7 #include "player-move.h"
8 #include "player-status.h"
9 #include "player-effects.h"
10 #include "player-skill.h"
11 #include "player-race.h"
12 #include "player-class.h"
13 #include "player-personality.h"
15 #include "floor-events.h"
20 #include "spells-status.h"
22 #include "object-hook.h"
23 #include "object-ego.h"
25 #include "monster-status.h"
26 #include "monsterrace-hook.h"
29 #include "realm-hex.h"
30 #include "realm-song.h"
32 #include "cmd-spell.h"
34 #include "objectkind.h"
35 #include "monsterrace.h"
42 * @brief 能力値テーブル / Abbreviations of healthy stats
44 const concptr stat_names[6] =
47 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
49 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
55 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
57 const concptr stat_names_reduced[6] =
60 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
62 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
67 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
68 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
69 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
70 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
74 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
76 static concptr horror_desc[MAX_SAN_HORROR] =
132 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
134 static concptr funny_desc[MAX_SAN_FUNNY] =
195 * @var funny_comments
196 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
198 static concptr funny_comments[MAX_SAN_COMMENT] =
219 * @brief 基本必要経験値テーブル /
220 * Base experience levels, may be adjusted up for race and/or class
222 const s32b player_exp[PY_MAX_LEVEL] =
278 * @brief 基本必要強化値テーブル(アンドロイド専用)
280 const s32b player_exp_a[PY_MAX_LEVEL] =
336 * Return alignment title
338 concptr your_alignment(void)
340 if (p_ptr->align > 150) return _("大善", "Lawful");
341 else if (p_ptr->align > 50) return _("中善", "Good");
342 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
343 else if (p_ptr->align > -11) return _("中立", "Neutral");
344 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
345 else if (p_ptr->align > -151) return _("中悪", "Evil");
346 else return _("大悪", "Chaotic");
351 * Return proficiency level of weapons and misc. skills (except riding)
353 int weapon_exp_level(int weapon_exp)
355 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
356 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
357 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
358 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
359 else return EXP_LEVEL_MASTER;
364 * Return proficiency level of riding
366 int riding_exp_level(int riding_exp)
368 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
369 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
370 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
371 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
372 else return EXP_LEVEL_MASTER;
377 * Return proficiency level of spells
379 int spell_exp_level(int spell_exp)
381 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
382 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
383 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
384 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
385 else return EXP_LEVEL_MASTER;
389 * @brief プレイヤーの全ステータスを更新する /
390 * Calculate the players current "state", taking into account
391 * not only race/class intrinsics, but also objects being worn
392 * and temporary spell effects.
396 * See also calc_mana() and calc_hitpoints().
398 * Take note of the new "speed code", in particular, a very strong
399 * player will start slowing down as soon as he reaches 150 pounds,
400 * but not until he reaches 450 pounds will he be half as fast as
401 * a normal kobold. This both hurts and helps the player, hurts
402 * because in the old days a player could just avoid 300 pounds,
403 * and helps because now carrying 300 pounds is not very painful.
405 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
406 * damage, since that would affect non-combat things. These values
407 * are actually added in later, at the appropriate place.
409 * This function induces various "status" messages.
