalty2;
    }

    int j = creature_ptr->total_weight;
    if (!creature_ptr->riding) {
        count = (int)weight_limit(creature_ptr);
    } else {
        monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
        monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
        SPEED speed = riding_m_ptr->mspeed;

        if (riding_m_ptr->mspeed > 110) {
            creature_ptr->pspeed = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
            if (creature_ptr->pspeed < 110)
                creature_ptr->pspeed = 110;
        } else {
            creature_ptr->pspeed = speed;
        }

        creature_ptr->pspeed += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
        if (monster_fast_remaining(riding_m_ptr))
            creature_ptr->pspeed += 10;
        if (monster_slow_remaining(riding_m_ptr))
            creature_ptr->pspeed -= 10;
        riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
        if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC))
            creature_ptr->can_swim = TRUE;

        if (!(riding_r_ptr->flags2 & RF2_PASS_WALL))
            creature_ptr->pass_wall = FALSE;
        if (riding_r_ptr->flags2 & RF2_KILL_WALL)
            creature_ptr->kill_wall = TRUE;

        if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
            j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;

        count = 1500 + riding_r_ptr->level * 25;
    }

    if (j > count)
        creature_ptr->pspeed -= ((j - count) / (count / 5));
    if (creature_ptr->action == ACTION_SEARCH)
        creature_ptr->pspeed -= 10;
    if (creature_ptr->prace == RACE_MERFOLK) {
        if (have_flag(f_ptr->flags, FF_WATER)) {
            creature_ptr->pspeed += (2 + creature_ptr->lev / 10);
        } else if (!creature_ptr->levitation) {
            creature_ptr->pspeed -= 2;
        }
    }

    creature_ptr->to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->to_d_m += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->to_h_m += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->to_h_m += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->dis_to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->dis_to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->dis_to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->dis_to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->dis_to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->dis_to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
    creature_ptr->dis_to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->dis_to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
    creature_ptr->dis_to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);

    hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
    o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
    creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
    if (creature_ptr->heavy_shoot) {
        creature_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
        creature_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
    }

    if (o_ptr->k_idx) {
        creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
        if (o_ptr->k_idx && !creature_ptr->heavy_shoot) {
            creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
            if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
                creature_ptr->to_h_b += (10 + (creature_ptr->lev / 5));
                creature_ptr->dis_to_h_b += (10 + (creature_ptr->lev / 5));
            }
        }
    }

    if (creature_ptr->ryoute)
        hold *= 2;
    for (int i = 0; i < 2; i++) {
        o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
        object_flags(creature_ptr, o_ptr, flgs);
        creature_ptr->heavy_wield[i] = FALSE;
        creature_ptr->icky_wield[i] = FALSE;
        creature_ptr->riding_wield[i] = FALSE;
        if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
            creature_ptr->num_blow[i] = 1;
            continue;
        }

        if (hold < o_ptr->weight / 10) {
            creature_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
            creature_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
            creature_ptr->heavy_wield[i] = TRUE;
        } else if (creature_ptr->ryoute && (hold < o_ptr->weight / 5))
            omoi = TRUE;

        if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
            creature_ptr->to_a += 5;
            creature_ptr->dis_to_a += 5;
        }

        if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
            int str_index, dex_index;
            int num = 0, wgt = 0, mul = 0, div = 0;
            switch (creature_ptr->pclass) {
            case CLASS_WARRIOR:
                num = 6;
                wgt = 70;
                mul = 5;
                break;

            case CLASS_BERSERKER:
                num = 6;
                wgt = 70;
                mul = 7;
                break;

            case CLASS_MAGE:
            case CLASS_HIGH_MAGE:
            case CLASS_BLUE_MAGE:
                num = 3;
                wgt = 100;
                mul = 2;
                break;

            case CLASS_PRIEST:
            case CLASS_MAGIC_EATER:
            case CLASS_MINDCRAFTER:
                num = 5;
                wgt = 100;
                mul = 3;
                break;

            case CLASS_ROGUE:
                num = 5;
                wgt = 40;
                mul = 3;
                break;

            case CLASS_RANGER:
                num = 5;
                wgt = 70;
                mul = 4;
                break;

            case CLASS_PALADIN:
            case CLASS_SAMURAI:
                num = 5;
                wgt = 70;
                mul = 4;
                break;

            case CLASS_SMITH:
                num = 5;
                wgt = 150;
                mul = 5;
                break;

            case CLASS_WARRIOR_MAGE:
            case CLASS_RED_MAGE:
                num = 5;
                wgt = 70;
                mul = 3;
                break;

            case CLASS_CHAOS_WARRIOR:
                num = 5;
                wgt = 70;
                mul = 4;
                break;

            case CLASS_MONK:
                num = 5;
                wgt = 60;
                mul = 3;
                break;

            case CLASS_TOURIST:
                num = 4;
                wgt = 100;
                mul = 3;
                break;

            case CLASS_IMITATOR:
                num = 5;
                wgt = 70;
                mul = 4;
                break;

            case CLASS_BEASTMASTER:
                num = 5;
                wgt = 70;
                mul = 3;
                break;

            case CLASS_CAVALRY:
                if ((creature_ptr->riding) && (have_flag(flgs, TR_RIDING))) {
                    num = 5;
                    wgt = 70;
                    mul = 4;
                } else {
                    num = 5;
                    wgt = 100;
                    mul = 3;
                }
                break;

            case CLASS_SORCERER:
                num = 1;
                wgt = 1;
                mul = 1;
                break;

            case CLASS_ARCHER:
            case CLASS_BARD:
            case CLASS_SNIPER:
                num = 4;
                wgt = 70;
                mul = 2;
                break;

            case CLASS_FORCETRAINER:
                num = 4;
                wgt = 60;
                mul = 2;
                break;

            case CLASS_MIRROR_MASTER:
                num = 3;
                wgt = 100;
                mul = 3;
                break;

            case CLASS_NINJA:
                num = 4;
                wgt = 20;
                mul = 1;
                break;
            }

            if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
                num++;
                wgt /= 2;
                mul += 2;
            }

            div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
            str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);

            if (creature_ptr->ryoute && !omoi)
                str_index++;
            if (creature_ptr->pclass == CLASS_NINJA)
                str_index = MAX(0, str_index - 1);
            if (str_index > 11)
                str_index = 11;

            dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
            if (dex_index > 11)
                dex_index = 11;

            creature_ptr->num_blow[i] = blows_table[str_index][dex_index];
            if (creature_ptr->num_blow[i] > num)
                creature_ptr->num_blow[i] = (s16b)num;

            creature_ptr->num_blow[i] += (s16b)extra_blows[i];
            if (creature_ptr->pclass == CLASS_WARRIOR)
                creature_ptr->num_blow[i] += (creature_ptr->lev / 40);
            else if (creature_ptr->pclass == CLASS_BERSERKER)
                creature_ptr->num_blow[i] += (creature_ptr->lev / 23);
            else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
                creature_ptr->num_blow[i]++;

            if (creature_ptr->special_defense & KATA_FUUJIN)
                creature_ptr->num_blow[i] -= 1;

            if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
                creature_ptr->num_blow[i] = 1;

            if (creature_ptr->num_blow[i] < 1)
                creature_ptr->num_blow[i] = 1;