412 void calc_bonuses(void)
416 int default_hand = 0;
417 int empty_hands_status = empty_hands(TRUE);
420 BIT_FLAGS flgs[TR_FLAG_SIZE];
422 bool yoiyami = FALSE;
423 bool down_saving = FALSE;
426 bool have_dd_s = FALSE, have_dd_t = FALSE;
428 bool have_sw = FALSE, have_kabe = FALSE;
429 bool easy_2weapon = FALSE;
430 bool riding_levitation = FALSE;
431 OBJECT_IDX this_o_idx, next_o_idx = 0;
432 const player_race *tmp_rp_ptr;
434 /* Save the old vision stuff */
435 bool old_telepathy = p_ptr->telepathy;
436 bool old_esp_animal = p_ptr->esp_animal;
437 bool old_esp_undead = p_ptr->esp_undead;
438 bool old_esp_demon = p_ptr->esp_demon;
439 bool old_esp_orc = p_ptr->esp_orc;
440 bool old_esp_troll = p_ptr->esp_troll;
441 bool old_esp_giant = p_ptr->esp_giant;
442 bool old_esp_dragon = p_ptr->esp_dragon;
443 bool old_esp_human = p_ptr->esp_human;
444 bool old_esp_evil = p_ptr->esp_evil;
445 bool old_esp_good = p_ptr->esp_good;
446 bool old_esp_nonliving = p_ptr->esp_nonliving;
447 bool old_esp_unique = p_ptr->esp_unique;
448 bool old_see_inv = p_ptr->see_inv;
449 bool old_mighty_throw = p_ptr->mighty_throw;
451 /* Current feature under player. */
452 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
454 /* Save the old armor class */
455 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
456 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
459 /* Clear extra blows/shots */
460 extra_blows[0] = extra_blows[1] = 0;
462 /* Clear the stat modifiers */
463 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
466 /* Clear the Displayed/Real armor class */
467 p_ptr->dis_ac = p_ptr->ac = 0;
469 /* Clear the Displayed/Real Bonuses */
470 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
471 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
472 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
473 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
474 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
475 p_ptr->dis_to_a = p_ptr->to_a = 0;
479 p_ptr->to_m_chance = 0;
481 /* Clear the Extra Dice Bonuses */
482 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
483 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
485 /* Start with "normal" speed */
488 /* Start with a single blow per current_world_ptr->game_turn */
489 p_ptr->num_blow[0] = 1;
490 p_ptr->num_blow[1] = 1;
492 /* Start with a single shot per current_world_ptr->game_turn */
493 p_ptr->num_fire = 100;
495 /* Reset the "xtra" tval */
496 p_ptr->tval_xtra = 0;
498 /* Reset the "ammo" tval */
499 p_ptr->tval_ammo = 0;
501 /* Clear all the flags */
503 p_ptr->bless_blade = FALSE;
504 p_ptr->xtra_might = FALSE;
505 p_ptr->impact[0] = FALSE;
506 p_ptr->impact[1] = FALSE;
507 p_ptr->pass_wall = FALSE;
508 p_ptr->kill_wall = FALSE;
509 p_ptr->dec_mana = FALSE;
510 p_ptr->easy_spell = FALSE;
511 p_ptr->heavy_spell = FALSE;
512 p_ptr->see_inv = FALSE;
513 p_ptr->free_act = FALSE;
514 p_ptr->slow_digest = FALSE;
515 p_ptr->regenerate = FALSE;
516 p_ptr->can_swim = FALSE;
517 p_ptr->levitation = FALSE;
518 p_ptr->hold_exp = FALSE;
519 p_ptr->telepathy = FALSE;
520 p_ptr->esp_animal = FALSE;
521 p_ptr->esp_undead = FALSE;
522 p_ptr->esp_demon = FALSE;
523 p_ptr->esp_orc = FALSE;
524 p_ptr->esp_troll = FALSE;
525 p_ptr->esp_giant = FALSE;
526 p_ptr->esp_dragon = FALSE;
527 p_ptr->esp_human = FALSE;
528 p_ptr->esp_evil = FALSE;
529 p_ptr->esp_good = FALSE;
530 p_ptr->esp_nonliving = FALSE;
531 p_ptr->esp_unique = FALSE;
533 p_ptr->sustain_str = FALSE;
534 p_ptr->sustain_int = FALSE;
535 p_ptr->sustain_wis = FALSE;
536 p_ptr->sustain_con = FALSE;
537 p_ptr->sustain_dex = FALSE;
538 p_ptr->sustain_chr = FALSE;
539 p_ptr->resist_acid = FALSE;
540 p_ptr->resist_elec = FALSE;
541 p_ptr->resist_fire = FALSE;
542 p_ptr->resist_cold = FALSE;
543 p_ptr->resist_pois = FALSE;
544 p_ptr->resist_conf = FALSE;
545 p_ptr->resist_sound = FALSE;
546 p_ptr->resist_lite = FALSE;
547 p_ptr->resist_dark = FALSE;
548 p_ptr->resist_chaos = FALSE;
549 p_ptr->resist_disen = FALSE;
550 p_ptr->resist_shard = FALSE;
551 p_ptr->resist_nexus = FALSE;
552 p_ptr->resist_blind = FALSE;
553 p_ptr->resist_neth = FALSE;
554 p_ptr->resist_time = FALSE;
555 p_ptr->resist_water = FALSE;
556 p_ptr->resist_fear = FALSE;
557 p_ptr->reflect = FALSE;
558 p_ptr->sh_fire = FALSE;
559 p_ptr->sh_elec = FALSE;
560 p_ptr->sh_cold = FALSE;
561 p_ptr->anti_magic = FALSE;
562 p_ptr->anti_tele = FALSE;
563 p_ptr->warning = FALSE;
564 p_ptr->mighty_throw = FALSE;
565 p_ptr->see_nocto = FALSE;
567 p_ptr->immune_acid = FALSE;
568 p_ptr->immune_elec = FALSE;
569 p_ptr->immune_fire = FALSE;
570 p_ptr->immune_cold = FALSE;
572 p_ptr->ryoute = FALSE;
573 p_ptr->migite = FALSE;
574 p_ptr->hidarite = FALSE;
575 p_ptr->no_flowed = FALSE;
577 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
578 else tmp_rp_ptr = &race_info[p_ptr->prace];
580 /* Base infravision (purely racial) */
581 p_ptr->see_infra = tmp_rp_ptr->infra;
583 /* Base skill -- disarming */
584 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
586 /* Base skill -- magic devices */
587 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
589 /* Base skill -- saving throw */
590 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
592 /* Base skill -- stealth */
593 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
595 /* Base skill -- searching ability */
596 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
598 /* Base skill -- searching frequency */
599 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
601 /* Base skill -- combat (normal) */
602 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
604 /* Base skill -- combat (shooting) */
605 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
607 /* Base skill -- combat (throwing) */
608 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
610 /* Base skill -- digging */
611 p_ptr->skill_dig = 0;
613 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
614 if (has_melee_weapon(INVEN_LARM))
616 p_ptr->hidarite = TRUE;
617 if (!p_ptr->migite) default_hand = 1;
620 if (CAN_TWO_HANDS_WIELDING())
622 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
623 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
625 p_ptr->ryoute = TRUE;
627 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
628 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
630 p_ptr->ryoute = TRUE;
634 switch (p_ptr->pclass)
637 case CLASS_FORCETRAINER:
638 case CLASS_BERSERKER:
639 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
641 p_ptr->migite = TRUE;
642 p_ptr->ryoute = TRUE;
649 if (!p_ptr->migite && !p_ptr->hidarite)
651 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
652 else if (empty_hands_status == EMPTY_HAND_LARM)
654 p_ptr->hidarite = TRUE;
659 if (p_ptr->special_defense & KAMAE_MASK)
661 if (!(empty_hands_status & EMPTY_HAND_RARM))
663 set_action(ACTION_NONE);
667 switch (p_ptr->pclass)
670 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
671 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
674 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
676 case CLASS_CHAOS_WARRIOR:
677 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
678 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
680 case CLASS_MINDCRAFTER:
681 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
682 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
683 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
684 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
687 case CLASS_FORCETRAINER:
688 /* Unencumbered Monks become faster every 10 levels */
689 if (!(heavy_armor()))
691 if (!(prace_is_(RACE_KLACKON) ||
692 prace_is_(RACE_SPRITE) ||
693 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
694 new_speed += (p_ptr->lev) / 10;
696 /* Free action if unencumbered at level 25 */
698 p_ptr->free_act = TRUE;
703 p_ptr->dis_to_a -= 50;
706 p_ptr->resist_sound = TRUE;
709 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
711 case CLASS_BERSERKER:
713 p_ptr->sustain_str = TRUE;
714 p_ptr->sustain_dex = TRUE;
715 p_ptr->sustain_con = TRUE;
716 p_ptr->regenerate = TRUE;
717 p_ptr->free_act = TRUE;
719 if (p_ptr->lev > 29) new_speed++;
720 if (p_ptr->lev > 39) new_speed++;
721 if (p_ptr->lev > 44) new_speed++;
722 if (p_ptr->lev > 49) new_speed++;
723 p_ptr->to_a += 10 + p_ptr->lev / 2;
724 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
725 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
726 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
727 p_ptr->redraw |= PR_STATUS;
729 case CLASS_MIRROR_MASTER:
730 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
733 /* Unencumbered Ninjas become faster every 10 levels */
736 new_speed -= (p_ptr->lev) / 10;
737 p_ptr->skill_stl -= (p_ptr->lev) / 10;
739 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
740 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
743 if (!(prace_is_(RACE_KLACKON) ||
744 prace_is_(RACE_SPRITE) ||
745 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
746 new_speed += (p_ptr->lev) / 10;
747 p_ptr->skill_stl += (p_ptr->lev) / 10;
749 /* Free action if unencumbered at level 25 */
751 p_ptr->free_act = TRUE;
753 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
754 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
756 p_ptr->to_a += p_ptr->lev / 2 + 5;
757 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
759 p_ptr->slow_digest = TRUE;
760 p_ptr->resist_fear = TRUE;
761 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
762 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
763 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
766 p_ptr->oppose_pois = 1;
767 p_ptr->redraw |= PR_STATUS;
769 p_ptr->see_nocto = TRUE;
774 if (p_ptr->mimic_form)
776 switch (p_ptr->mimic_form)
779 p_ptr->hold_exp = TRUE;
780 p_ptr->resist_chaos = TRUE;
781 p_ptr->resist_neth = TRUE;
782 p_ptr->resist_fire = TRUE;
783 p_ptr->oppose_fire = 1;
784 p_ptr->see_inv = TRUE;
786 p_ptr->redraw |= PR_STATUS;
788 p_ptr->dis_to_a += 10;
790 case MIMIC_DEMON_LORD:
791 p_ptr->hold_exp = TRUE;
792 p_ptr->resist_chaos = TRUE;