            creature_ptr->skill_dig += (o_ptr->weight / 10);
        }

        if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
            creature_ptr->to_h[i] -= 2;
            creature_ptr->to_d[i] -= 2;
            creature_ptr->dis_to_h[i] -= 2;
            creature_ptr->dis_to_d[i] -= 2;
            creature_ptr->icky_wield[i] = TRUE;
        } else if (creature_ptr->pclass == CLASS_BERSERKER) {
            creature_ptr->to_h[i] += creature_ptr->lev / 5;
            creature_ptr->to_d[i] += creature_ptr->lev / 6;
            creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
            creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
            if (((i == 0) && !creature_ptr->hidarite) || creature_ptr->ryoute) {
                creature_ptr->to_h[i] += creature_ptr->lev / 5;
                creature_ptr->to_d[i] += creature_ptr->lev / 6;
                creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
                creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
            }
        } else if (creature_ptr->pclass == CLASS_SORCERER) {
            if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
                creature_ptr->to_h[i] -= 200;
                creature_ptr->to_d[i] -= 200;
                creature_ptr->dis_to_h[i] -= 200;
                creature_ptr->dis_to_d[i] -= 200;
                creature_ptr->icky_wield[i] = TRUE;
            } else {
                creature_ptr->to_h[i] -= 30;
                creature_ptr->to_d[i] -= 10;
                creature_ptr->dis_to_h[i] -= 30;
                creature_ptr->dis_to_d[i] -= 10;
            }
        }

        if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
            if (o_ptr->curse_flags & (TRC_CURSED)) {
                creature_ptr->to_h[i] += 5;
                creature_ptr->dis_to_h[i] += 5;
            }
            if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
                creature_ptr->to_h[i] += 7;
                creature_ptr->dis_to_h[i] += 7;
            }
            if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
                creature_ptr->to_h[i] += 13;
                creature_ptr->dis_to_h[i] += 13;
            }
            if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
                creature_ptr->to_h[i] += 5;
                creature_ptr->dis_to_h[i] += 5;
            }
            if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
                if (o_ptr->curse_flags & (TRC_CURSED)) {
                    creature_ptr->to_d[i] += 5;
                    creature_ptr->dis_to_d[i] += 5;
                }
                if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
                    creature_ptr->to_d[i] += 7;
                    creature_ptr->dis_to_d[i] += 7;
                }
                if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
                    creature_ptr->to_d[i] += 13;
                    creature_ptr->dis_to_d[i] += 13;
                }
            }
        }

        if (creature_ptr->riding == 0)
            continue;

        if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
            creature_ptr->to_h[i] += 15;
            creature_ptr->dis_to_h[i] += 15;
            creature_ptr->to_dd[i] += 2;
            continue;
        }

        if (have_flag(flgs, TR_RIDING))
            continue;

        int penalty;
        if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
            penalty = 5;
        } else {
            penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
            penalty += 30;
            if (penalty < 30)
                penalty = 30;
        }

        creature_ptr->to_h[i] -= (s16b)penalty;
        creature_ptr->dis_to_h[i] -= (s16b)penalty;
        creature_ptr->riding_wield[i] = TRUE;
    }

    if (creature_ptr->riding) {
        int penalty = 0;

        creature_ptr->riding_ryoute = FALSE;

        if (creature_ptr->ryoute || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
            creature_ptr->riding_ryoute = TRUE;
        else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
            switch (creature_ptr->pclass) {
            case CLASS_MONK:
            case CLASS_FORCETRAINER:
            case CLASS_BERSERKER:
                if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
                    && !has_melee_weapon(creature_ptr, INVEN_LARM))
                    creature_ptr->riding_ryoute = TRUE;
                break;
            }
        }

        if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
            if (creature_ptr->tval_ammo != TV_ARROW)
                penalty = 5;
        } else {
            penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
            penalty += 30;
            if (penalty < 30)
                penalty = 30;
        }

        if (creature_ptr->tval_ammo == TV_BOLT)
            penalty *= 2;
        creature_ptr->to_h_b -= (s16b)penalty;
        creature_ptr->dis_to_h_b -= (s16b)penalty;
    }

    /* Different calculation for monks with empty hands */
    if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
        && (empty_hands_status & EMPTY_HAND_RARM) && !creature_ptr->hidarite) {
        int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
        creature_ptr->num_blow[0] = 0;

        if (creature_ptr->pclass == CLASS_FORCETRAINER) {
            if (blow_base > 18)
                creature_ptr->num_blow[0]++;
            if (blow_base > 31)
                creature_ptr->num_blow[0]++;
            if (blow_base > 44)
                creature_ptr->num_blow[0]++;
            if (blow_base > 58)
                creature_ptr->num_blow[0]++;

            MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
            if (current_ki != 0) {
                creature_ptr->to_d[0] += current_ki / 5;
                creature_ptr->dis_to_d[0] += current_ki / 5;
            }
        } else {
            if (blow_base > 12)
                creature_ptr->num_blow[0]++;
            if (blow_base > 22)
                creature_ptr->num_blow[0]++;
            if (blow_base > 31)
                creature_ptr->num_blow[0]++;
            if (blow_base > 39)
                creature_ptr->num_blow[0]++;
            if (blow_base > 46)
                creature_ptr->num_blow[0]++;
            if (blow_base > 53)
                creature_ptr->num_blow[0]++;
            if (blow_base > 59)
                creature_ptr->num_blow[0]++;
        }

        if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
            creature_ptr->num_blow[0] /= 2;
        else {
            creature_ptr->to_h[0] += (creature_ptr->lev / 3);
            creature_ptr->dis_to_h[0] += (creature_ptr->lev / 3);

            creature_ptr->to_d[0] += (creature_ptr->lev / 6);
            creature_ptr->dis_to_d[0] += (creature_ptr->lev / 6);
        }

        if (creature_ptr->special_defense & KAMAE_BYAKKO) {
            creature_ptr->to_a -= 40;
            creature_ptr->dis_to_a -= 40;

        } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
            creature_ptr->to_a -= 50;
            creature_ptr->dis_to_a -= 50;
            creature_ptr->resist_acid = TRUE;
            creature_ptr->resist_fire = TRUE;
            creature_ptr->resist_elec = TRUE;
            creature_ptr->resist_cold = TRUE;
            creature_ptr->resist_pois = TRUE;
            creature_ptr->sh_fire = TRUE;
            creature_ptr->sh_elec = TRUE;
            creature_ptr->sh_cold = TRUE;
            creature_ptr->levitation = TRUE;
        } else if (creature_ptr->special_defense & KAMAE_GENBU) {
            creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
            creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
            creature_ptr->reflect = TRUE;
            creature_ptr->num_blow[0] -= 2;
            if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
                creature_ptr->num_blow[0]--;
            if (creature_ptr->num_blow[0] < 0)
                creature_ptr->num_blow[0] = 0;
        } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
            creature_ptr->to_h[0] -= (creature_ptr->lev / 3);
            creature_ptr->to_d[0] -= (creature_ptr->lev / 6);

            creature_ptr->dis_to_h[0] -= (creature_ptr->lev / 3);
            creature_ptr->dis_to_d[0] -= (creature_ptr->lev / 6);
            creature_ptr->num_blow[0] /= 2;
            creature_ptr->levitation = TRUE;
        }

        creature_ptr->num_blow[0] += 1 + extra_blows[0];
    }

    if (creature_ptr->riding)
        creature_ptr->levitation = riding_levitation;

    creature_ptr->monk_armour_aux = FALSE;

    if (heavy_armor(creature_ptr)) {
        creature_ptr->monk_armour_aux = TRUE;
    }

    for (int i = 0; i < 2; i++) {
        if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
            continue;

        tval_type tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
        OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;

        creature_ptr->to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
        creature_ptr->dis_to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
        if ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) {
            if (!s_info[creature_ptr->pclass].w_max[tval][sval]) {
                creature_ptr->to_h[i] -= 40;
                creature_ptr->dis_to_h[i] -= 40;
                creature_ptr->icky_wield[i] = TRUE;
            }

            continue;
        }

        if (creature_ptr->pclass != CLASS_NINJA)
            continue;

        if ((s_info[CLASS_NINJA].w_max[tval][sval] > WEAPON_EXP_BEGINNER) && (creature_ptr->inventory_list[INVEN_LARM - i].tval != TV_SHIELD))
            continue;

        creature_ptr->to_h[i] -= 40;
        creature_ptr->dis_to_h[i] -= 40;
        creature_ptr->icky_wield[i] = TRUE;
        creature_ptr->num_blow[i] /= 2;
        if (creature_ptr->num_blow[i] < 1)
            creature_ptr->num_blow[i] = 1;
    }