793 p_ptr->resist_neth = TRUE;
794 p_ptr->immune_fire = TRUE;
795 p_ptr->resist_acid = TRUE;
796 p_ptr->resist_fire = TRUE;
797 p_ptr->resist_cold = TRUE;
798 p_ptr->resist_elec = TRUE;
799 p_ptr->resist_pois = TRUE;
800 p_ptr->resist_conf = TRUE;
801 p_ptr->resist_disen = TRUE;
802 p_ptr->resist_nexus = TRUE;
803 p_ptr->resist_fear = TRUE;
804 p_ptr->sh_fire = TRUE;
805 p_ptr->see_inv = TRUE;
806 p_ptr->telepathy = TRUE;
807 p_ptr->levitation = TRUE;
808 p_ptr->kill_wall = TRUE;
811 p_ptr->dis_to_a += 20;
814 p_ptr->resist_dark = TRUE;
815 p_ptr->hold_exp = TRUE;
816 p_ptr->resist_neth = TRUE;
817 p_ptr->resist_cold = TRUE;
818 p_ptr->resist_pois = TRUE;
819 p_ptr->see_inv = TRUE;
822 p_ptr->dis_to_a += 10;
823 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
829 switch (p_ptr->prace)
832 p_ptr->resist_lite = TRUE;
835 p_ptr->hold_exp = TRUE;
838 p_ptr->free_act = TRUE;
841 p_ptr->resist_blind = TRUE;
844 p_ptr->resist_dark = TRUE;
846 case RACE_HALF_TROLL:
847 p_ptr->sustain_str = TRUE;
851 /* High level trolls heal fast... */
852 p_ptr->regenerate = TRUE;
854 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
856 p_ptr->slow_digest = TRUE;
857 /* Let's not make Regeneration
858 * a disadvantage for the poor warriors who can
859 * never learn a spell that satisfies hunger (actually
860 * neither can rogues, but half-trolls are not
861 * supposed to play rogues) */
866 p_ptr->sustain_con = TRUE;
867 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
870 p_ptr->resist_lite = TRUE;
871 p_ptr->see_inv = TRUE;
874 p_ptr->resist_fear = TRUE;
877 p_ptr->resist_dark = TRUE;
878 p_ptr->sustain_str = TRUE;
880 case RACE_HALF_GIANT:
881 p_ptr->sustain_str = TRUE;
882 p_ptr->resist_shard = TRUE;
884 case RACE_HALF_TITAN:
885 p_ptr->resist_chaos = TRUE;
888 p_ptr->resist_sound = TRUE;
891 p_ptr->resist_acid = TRUE;
892 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
895 p_ptr->resist_conf = TRUE;
896 p_ptr->resist_acid = TRUE;
898 /* Klackons become faster */
899 new_speed += (p_ptr->lev) / 10;
902 p_ptr->resist_pois = TRUE;
905 p_ptr->resist_disen = TRUE;
906 p_ptr->resist_dark = TRUE;
909 p_ptr->resist_dark = TRUE;
910 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
913 p_ptr->levitation = TRUE;
914 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
915 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
916 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
917 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
918 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
920 case RACE_MIND_FLAYER:
921 p_ptr->sustain_int = TRUE;
922 p_ptr->sustain_wis = TRUE;
923 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
924 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
927 p_ptr->resist_fire = TRUE;
928 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
931 p_ptr->slow_digest = TRUE;
932 p_ptr->free_act = TRUE;
933 p_ptr->see_inv = TRUE;
934 p_ptr->resist_pois = TRUE;
935 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
938 p_ptr->resist_shard = TRUE;
939 p_ptr->hold_exp = TRUE;
940 p_ptr->see_inv = TRUE;
941 p_ptr->resist_pois = TRUE;
942 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
945 p_ptr->resist_neth = TRUE;
946 p_ptr->hold_exp = TRUE;
947 p_ptr->see_inv = TRUE;
948 p_ptr->resist_pois = TRUE;
949 p_ptr->slow_digest = TRUE;
950 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
953 p_ptr->resist_dark = TRUE;
954 p_ptr->hold_exp = TRUE;
955 p_ptr->resist_neth = TRUE;
956 p_ptr->resist_cold = TRUE;
957 p_ptr->resist_pois = TRUE;
958 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
961 p_ptr->levitation = TRUE;
962 p_ptr->free_act = TRUE;
963 p_ptr->resist_neth = TRUE;
964 p_ptr->hold_exp = TRUE;
965 p_ptr->see_inv = TRUE;
966 p_ptr->resist_pois = TRUE;
967 p_ptr->slow_digest = TRUE;
968 p_ptr->resist_cold = TRUE;
969 p_ptr->pass_wall = TRUE;
970 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
973 p_ptr->levitation = TRUE;
974 p_ptr->resist_lite = TRUE;
976 /* Sprites become faster */
977 new_speed += (p_ptr->lev) / 10;
980 p_ptr->resist_conf = TRUE;
981 p_ptr->resist_sound = TRUE;
984 /* Ents dig like maniacs, but only with their hands. */
985 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
986 p_ptr->skill_dig += p_ptr->lev * 10;
987 /* Ents get tougher and stronger as they age, but lose dexterity. */
988 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
989 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
990 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
992 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
993 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
994 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
996 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
997 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
998 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
1001 p_ptr->levitation = TRUE;
1002 p_ptr->see_inv = TRUE;
1005 p_ptr->resist_fire = TRUE;
1006 p_ptr->resist_neth = TRUE;