    /* Maximum speed is (+99). (internally it's 110 + 99) */
    /* Temporary lightspeed forces to be maximum speed */
    if ((creature_ptr->lightspeed && !creature_ptr->riding) || (creature_ptr->pspeed > 209)) {
        creature_ptr->pspeed = 209;
    }

    /* Minimum speed is (-99). (internally it's 110 - 99) */
    if (creature_ptr->pspeed < 11)
        creature_ptr->pspeed = 11;

    if (creature_ptr->pspeed != old_speed) {
        creature_ptr->redraw |= (PR_SPEED);
    }

    if (yoiyami) {
        if (creature_ptr->to_a > (0 - creature_ptr->ac))
            creature_ptr->to_a = 0 - creature_ptr->ac;
        if (creature_ptr->dis_to_a > (0 - creature_ptr->dis_ac))
            creature_ptr->dis_to_a = 0 - creature_ptr->dis_ac;
    }

    if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
        creature_ptr->redraw |= (PR_ARMOR);
        creature_ptr->window |= (PW_PLAYER);
    }

    if (creature_ptr->ryoute && !omoi) {
        int bonus_to_h = 0, bonus_to_d = 0;
        bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
        bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);

        creature_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
        creature_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
        creature_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
        creature_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
    }

    bool is_special_class = creature_ptr->pclass == CLASS_MONK;
    is_special_class |= creature_ptr->pclass == CLASS_FORCETRAINER;
    is_special_class |= creature_ptr->pclass == CLASS_BERSERKER;
    if (is_special_class && (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM)))
        creature_ptr->ryoute = FALSE;

    creature_ptr->skill_stl += 1;

    if (is_time_limit_stealth(creature_ptr))
        creature_ptr->skill_stl += 99;

    creature_ptr->skill_dis += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
    creature_ptr->skill_dis += adj_int_dis[creature_ptr->stat_ind[A_INT]];
    creature_ptr->skill_dev += adj_int_dev[creature_ptr->stat_ind[A_INT]];
    creature_ptr->skill_sav += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
    creature_ptr->skill_dig += adj_str_dig[creature_ptr->stat_ind[A_STR]];
    creature_ptr->skill_dis += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
    creature_ptr->skill_dev += ((cp_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
    creature_ptr->skill_sav += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
    creature_ptr->skill_stl += (cp_ptr->x_stl * creature_ptr->lev / 10);
    creature_ptr->skill_srh += (cp_ptr->x_srh * creature_ptr->lev / 10);
    creature_ptr->skill_fos += (cp_ptr->x_fos * creature_ptr->lev / 10);
    creature_ptr->skill_thn += ((cp_ptr->x_thn * creature_ptr->lev / 10) + (ap_ptr->a_thn * creature_ptr->lev / 50));
    creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
    creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));

    if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
        creature_ptr->cursed &= ~(TRC_AGGRAVATE);
        creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
    }

    if (creature_ptr->skill_stl > 30)
        creature_ptr->skill_stl = 30;
    if (creature_ptr->skill_stl < 0)
        creature_ptr->skill_stl = 0;
    if (creature_ptr->skill_dig < 1)
        creature_ptr->skill_dig = 1;
    if (creature_ptr->anti_magic && (creature_ptr->skill_sav < (90 + creature_ptr->lev)))
        creature_ptr->skill_sav = 90 + creature_ptr->lev;
    if (creature_ptr->tsubureru)
        creature_ptr->skill_sav = 10;
    if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (creature_ptr->skill_sav < (95 + creature_ptr->lev)))
        creature_ptr->skill_sav = 95 + creature_ptr->lev;

    if (down_saving)
        creature_ptr->skill_sav /= 2;

    if (creature_ptr->immune_acid)
        creature_ptr->resist_acid = TRUE;
    if (creature_ptr->immune_elec)
        creature_ptr->resist_elec = TRUE;
    if (creature_ptr->immune_fire)
        creature_ptr->resist_fire = TRUE;
    if (creature_ptr->immune_cold)
        creature_ptr->resist_cold = TRUE;

    if (current_world_ptr->character_xtra)
        return;

    if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot) {
        if (creature_ptr->heavy_shoot) {
            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."));
        } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
            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."));
        } else {
            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."));
        }

        creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
    }

    for (int i = 0; i < 2; i++) {
        if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
            if (creature_ptr->heavy_wield[i]) {
                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."));
            } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
                msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
            } else if (creature_ptr->heavy_wield[1 - i]) {
                msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
            } else {
                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."));
            }

            creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
        }

        if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
            if (creature_ptr->riding_wield[i]) {
                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."));
            } else if (!creature_ptr->riding) {
                msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
            } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
                msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
            }

            creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
        }

        if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
            continue;

        if (creature_ptr->icky_wield[i]) {
            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."));
            if (current_world_ptr->is_loading_now) {
                chg_virtue(creature_ptr, V_FAITH, -1);
            }
        } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
            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."));
        } else {
            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."));
        }

        creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
    }

    if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
        if (creature_ptr->riding_ryoute) {
#ifdef JP
            msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
#else
            msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
#endif
        } else {
#ifdef JP
            msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
#else
            msg_print("You began to control the pet you're riding with one hand.");
#endif
        }

        creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
    }

    if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
        && (creature_ptr->monk_armour_aux != creature_ptr->monk_notify_aux)) {
        if (heavy_armor(creature_ptr)) {
            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."));
            if (current_world_ptr->is_loading_now) {
                chg_virtue(creature_ptr, V_HARMONY, -1);
            }
        } else {
            msg_print(_("バランスがとれるようになった。", "You regain your balance."));
        }

        creature_ptr->monk_notify_aux = creature_ptr->monk_armour_aux;
    }

    for (int i = 0; i < INVEN_PACK; i++) {
        if ((creature_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (creature_ptr->inventory_list[i].sval == 2))
            have_sw = TRUE;
        if ((creature_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (creature_ptr->inventory_list[i].sval == 2))
            have_wall = TRUE;
    }

    for (this_o_idx = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx) {
        o_ptr = &floor_ptr->o_list[this_o_idx];
        next_o_idx = o_ptr->next_o_idx;

        if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2))
            have_sw = TRUE;
        if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2))
            have_wall = TRUE;
    }

    if (creature_ptr->pass_wall && !creature_ptr->kill_wall)
        creature_ptr->no_flowed = TRUE;

    if (have_sw && ((creature_ptr->realm1 == REALM_NATURE) || (creature_ptr->realm2 == REALM_NATURE) || (creature_ptr->pclass == CLASS_SORCERER))) {
        const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
        if (creature_ptr->lev >= s_ptr->slevel)
            creature_ptr->no_flowed = TRUE;
    }

    if (have_wall && ((creature_ptr->realm1 == REALM_CRAFT) || (creature_ptr->realm2 == REALM_CRAFT) || (creature_ptr->pclass == CLASS_SORCERER))) {
        const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_WALL];
        if (creature_ptr->lev >= s_ptr->slevel)
            creature_ptr->no_flowed = TRUE;
    }
}

static void calc_alignment(player_type *creature_ptr)
{
    creature_ptr->align = 0;
    floor_type *floor_ptr = creature_ptr->current_floor_ptr;
    for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
        monster_type *m_ptr;
        monster_race *r_ptr;
        m_ptr = &floor_ptr->m_list[m_idx];
        if (!monster_is_valid(m_ptr))
            continue;
        r_ptr = &r_info[m_ptr->r_idx];

        if (!is_pet(m_ptr))
            continue;

        if (r_ptr->flags3 & RF3_GOOD)
            creature_ptr->align += r_ptr->level;
        if (r_ptr->flags3 & RF3_EVIL)
            creature_ptr->align -= r_ptr->level;
    }

    if (creature_ptr->mimic_form) {
        switch (creature_ptr->mimic_form) {
        case MIMIC_DEMON:
            creature_ptr->align -= 200;
            break;
        case MIMIC_DEMON_LORD:
            creature_ptr->align -= 200;
            break;
        }
    } else {
        switch (creature_ptr->prace) {
        case RACE_ARCHON:
            creature_ptr->align += 200;
            break;
        case RACE_BALROG:
            creature_ptr->align -= 200;
            break;
        }
    }

    for (int i = 0; i < 2; i++) {
        if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
            continue;
        if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
            continue;
        creature_ptr->align -= 1000;
    }

    int j = 0;
    int neutral[2];
    for (int i = 0; i < 8; i++) {
        switch (creature_ptr->vir_types[i]) {
        case V_JUSTICE:
            creature_ptr->align += creature_ptr->virtues[i] * 2;
            break;
        case V_CHANCE:
            break;
        case V_NATURE:
        case V_HARMONY:
            neutral[j++] = i;
            break;
        case V_UNLIFE:
            creature_ptr->align -= creature_ptr->virtues[i];
            break;
        default:
            creature_ptr->align += creature_ptr->virtues[i];
            break;
        }
    }

    for (int i = 0; i < j; i++) {
        if (creature_ptr->align > 0) {
            creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
            if (creature_ptr->align < 0)
                creature_ptr->align = 0;
        } else if (creature_ptr->align < 0) {
            creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
            if (creature_ptr->align > 0)
                creature_ptr->align = 0;
        }
    }
}

/*!
 * @brief プレイヤーの最大HPを計算する /
 * Calculate the players (maximal) hit points
 * Adjust current hitpoints if necessary
 * @return なし
 * @details
 */
static void calc_hitpoints(player_type *creature_ptr)
{
    int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
    int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];

    byte tmp_hitdie;
    if (creature_ptr->mimic_form) {
        if (creature_ptr->pclass == CLASS_SORCERER)
            tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
        else
            tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
        mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
    }

    if (creature_ptr->pclass == CLASS_SORCERER) {
        if (creature_ptr->lev < 30)
            mhp = (mhp * (45 + creature_ptr->lev) / 100);
        else
            mhp = (mhp * 75 / 100);
        bonus = (bonus * 65 / 100);
    }

    mhp += bonus;

    if (creature_ptr->pclass == CLASS_BERSERKER) {
        mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
    }

    if (mhp < creature_ptr->lev + 1)
        mhp = creature_ptr->lev + 1;
    if (is_hero(creature_ptr))
        mhp += 10;
    if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER))
        mhp += 30;
    if (creature_ptr->tsuyoshi)
        mhp += 50;
    if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
        mhp += 15;
    if (hex_spelling(creature_ptr, HEX_BUILDING))
        mhp += 60;
    if (creature_ptr->mhp == mhp)
        return;

    if (creature_ptr->chp >= mhp) {
        creature_ptr->chp = mhp;
        creature_ptr->chp_frac = 0;
    }

#ifdef JP
    if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
        msg_format("最大ヒット・ポイントが %d 増加した！", (mhp - creature_ptr->mhp));
    }
#endif
    creature_ptr->mhp = mhp;

    creature_ptr->redraw |= PR_HP;
    creature_ptr->window |= PW_PLAYER;
}

/*!
 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
 * @return なし
 * @details
 * SWD: Experimental modification: multiple light sources have additive effect.
 */
static void calc_torch(player_type *creature_ptr)
{
    creature_ptr->cur_lite = 0;
    for (int i = INVEN_RARM; i < INVEN_TOTAL; i++) {
        object_type *o_ptr;
        o_ptr = &creature_ptr->inventory_list[i];
        if (!o_ptr->k_idx)
            continue;

        if (o_ptr->name2 == EGO_LITE_SHINE)
            creature_ptr->cur_lite++;
        if (o_ptr->name2 != EGO_LITE_DARKNESS) {
            if (o_ptr->tval == TV_LITE) {
                if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0))
                    continue;
                if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0))
                    continue;
            }
        }

        BIT_FLAGS flgs[TR_FLAG_SIZE];
        object_flags(creature_ptr, o_ptr, flgs);

        POSITION rad = 0;
        if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)
            rad += 1;
        if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)
            rad += 2;
        if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)
            rad += 3;
        if (have_flag(flgs, TR_LITE_M1))
            rad -= 1;
        if (have_flag(flgs, TR_LITE_M2))
            rad -= 2;
        if (have_flag(flgs, TR_LITE_M3))
            rad -= 3;
        creature_ptr->cur_lite += rad;
    }

    if (d_info[creature_ptr->dungeon_idx].flags1 & DF1_DARKNESS && creature_ptr->cur_lite > 1)
        creature_ptr->cur_lite = 1;

    if (creature_ptr->cur_lite <= 0 && creature_ptr->lite)
        creature_ptr->cur_lite++;

    if (creature_ptr->cur_lite > 14)
        creature_ptr->cur_lite = 14;

    if (creature_ptr->cur_lite < 0)
        creature_ptr->cur_lite = 0;

    if (creature_ptr->old_lite == creature_ptr->cur_lite)
        return;

    creature_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
    creature_ptr->old_lite = creature_ptr->cur_lite;

    if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
        set_superstealth(creature_ptr, FALSE);
}

/*!
 * @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。 /
 * Calculate number of spells player should have, and forget,
 * or remember, spells until that number is properly reflected.
 * @return なし
 * @details
 * Note that this function induces various "status" messages,
 * which must be bypasses until the character is created.
 */
static void calc_spells(player_type *creature_ptr)
{
    if (!mp_ptr->spell_book)
        return;
    if (!current_world_ptr->character_generated)
        return;
    if (current_world_ptr->character_xtra)
        return;
    if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
        creature_ptr->new_spells = 0;
        return;
    }

    concptr p = spell_category_name(mp_ptr->spell_book);
    int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
    if (levels < 0)
        levels = 0;

    int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
    int bonus = 0;
    if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
        bonus = 4;
    }

    if (creature_ptr->pclass == CLASS_SAMURAI) {
        num_allowed = 32;
    } else if (creature_ptr->realm2 == REALM_NONE) {
        num_allowed = (num_allowed + 1) / 2;
        if (num_allowed > (32 + bonus))
            num_allowed = 32 + bonus;
    } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
        if (num_allowed > (96 + bonus))
            num_allowed = 96 + bonus;
    } else {
        if (num_allowed > (80 + bonus))
            num_allowed = 80 + bonus;
    }

    int num_boukyaku = 0;
    for (int j = 0; j < 64; j++) {
        if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
            num_boukyaku++;
        }
    }

    creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
    for (int i = 63; i >= 0; i--) {
        if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
            break;

        int j = creature_ptr->spell_order[i];
        if (j >= 99)
            continue;

        const magic_type *s_ptr;
        if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
            if (j < 32)
                s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
            else
                s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
        } else if (j < 32)
            s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
        else
            s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];

        if (s_ptr->slevel <= creature_ptr->lev)
            continue;

        bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
        if (!is_spell_learned)
            continue;