1007 p_ptr->hold_exp = TRUE;
1008 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1009 if (p_ptr->lev > 44)
1011 p_ptr->oppose_fire = 1;
1012 p_ptr->redraw |= PR_STATUS;
1016 p_ptr->sustain_con = TRUE;
1019 p_ptr->levitation = TRUE;
1022 p_ptr->resist_conf = TRUE;
1025 p_ptr->slow_digest = TRUE;
1026 p_ptr->free_act = TRUE;
1027 p_ptr->resist_pois = TRUE;
1028 p_ptr->hold_exp = TRUE;
1031 p_ptr->resist_water = TRUE;
1039 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1041 p_ptr->see_inv = TRUE;
1042 p_ptr->free_act = TRUE;
1043 p_ptr->slow_digest = TRUE;
1044 p_ptr->regenerate = TRUE;
1045 p_ptr->levitation = TRUE;
1046 p_ptr->hold_exp = TRUE;
1047 p_ptr->telepathy = TRUE;
1049 p_ptr->sustain_str = TRUE;
1050 p_ptr->sustain_int = TRUE;
1051 p_ptr->sustain_wis = TRUE;
1052 p_ptr->sustain_con = TRUE;
1053 p_ptr->sustain_dex = TRUE;
1054 p_ptr->sustain_chr = TRUE;
1055 p_ptr->resist_acid = TRUE;
1056 p_ptr->resist_elec = TRUE;
1057 p_ptr->resist_fire = TRUE;
1058 p_ptr->resist_cold = TRUE;
1059 p_ptr->resist_pois = TRUE;
1060 p_ptr->resist_conf = TRUE;
1061 p_ptr->resist_sound = TRUE;
1062 p_ptr->resist_lite = TRUE;
1063 p_ptr->resist_dark = TRUE;
1064 p_ptr->resist_chaos = TRUE;
1065 p_ptr->resist_disen = TRUE;
1066 p_ptr->resist_shard = TRUE;
1067 p_ptr->resist_nexus = TRUE;
1068 p_ptr->resist_blind = TRUE;
1069 p_ptr->resist_neth = TRUE;
1070 p_ptr->resist_fear = TRUE;
1071 p_ptr->reflect = TRUE;
1072 p_ptr->sh_fire = TRUE;
1073 p_ptr->sh_elec = TRUE;
1074 p_ptr->sh_cold = TRUE;
1076 p_ptr->dis_to_a += 100;
1078 /* Temporary shield */
1079 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1082 p_ptr->dis_to_a += 50;
1085 if (p_ptr->tim_res_nether)
1087 p_ptr->resist_neth = TRUE;
1089 if (p_ptr->tim_sh_fire)
1091 p_ptr->sh_fire = TRUE;
1093 if (p_ptr->tim_res_time)
1095 p_ptr->resist_time = TRUE;
1099 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1101 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1102 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1103 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1105 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1107 p_ptr->to_m_chance += 5;
1108 p_ptr->resist_conf = TRUE;
1112 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1114 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1116 p_ptr->resist_blind = TRUE;
1117 p_ptr->resist_conf = TRUE;
1118 p_ptr->hold_exp = TRUE;
1119 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1121 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1122 /* Munchkin become faster */
1123 new_speed += (p_ptr->lev) / 10 + 5;
1126 if (music_singing(MUSIC_WALL))
1128 p_ptr->kill_wall = TRUE;
1131 /* Hack -- apply racial/class stat maxes */
1132 /* Apply the racial modifiers */
1133 for (i = 0; i < A_MAX; i++)
1135 /* Modify the stats for "race" */
1136 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1140 /* I'm adding the mutations here for the lack of a better place... */
1143 /* Hyper Strength */
1144 if (p_ptr->muta3 & MUT3_HYPER_STR)
1146 p_ptr->stat_add[A_STR] += 4;
1150 if (p_ptr->muta3 & MUT3_PUNY)
1152 p_ptr->stat_add[A_STR] -= 4;
1155 /* Living computer */
1156 if (p_ptr->muta3 & MUT3_HYPER_INT)
1158 p_ptr->stat_add[A_INT] += 4;
1159 p_ptr->stat_add[A_WIS] += 4;
1163 if (p_ptr->muta3 & MUT3_MORONIC)
1165 p_ptr->stat_add[A_INT] -= 4;
1166 p_ptr->stat_add[A_WIS] -= 4;
1169 if (p_ptr->muta3 & MUT3_RESILIENT)
1171 p_ptr->stat_add[A_CON] += 4;
1174 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1176 p_ptr->stat_add[A_CON] += 2;
1180 if (p_ptr->muta3 & MUT3_ALBINO)
1182 p_ptr->stat_add[A_CON] -= 4;
1185 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1187 p_ptr->stat_add[A_CON] -= 2;
1188 p_ptr->stat_add[A_CHR] -= 1;
1189 p_ptr->regenerate = FALSE;
1190 /* Cancel innate regeneration */
1193 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1195 p_ptr->stat_add[A_CHR] -= 4;
1198 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1200 p_ptr->stat_add[A_CHR] -= 1;
1203 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1205 p_ptr->skill_fos += 15;
1206 p_ptr->skill_srh += 15;
1209 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1211 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1214 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1216 p_ptr->skill_stl -= 3;
1219 if (p_ptr->muta3 & MUT3_INFRAVIS)
1221 p_ptr->see_infra += 3;
1224 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1229 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1234 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1236 p_ptr->sh_elec = TRUE;
1239 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1241 p_ptr->sh_fire = TRUE;
1245 if (p_ptr->muta3 & MUT3_WART_SKIN)
1247 p_ptr->stat_add[A_CHR] -= 2;
1249 p_ptr->dis_to_a += 5;
1252 if (p_ptr->muta3 & MUT3_SCALES)
1254 p_ptr->stat_add[A_CHR] -= 1;
1256 p_ptr->dis_to_a += 10;
1259 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1261 p_ptr->stat_add[A_DEX] -= 1;
1263 p_ptr->dis_to_a += 25;
1266 if (p_ptr->muta3 & MUT3_WINGS)
1268 p_ptr->levitation = TRUE;
1271 if (p_ptr->muta3 & MUT3_FEARLESS)
1273 p_ptr->resist_fear = TRUE;
1276 if (p_ptr->muta3 & MUT3_REGEN)
1278 p_ptr->regenerate = TRUE;
1281 if (p_ptr->muta3 & MUT3_ESP)
1283 p_ptr->telepathy = TRUE;
1286 if (p_ptr->muta3 & MUT3_LIMBER)
1288 p_ptr->stat_add[A_DEX] += 3;
1291 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1293 p_ptr->stat_add[A_DEX] -= 3;
1296 if (p_ptr->muta3 & MUT3_MOTION)
1298 p_ptr->free_act = TRUE;
1299 p_ptr->skill_stl += 1;
1302 if (p_ptr->muta3 & MUT3_ILL_NORM)
1304 p_ptr->stat_add[A_CHR] = 0;
1308 if (p_ptr->tsuyoshi)
1310 p_ptr->stat_add[A_STR] += 4;
1311 p_ptr->stat_add[A_CON] += 4;
1314 /* Scan the usable p_ptr->inventory_list */
1315 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1317 int bonus_to_h, bonus_to_d;
1318 o_ptr = &p_ptr->inventory_list[i];
1319 if (!o_ptr->k_idx) continue;
1321 object_flags(o_ptr, flgs);
1323 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1324 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1327 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1328 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1329 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1330 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1331 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1332 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1334 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1336 /* Affect stealth */
1337 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1339 /* Affect searching ability (factor of five) */
1340 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1342 /* Affect searching frequency (factor of five) */
1343 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1345 /* Affect infravision */
1346 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1348 /* Affect digging (factor of 20) */
1349 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1352 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1355 if (have_flag(flgs, TR_BLOWS))
1357 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1358 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1359 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1362 /* Hack -- cause earthquakes */
1363 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1366 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1367 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1368 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1369 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1370 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1371 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1372 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1373 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1374 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1375 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1376 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1377 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1378 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1379 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1380 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1381 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1382 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1383 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1384 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1385 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1386 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1387 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1388 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1389 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1390 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1391 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1392 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1393 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1394 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1395 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1396 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1397 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1398 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1399 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1400 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1402 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1403 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1404 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1405 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1406 if (have_flag(flgs, TR_WARNING)) {
1407 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1408 p_ptr->warning = TRUE;
1411 if (have_flag(flgs, TR_TELEPORT))
1413 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1416 concptr insc = quark_str(o_ptr->inscription);
1418 if (o_ptr->inscription && my_strchr(insc, '.'))
1421 * {.} will stop random teleportation.
1426 /* Controlled random teleportation */
1427 p_ptr->cursed |= TRC_TELEPORT_SELF;
1432 /* Immunity flags */