        REALM_IDX which;
        if (j < 32) {
            creature_ptr->spell_forgotten1 |= (1L << j);
            which = creature_ptr->realm1;
        } else {
            creature_ptr->spell_forgotten2 |= (1L << (j - 32));
            which = creature_ptr->realm2;
        }

        if (j < 32) {
            creature_ptr->spell_learned1 &= ~(1L << j);
            which = creature_ptr->realm1;
        } else {
            creature_ptr->spell_learned2 &= ~(1L << (j - 32));
            which = creature_ptr->realm2;
        }

#ifdef JP
        msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
#else
        msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
#endif
        creature_ptr->new_spells++;
    }

    /* Forget spells if we know too many spells */
    for (int i = 63; i >= 0; i--) {
        if (creature_ptr->new_spells >= 0)
            break;
        if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
            break;

        int j = creature_ptr->spell_order[i];
        if (j >= 99)
            continue;

        bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
        if (!is_spell_learned)
            continue;

        REALM_IDX which;
        if (j < 32) {
            creature_ptr->spell_forgotten1 |= (1L << j);
            which = creature_ptr->realm1;
        } else {
            creature_ptr->spell_forgotten2 |= (1L << (j - 32));
            which = creature_ptr->realm2;
        }

        if (j < 32) {
            creature_ptr->spell_learned1 &= ~(1L << j);
            which = creature_ptr->realm1;
        } else {
            creature_ptr->spell_learned2 &= ~(1L << (j - 32));
            which = creature_ptr->realm2;
        }

#ifdef JP
        msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
#else
        msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
#endif
        creature_ptr->new_spells++;
    }

    /* Check for spells to remember */
    for (int i = 0; i < 64; i++) {
        if (creature_ptr->new_spells <= 0)
            break;
        if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
            break;
        int j = creature_ptr->spell_order[i];
        if (j >= 99)
            break;

        const magic_type *s_ptr;
        if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
            if (j < 32)
                s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
            else
                s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
        } else if (j < 32)
            s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
        else
            s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];

        if (s_ptr->slevel > creature_ptr->lev)
            continue;

        bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
        if (!is_spell_learned)
            continue;

        REALM_IDX which;
        if (j < 32) {
            creature_ptr->spell_forgotten1 &= ~(1L << j);
            which = creature_ptr->realm1;
        } else {
            creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
            which = creature_ptr->realm2;
        }

        if (j < 32) {
            creature_ptr->spell_learned1 |= (1L << j);
            which = creature_ptr->realm1;
        } else {
            creature_ptr->spell_learned2 |= (1L << (j - 32));
            which = creature_ptr->realm2;
        }

#ifdef JP
        msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
#else
        msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
#endif
        creature_ptr->new_spells--;
    }

    if (creature_ptr->realm2 == REALM_NONE) {
        int k = 0;
        for (int j = 0; j < 32; j++) {
            const magic_type *s_ptr;
            if (!is_magic(creature_ptr->realm1))
                s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
            else
                s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];

            if (s_ptr->slevel > creature_ptr->lev)
                continue;

            if (creature_ptr->spell_learned1 & (1L << j)) {
                continue;
            }

            k++;
        }

        if (k > 32)
            k = 32;
        if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
            creature_ptr->new_spells = (s16b)k;
        }
    }

    if (creature_ptr->new_spells < 0)
        creature_ptr->new_spells = 0;

    if (creature_ptr->old_spells == creature_ptr->new_spells)
        return;

    if (creature_ptr->new_spells) {
#ifdef JP
        if (creature_ptr->new_spells < 10) {
            msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
        } else {
            msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
        }
#else
        msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
#endif
    }

    creature_ptr->old_spells = creature_ptr->new_spells;
    creature_ptr->redraw |= PR_STUDY;
    creature_ptr->window |= PW_OBJECT;
}

/*!
 * @brief プレイヤーの最大MPを計算する /
 * Calculate maximum mana.  You do not need to know any spells.
 * Note that mana is lowered by heavy (or inappropriate) armor.
 * @return なし
 * @details
 * This function induces status messages.
 */
static void calc_mana(player_type *creature_ptr)
{
    if (!mp_ptr->spell_book)
        return;

    int levels;
    if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
        levels = creature_ptr->lev;
    } else {
        if (mp_ptr->spell_first > creature_ptr->lev) {
            creature_ptr->msp = 0;
            creature_ptr->redraw |= (PR_MANA);
            return;
        }

        levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
    }

    int msp;
    if (creature_ptr->pclass == CLASS_SAMURAI) {
        msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
        if (msp)
            msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
    } else {
        msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
        if (msp)
            msp++;
        if (msp)
            msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
        if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
            msp += msp / 2;
        if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
            msp += msp / 4;
        if (msp && (creature_ptr->pclass == CLASS_SORCERER))
            msp += msp * (25 + creature_ptr->lev) / 100;
    }

    if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
        BIT_FLAGS flgs[TR_FLAG_SIZE];
        creature_ptr->cumber_glove = FALSE;
        object_type *o_ptr;
        o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
        object_flags(creature_ptr, o_ptr, flgs);
        if (o_ptr->k_idx && !(have_flag(flgs, TR_FREE_ACT)) && !(have_flag(flgs, TR_DEC_MANA)) && !(have_flag(flgs, TR_EASY_SPELL))
            && !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
            creature_ptr->cumber_glove = TRUE;
            msp = (3 * msp) / 4;
        }
    }

    creature_ptr->cumber_armor = FALSE;

    int cur_wgt = 0;
    if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
        cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
    if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
        cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
    cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
    cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
    cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
    cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
    cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;

    switch (creature_ptr->pclass) {
    case CLASS_MAGE:
    case CLASS_HIGH_MAGE:
    case CLASS_BLUE_MAGE:
    case CLASS_MONK:
    case CLASS_FORCETRAINER:
    case CLASS_SORCERER: {
        if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
        if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
        break;
    }
    case CLASS_PRIEST:
    case CLASS_BARD:
    case CLASS_TOURIST: {
        if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
        if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
        break;
    }
    case CLASS_MINDCRAFTER:
    case CLASS_BEASTMASTER:
    case CLASS_MIRROR_MASTER: {
        if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
        if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
        break;
    }
    case CLASS_ROGUE:
    case CLASS_RANGER:
    case CLASS_RED_MAGE:
    case CLASS_WARRIOR_MAGE: {
        if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
        if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
        break;
    }
    case CLASS_PALADIN:
    case CLASS_CHAOS_WARRIOR: {
        if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
        if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
            cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
        break;
    }
    default: {
        break;
    }
    }

    int max_wgt = mp_ptr->spell_weight;
    if ((cur_wgt - max_wgt) > 0) {
        creature_ptr->cumber_armor = TRUE;
        switch (creature_ptr->pclass) {
        case CLASS_MAGE:
        case CLASS_HIGH_MAGE:
        case CLASS_BLUE_MAGE: {
            msp -= msp * (cur_wgt - max_wgt) / 600;
            break;
        }
        case CLASS_PRIEST:
        case CLASS_MINDCRAFTER:
        case CLASS_BEASTMASTER:
        case CLASS_BARD:
        case CLASS_FORCETRAINER:
        case CLASS_TOURIST:
        case CLASS_MIRROR_MASTER: {
            msp -= msp * (cur_wgt - max_wgt) / 800;
            break;
        }
        case CLASS_SORCERER: {
            msp -= msp * (cur_wgt - max_wgt) / 900;
            break;
        }
        case CLASS_ROGUE:
        case CLASS_RANGER:
        case CLASS_MONK:
        case CLASS_RED_MAGE: {
            msp -= msp * (cur_wgt - max_wgt) / 1000;
            break;
        }
        case CLASS_PALADIN:
        case CLASS_CHAOS_WARRIOR:
        case CLASS_WARRIOR_MAGE: {
            msp -= msp * (cur_wgt - max_wgt) / 1200;
            break;
        }
        case CLASS_SAMURAI: {
            creature_ptr->cumber_armor = FALSE;
            break;
        }
        default: {
            msp -= msp * (cur_wgt - max_wgt) / 800;
            break;
        }
        }
    }

    if (msp < 0)
        msp = 0;

    if (creature_ptr->msp != msp) {
        if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
            creature_ptr->csp = msp;
            creature_ptr->csp_frac = 0;
        }