1433 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1434 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1435 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1436 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1438 /* Resistance flags */
1439 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1440 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1441 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1442 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1443 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1444 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1445 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1446 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1447 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1448 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1449 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1450 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1451 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1452 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1453 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1454 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1456 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1457 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1458 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1459 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1460 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1461 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1464 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1465 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1466 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1467 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1468 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1469 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1471 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1472 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1473 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1474 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1475 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1476 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1477 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1479 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1481 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1483 p_ptr->to_m_chance += 10;
1487 p_ptr->to_m_chance += 3;
1491 if (o_ptr->tval == TV_CAPTURE) continue;
1493 /* Modify the base armor class */
1494 p_ptr->ac += o_ptr->ac;
1496 /* The base armor class is always known */
1497 p_ptr->dis_ac += o_ptr->ac;
1499 /* Apply the bonuses to armor class */
1500 p_ptr->to_a += o_ptr->to_a;
1502 /* Apply the mental bonuses to armor class, if known */
1503 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1505 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1507 int slot = i - INVEN_RARM;
1510 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1512 p_ptr->to_h[slot] -= 15;
1513 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1517 p_ptr->to_h[slot] -= 5;
1518 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1523 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1525 p_ptr->to_h_b -= 15;
1526 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1531 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1536 if (o_ptr->curse_flags & TRC_LOW_AC)
1538 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1541 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1546 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1550 /* Hack -- do not apply "weapon" bonuses */
1551 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1552 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1554 /* Hack -- do not apply "bow" bonuses */
1555 if (i == INVEN_BOW) continue;
1557 bonus_to_h = o_ptr->to_h;
1558 bonus_to_d = o_ptr->to_d;
1560 if (p_ptr->pclass == CLASS_NINJA)
1562 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1563 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1566 /* To Bow and Natural attack */
1568 /* Apply the bonuses to hit/damage */
1569 p_ptr->to_h_b += (s16b)bonus_to_h;
1570 p_ptr->to_h_m += (s16b)bonus_to_h;
1571 p_ptr->to_d_m += (s16b)bonus_to_d;
1573 /* Apply the mental bonuses tp hit/damage, if known */
1574 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1577 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1579 /* Apply the bonuses to hit/damage */
1580 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1581 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1583 /* Apply the mental bonuses tp hit/damage, if known */
1584 if (object_is_known(o_ptr))
1586 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1587 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1590 else if (p_ptr->migite && p_ptr->hidarite)
1592 /* Apply the bonuses to hit/damage */