#ifdef JP
        if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
            msg_format("最大マジック・ポイントが %d 増加した！", (msp - creature_ptr->msp));
        }
#endif
        creature_ptr->msp = msp;
        creature_ptr->redraw |= (PR_MANA);
        creature_ptr->window |= (PW_PLAYER | PW_SPELL);
    }

    if (current_world_ptr->character_xtra)
        return;

    if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
        if (creature_ptr->cumber_glove)
            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."));
        else
            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."));

        creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
    }

    if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
        return;

    if (creature_ptr->cumber_armor)
        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."));
    else
        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."));

    creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
}

/*!
 * @brief 装備中の射撃武器の威力倍率を返す /
 * calcurate the fire rate of target object
 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
 * @return 射撃倍率の値(100で1.00倍)
 */
s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
{
    int extra_shots = 0;
    BIT_FLAGS flgs[TR_FLAG_SIZE];
    for (int i = INVEN_RARM; i < INVEN_TOTAL; i++) {
        object_type *q_ptr;
        q_ptr = &creature_ptr->inventory_list[i];
        if (!q_ptr->k_idx)
            continue;

        if (i == INVEN_BOW)
            continue;

        object_flags(creature_ptr, q_ptr, flgs);
        if (have_flag(flgs, TR_XTRA_SHOTS))
            extra_shots++;
    }

    object_flags(creature_ptr, o_ptr, flgs);
    if (have_flag(flgs, TR_XTRA_SHOTS))
        extra_shots++;

    int num = 0;
    if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
        return (s16b)num;

    num = 100;
    num += (extra_shots * 100);

    tval_type tval_ammo = bow_tval_ammo(o_ptr);
    if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
        num += (creature_ptr->lev * 4);
    }

    if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
        num += (creature_ptr->lev * 3);
    }

    if (creature_ptr->pclass == CLASS_ARCHER) {
        if (tval_ammo == TV_ARROW)
            num += ((creature_ptr->lev * 5) + 50);
        else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
            num += (creature_ptr->lev * 4);
    }

    if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
        num += (creature_ptr->lev * 2);
    }

    if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
        num += (creature_ptr->lev * 4);
    }

    return (s16b)num;
}

/*!
 * @brief プレイヤーの所持重量制限を計算する /
 * Computes current weight limit.
 * @return 制限重量(ポンド)
 */
WEIGHT weight_limit(player_type *creature_ptr)
{
    WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
    if (creature_ptr->pclass == CLASS_BERSERKER)
        i = i * 3 / 2;
    return i;
}

/*!
 * @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 /
 * @param i 判定する手のID(右手:0 左手:1)
 * @return 持っているならばTRUE
 */
bool has_melee_weapon(player_type *creature_ptr, int i)
{
    return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
}

/*!
 * @brief プレイヤーの現在開いている手の状態を返す
 * @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。
 * @return 開いている手のビットフラグ
 */
BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
{
    BIT_FLAGS16 status = EMPTY_HAND_NONE;
    if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
        status |= EMPTY_HAND_RARM;
    if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
        status |= EMPTY_HAND_LARM;

    if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
        if (status & EMPTY_HAND_LARM)
            status &= ~(EMPTY_HAND_LARM);
        else if (status & EMPTY_HAND_RARM)
            status &= ~(EMPTY_HAND_RARM);
    }

    return status;
}

/*!
 * @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。
 * @return ペナルティが適用されるならばTRUE。
 */
bool heavy_armor(player_type *creature_ptr)
{
    if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
        return FALSE;

    WEIGHT monk_arm_wgt = 0;
    if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
        monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
    if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
        monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
    monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
    monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
    monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
    monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
    monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;

    return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
}

/*
 * Delayed visual update
 * Only used if update_view(), update_lite() or update_mon_lite() was called
 */
static void delayed_visual_update(player_type *player_ptr)
{
    floor_type *floor_ptr = player_ptr->current_floor_ptr;
    for (int i = 0; i < floor_ptr->redraw_n; i++) {
        POSITION y = floor_ptr->redraw_y[i];
        POSITION x = floor_ptr->redraw_x[i];
        grid_type *g_ptr;
        g_ptr = &floor_ptr->grid_array[y][x];
        if (!(g_ptr->info & CAVE_REDRAW))
            continue;

        if (g_ptr->info & CAVE_NOTE)
            note_spot(player_ptr, y, x);

        lite_spot(player_ptr, y, x);
        if (g_ptr->m_idx)
            update_monster(player_ptr, g_ptr->m_idx, FALSE);

        g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
    }

    floor_ptr->redraw_n = 0;
}

/*!
 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
 * @return なし
 * @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。
 */
void update_creature(player_type *creature_ptr)
{
    if (!creature_ptr->update)
        return;

    floor_type *floor_ptr = creature_ptr->current_floor_ptr;
    if (creature_ptr->update & (PU_AUTODESTROY)) {
        creature_ptr->update &= ~(PU_AUTODESTROY);
        autopick_delayed_alter(creature_ptr);
    }

    if (creature_ptr->update & (PU_COMBINE)) {
        creature_ptr->update &= ~(PU_COMBINE);
        combine_pack(creature_ptr);
    }

    if (creature_ptr->update & (PU_REORDER)) {
        creature_ptr->update &= ~(PU_REORDER);
        reorder_pack(creature_ptr);
    }

    if (creature_ptr->update & (PU_BONUS)) {
        creature_ptr->update &= ~(PU_BONUS);
        calc_alignment(creature_ptr);
        calc_bonuses(creature_ptr);
    }

    if (creature_ptr->update & (PU_TORCH)) {
        creature_ptr->update &= ~(PU_TORCH);
        calc_torch(creature_ptr);
    }

    if (creature_ptr->update & (PU_HP)) {
        creature_ptr->update &= ~(PU_HP);
        calc_hitpoints(creature_ptr);
    }

    if (creature_ptr->update & (PU_MANA)) {
        creature_ptr->update &= ~(PU_MANA);
        calc_mana(creature_ptr);
    }

    if (creature_ptr->update & (PU_SPELLS)) {
        creature_ptr->update &= ~(PU_SPELLS);
        calc_spells(creature_ptr);
    }

    if (!current_world_ptr->character_generated)
        return;
    if (current_world_ptr->character_icky)
        return;
    if (creature_ptr->update & (PU_UN_LITE)) {
        creature_ptr->update &= ~(PU_UN_LITE);
        forget_lite(floor_ptr);
    }

    if (creature_ptr->update & (PU_UN_VIEW)) {
        creature_ptr->update &= ~(PU_UN_VIEW);
        forget_view(floor_ptr);
    }

    if (creature_ptr->update & (PU_VIEW)) {
        creature_ptr->update &= ~(PU_VIEW);
        update_view(creature_ptr);
    }

    if (creature_ptr->update & (PU_LITE)) {
        creature_ptr->update &= ~(PU_LITE);
        update_lite(creature_ptr);
    }

    if (creature_ptr->update & (PU_FLOW)) {
        creature_ptr->update &= ~(PU_FLOW);
        update_flow(creature_ptr);
    }

    if (creature_ptr->update & (PU_DISTANCE)) {
        creature_ptr->update &= ~(PU_DISTANCE);

        update_monsters(creature_ptr, TRUE);
    }

    if (creature_ptr->update & (PU_MON_LITE)) {
        creature_ptr->update &= ~(PU_MON_LITE);
        update_mon_lite(creature_ptr);
    }

    if (creature_ptr->update & (PU_DELAY_VIS)) {
        creature_ptr->update &= ~(PU_DELAY_VIS);
        delayed_visual_update(creature_ptr);
    }

    if (creature_ptr->update & (PU_MONSTERS)) {
        creature_ptr->update &= ~(PU_MONSTERS);
        update_monsters(creature_ptr, FALSE);
    }
}

/*!
 * @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
 * @return 魔道書を一冊も持っていないならTRUEを返す
 */
bool player_has_no_spellbooks(player_type *creature_ptr)
{
    object_type *o_ptr;
    for (int i = 0; i < INVEN_PACK; i++) {
        o_ptr = &creature_ptr->inventory_list[i];
        if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
            return FALSE;
    }

    floor_type *floor_ptr = creature_ptr->current_floor_ptr;
    for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
        o_ptr = &floor_ptr->o_list[i];
        if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
            return FALSE;
    }

    return TRUE;
}

void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }

void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }

/*!
 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
 * @param x 配置先X座標
 * @param y 配置先Y座標
 * @return 配置に成功したらTRUE
 */
bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
{
    if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
        return FALSE;

    /* Save player location */
    creature_ptr->y = y;
    creature_ptr->x = x;
    return TRUE;
}

/*!
 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
 * @return なし
 */
void wreck_the_pattern(player_type *creature_ptr)
{
    floor_type *floor_ptr = creature_ptr->current_floor_ptr;
    int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
    if (pattern_type == PATTERN_TILE_WRECKED)
        return;

    msg_print(_("パターンを血で汚してしまった！", "You bleed on the Pattern!"));
    msg_print(_("何か恐ろしい事が起こった！", "Something terrible happens!"));

    if (!is_invuln(creature_ptr))
        take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);

    int to_ruin = randint1(45) + 35;
    while (to_ruin--) {
        POSITION r_y, r_x;
        scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, 0);

        if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
            cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
        }
    }

    cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
}

/*!
 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
 * Advance experience levels and print experience
 * @return なし
 */
void check_experience(player_type *creature_ptr)
{
    if (creature_ptr->exp < 0)
        creature_ptr->exp = 0;
    if (creature_ptr->max_exp < 0)
        creature_ptr->max_exp = 0;
    if (creature_ptr->max_max_exp < 0)
        creature_ptr->max_max_exp = 0;

    if (creature_ptr->exp > PY_MAX_EXP)
        creature_ptr->exp = PY_MAX_EXP;
    if (creature_ptr->max_exp > PY_MAX_EXP)
        creature_ptr->max_exp = PY_MAX_EXP;
    if (creature_ptr->max_max_exp > PY_MAX_EXP)
        creature_ptr->max_max_exp = PY_MAX_EXP;

    if (creature_ptr->exp > creature_ptr->max_exp)
        creature_ptr->max_exp = creature_ptr->exp;
    if (creature_ptr->max_exp > creature_ptr->max_max_exp)
        creature_ptr->max_max_exp = creature_ptr->max_exp;

    creature_ptr->redraw |= (PR_EXP);
    handle_stuff(creature_ptr);

    bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
    PLAYER_LEVEL old_lev = creature_ptr->lev;
    while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
        creature_ptr->lev--;
        creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
        creature_ptr->redraw |= (PR_LEV | PR_TITLE);
        creature_ptr->window |= (PW_PLAYER);
        handle_stuff(creature_ptr);
    }

    bool level_reward = FALSE;
    bool level_mutation = FALSE;
    bool level_inc_stat = FALSE;
    while ((creature_ptr->lev < PY_MAX_LEVEL)
        && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
        creature_ptr->lev++;
        if (creature_ptr->lev > creature_ptr->max_plv) {
            creature_ptr->max_plv = creature_ptr->lev;

            if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
                level_reward = TRUE;
            }
            if (creature_ptr->prace == RACE_BEASTMAN) {
                if (one_in_(5))
                    level_mutation = TRUE;
            }
            level_inc_stat = TRUE;

            exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
        }

        sound(SOUND_LEVEL);
        msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
        creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
        creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
        creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
        creature_ptr->level_up_message = TRUE;
        handle_stuff(creature_ptr);

        creature_ptr->level_up_message = FALSE;
        if (level_inc_stat) {
            if (!(creature_ptr->max_plv % 10)) {
                int choice;
                screen_save();
                while (TRUE) {
                    int n;
                    char tmp[32];

                    cnv_stat(creature_ptr->stat_max[0], tmp);
                    prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
                    cnv_stat(creature_ptr->stat_max[1], tmp);
                    prt(format(_("        b) 知能 (現在値 %s)", "        b) Int (cur %s)"), tmp), 3, 14);
                    cnv_stat(creature_ptr->stat_max[2], tmp);
                    prt(format(_("        c) 賢さ (現在値 %s)", "        c) Wis (cur %s)"), tmp), 4, 14);
                    cnv_stat(creature_ptr->stat_max[3], tmp);
                    prt(format(_("        d) 器用 (現在値 %s)", "        d) Dex (cur %s)"), tmp), 5, 14);
                    cnv_stat(creature_ptr->stat_max[4], tmp);
                    prt(format(_("        e) 耐久 (現在値 %s)", "        e) Con (cur %s)"), tmp), 6, 14);
                    cnv_stat(creature_ptr->stat_max[5], tmp);
                    prt(format(_("        f) 魅力 (現在値 %s)", "        f) Chr (cur %s)"), tmp), 7, 14);

                    prt("", 8, 14);
                    prt(_("        どの能力値を上げますか？", "        Which stat do you want to raise?"), 1, 14);

                    while (TRUE) {
                        choice = inkey();
                        if ((choice >= 'a') && (choice <= 'f'))
                            break;
                    }
                    for (n = 0; n < A_MAX; n++)
                        if (n != choice - 'a')
                            prt("", n + 2, 14);
                    if (get_check(_("よろしいですか？", "Are you sure? ")))
                        break;
                }
                do_inc_stat(creature_ptr, choice - 'a');
                screen_load();
            } else if (!(creature_ptr->max_plv % 2))
                do_inc_stat(creature_ptr, randint0(6));
        }

        if (level_mutation) {
            msg_print(_("あなたは変わった気がする...", "You feel different..."));
            (void)gain_mutation(creature_ptr, 0);
            level_mutation = FALSE;
        }

        /*
         * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
         * 呼ばれるので順番を最後にする。
         */
        if (level_reward) {
            gain_level_reward(creature_ptr, 0);
            level_reward = FALSE;
        }

        creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
        creature_ptr->redraw |= (PR_LEV | PR_TITLE);
        creature_ptr->window |= (PW_PLAYER | PW_SPELL);
        handle_stuff(creature_ptr);
    }

    if (old_lev != creature_ptr->lev)
        autopick_load_pref(creature_ptr, FALSE);
}

/*!
 * @brief 現在の修正後能力値を3～17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
 * @param val 能力値
 * @param out_val 出力先文字列ポインタ
 * @return なし
 */
void cnv_stat(int val, char *out_val)
{
    if (val <= 18) {
        sprintf(out_val, "    %2d", val);
        return;
    }

    int bonus = (val - 18);
    if (bonus >= 220) {
        sprintf(out_val, "18/%3s", "***");
    } else if (bonus >= 100) {
        sprintf(out_val, "18/%03d", bonus);
    } else {
        sprintf(out_val, " 18/%02d", bonus);
    }
}

/*!
 * @brief 能力値現在値から3～17及び18/xxx様式に基づく加減算を行う。
 * Modify a stat value by a "modifier", return new value
 * @param value 現在値
 * @param amount 加減算値
 * @return 加減算後の値
 * @details
 * <pre>
 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
 * Or even: 18/13, 18/23, 18/33, ..., 18/220
 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
 * Or even: 18/13, 18/03, 18, 17, ..., 3
 * </pre>
 */
s16b modify_stat_value(int value, int amount)
{
    if (amount > 0) {
        for (int i = 0; i < amount; i++) {
            if (value < 18)
                value++;
            else
                value += 10;
        }
    } else if (amount < 0) {
        for (int i = 0; i < (0 - amount); i++) {
            if (value >= 18 + 10)
                value -= 10;
            else if (value > 18)
                value = 18;
            else if (value > 3)
                value--;
        }
    }

    return (s16b)value;
}

/*!
 * @brief スコアを計算する /
 * Hack -- Calculates the total number of points earned		-JWT-
 * @return なし
 * @details
 */
long calc_score(player_type *creature_ptr)
{
    int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);

    int mult = 100;
    if (!preserve_mode)
        mult += 10;
    if (!autoroller)
        mult += 10;
    if (!smart_learn)
        mult -= 20;
    if (smart_cheat)
        mult += 30;
    if (ironman_shops)
        mult += 50;
    if (ironman_small_levels)
        mult += 10;
    if (ironman_empty_levels)
        mult += 20;
    if (!powerup_home)
        mult += 50;
    if (ironman_rooms)
        mult += 100;
    if (ironman_nightmare)
        mult += 100;

    if (mult < 5)
        mult = 5;

    DEPTH max_dl = 0;
    for (int i = 0; i < current_world_ptr->max_d_idx; i++)
        if (max_dlv[i] > max_dl)
            max_dl = max_dlv[i];

    u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
    u32b point_h = point_l / 0x10000L;
    point_l = point_l % 0x10000L;
    point_h *= mult;
    point_l *= mult;
    point_h += point_l / 0x10000L;
    point_l %= 0x10000L;

    point_l += ((point_h % 100) << 16);
    point_h /= 100;
    point_l /= 100;

    u32b point = (point_h << 16) + (point_l);
    if (creature_ptr->arena_number >= 0)
        point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));

    if (ironman_downward)
        point *= 2;
    if (creature_ptr->pclass == CLASS_BERSERKER) {
        if (creature_ptr->prace == RACE_SPECTRE)
            point = point / 5;
    }

    if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
        point = 1;
        if (current_world_ptr->total_winner)
            point = 2;
    }

    if (easy_band)
        point = (0 - point);

    return point;
}

void cheat_death(player_type *creature_ptr)
{
    if (creature_ptr->sc)
        creature_ptr->sc = creature_ptr->age = 0;
    creature_ptr->age++;

    current_world_ptr->noscore |= 0x0001;
    msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
    msg_print(NULL);

    (void)life_stream(creature_ptr, FALSE, FALSE);
    if (creature_ptr->pclass == CLASS_MAGIC_EATER) {
        int magic_idx;
        for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++) {
            creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
        }
        for (; magic_idx < EATER_EXT * 3; magic_idx++) {
            creature_ptr->magic_num1[magic_idx] = 0;
        }
    }

    creature_ptr->csp = creature_ptr->msp;
    creature_ptr->csp_frac = 0;
    if (creature_ptr->word_recall) {
        msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
        msg_print(NULL);
        creature_ptr->word_recall = 0;
        creature_ptr->redraw |= (PR_STATUS);
    }

    if (creature_ptr->alter_reality) {
        creature_ptr->alter_reality = 0;
        creature_ptr->redraw |= (PR_STATUS);
    }

    (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
    creature_ptr->is_dead = FALSE;
    (void)set_food(creature_ptr, PY_FOOD_MAX - 1);

    floor_type *floor_ptr = creature_ptr->current_floor_ptr;
    floor_ptr->dun_level = 0;
    floor_ptr->inside_arena = FALSE;
    creature_ptr->phase_out = FALSE;
    leaving_quest = 0;
    floor_ptr->inside_quest = 0;
    if (creature_ptr->dungeon_idx)
        creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
    creature_ptr->dungeon_idx = 0;
    if (lite_town || vanilla_town) {
        creature_ptr->wilderness_y = 1;
        creature_ptr->wilderness_x = 1;
        if (vanilla_town) {
            creature_ptr->oldpy = 10;
            creature_ptr->oldpx = 34;
        } else {
            creature_ptr->oldpy = 33;
            creature_ptr->oldpx = 131;
        }
    } else {
        creature_ptr->wilderness_y = 48;
        creature_ptr->wilderness_x = 5;
        creature_ptr->oldpy = 33;
        creature_ptr->oldpx = 131;
    }

    creature_ptr->wild_mode = FALSE;
    creature_ptr->leaving = TRUE;

    exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, _("                            しかし、生き返った。", "                            but revived."));

    leave_floor(creature_ptr);
    wipe_monsters_list(creature_ptr);
}

/*!
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @return 祝福状態ならばTRUE
 */
bool is_blessed(player_type *creature_ptr)
{
    return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
}

bool is_tim_esp(player_type *creature_ptr)
{
    return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
}

bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }

bool is_time_limit_esp(player_type *creature_ptr)
{
    return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
}

bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }

bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }

/*!
 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
 * @return なし
 */
void stop_singing(player_type *creature_ptr)
{
    if (creature_ptr->pclass != CLASS_BARD)
        return;

    /* Are there interupted song? */
    if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
        /* Forget interupted song */
        INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
        return;
    }

    /* The player is singing? */
    if (!SINGING_SONG_EFFECT(creature_ptr))
        return;

    /* Hack -- if called from set_action(), avoid recursive loop */
    if (creature_ptr->action == ACTION_SING)
        set_action(creature_ptr, ACTION_NONE);

    /* Message text of each song or etc. */
    exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);

    SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
    SINGING_SONG_ID(creature_ptr) = 0;
    creature_ptr->update |= (PU_BONUS);
    creature_ptr->redraw |= (PR_STATUS);
}

/*!
 * @brief 口を使う継続的な処理を中断する
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @return なし
 */
void stop_mouth(player_type *caster_ptr)
{
    if (music_singing_any(caster_ptr))
        stop_singing(caster_ptr);
    if (hex_spelling_any(caster_ptr))
        stop_hex_spell_all(caster_ptr);
}

/*!
 * @brief ペットの維持コスト計算
 * @return 維持コスト(%)
 */
PERCENTAGE calculate_upkeep(player_type *creature_ptr)
{
    MONSTER_IDX m_idx;
    bool have_a_unique = FALSE;
    DEPTH total_friend_levels = 0;

    total_friends = 0;

    for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
        monster_type *m_ptr;
        monster_race *r_ptr;

        m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
        if (!monster_is_valid(m_ptr))
            continue;
        r_ptr = &r_info[m_ptr->r_idx];

        if (is_pet(m_ptr)) {
            total_friends++;
            if (r_ptr->flags1 & RF1_UNIQUE) {
                if (creature_ptr->pclass == CLASS_CAVALRY) {
                    if (creature_ptr->riding == m_idx)
                        total_friend_levels += (r_ptr->level + 5) * 2;
                    else if (!have_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
                        total_friend_levels += (r_ptr->level + 5) * 7 / 2;
                    else
                        total_friend_levels += (r_ptr->level + 5) * 10;
                    have_a_unique = TRUE;
                } else
                    total_friend_levels += (r_ptr->level + 5) * 10;
            } else
                total_friend_levels += r_ptr->level;
        }
    }

    if (total_friends) {
        int upkeep_factor;
        upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
        if (upkeep_factor < 0)
            upkeep_factor = 0;
        if (upkeep_factor > 1000)
            upkeep_factor = 1000;
        return upkeep_factor;
    } else
        return 0;
}

bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }

bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }

bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }

bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }

bool is_echizen(player_type *creature_ptr)
{
    return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
}