1593 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1594 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1595 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1596 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1598 /* Apply the mental bonuses tp hit/damage, if known */
1599 if (object_is_known(o_ptr))
1601 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1602 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1603 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1604 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1609 /* Apply the bonuses to hit/damage */
1610 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1611 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1613 /* Apply the mental bonuses to hit/damage, if known */
1614 if (object_is_known(o_ptr))
1616 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1617 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1622 /* Shield skill bonus */
1623 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1625 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1626 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1629 if (old_mighty_throw != p_ptr->mighty_throw)
1631 /* Redraw average damege display of Shuriken */
1632 p_ptr->window |= PW_INVEN;
1635 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1637 /* Monks get extra ac for armour _not worn_ */
1638 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1640 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1642 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1643 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1645 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1647 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1648 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1650 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1652 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1653 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1655 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1657 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1658 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1660 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1662 p_ptr->to_a += (p_ptr->lev / 2);
1663 p_ptr->dis_to_a += (p_ptr->lev / 2);
1665 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1667 p_ptr->to_a += (p_ptr->lev / 3);
1668 p_ptr->dis_to_a += (p_ptr->lev / 3);
1670 if (p_ptr->special_defense & KAMAE_BYAKKO)
1672 p_ptr->stat_add[A_STR] += 2;
1673 p_ptr->stat_add[A_DEX] += 2;
1674 p_ptr->stat_add[A_CON] -= 3;
1676 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1679 else if (p_ptr->special_defense & KAMAE_GENBU)
1681 p_ptr->stat_add[A_INT] -= 1;
1682 p_ptr->stat_add[A_WIS] -= 1;
1683 p_ptr->stat_add[A_DEX] -= 2;
1684 p_ptr->stat_add[A_CON] += 3;
1686 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1688 p_ptr->stat_add[A_STR] -= 2;
1689 p_ptr->stat_add[A_INT] += 1;
1690 p_ptr->stat_add[A_WIS] += 1;
1691 p_ptr->stat_add[A_DEX] += 2;
1692 p_ptr->stat_add[A_CON] -= 2;
1696 if (p_ptr->special_defense & KATA_KOUKIJIN)
1698 for (i = 0; i < A_MAX; i++)
1699 p_ptr->stat_add[i] += 5;
1701 p_ptr->dis_to_a -= 50;
1704 /* Hack -- aura of fire also provides light */
1705 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1707 /* Golems also get an intrinsic AC bonus */
1708 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1710 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1711 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1715 if (p_ptr->realm1 == REALM_HEX)
1717 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1718 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1719 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1720 if (hex_spelling(HEX_BUILDING))
1722 p_ptr->stat_add[A_STR] += 4;
1723 p_ptr->stat_add[A_DEX] += 4;
1724 p_ptr->stat_add[A_CON] += 4;
1726 if (hex_spelling(HEX_DEMON_AURA))
1728 p_ptr->sh_fire = TRUE;
1729 p_ptr->regenerate = TRUE;
1731 if (hex_spelling(HEX_ICE_ARMOR))
1733 p_ptr->sh_cold = TRUE;
1735 p_ptr->dis_to_a += 30;
1737 if (hex_spelling(HEX_SHOCK_CLOAK))
1739 p_ptr->sh_elec = TRUE;
1742 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1744 ARMOUR_CLASS ac = 0;
1745 o_ptr = &p_ptr->inventory_list[i];
1746 if (!o_ptr->k_idx) continue;
1747 if (!object_is_armour(o_ptr)) continue;
1748 if (!object_is_cursed(o_ptr)) continue;
1750 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1751 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1752 p_ptr->to_a += (s16b)ac;
1753 p_ptr->dis_to_a += (s16b)ac;
1757 /* Calculate stats */
1758 for (i = 0; i < A_MAX; i++)
1762 /* Extract the new "stat_use" value for the stat */
1763 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1765 /* Notice changes */
1766 if (p_ptr->stat_top[i] != top)
1768 /* Save the new value */
1769 p_ptr->stat_top[i] = (s16b)top;
1770 p_ptr->redraw |= (PR_STATS);
1771 p_ptr->window |= (PW_PLAYER);
1775 /* Extract the new "stat_use" value for the stat */
1776 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1778 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1780 /* 10 to 18/90 charisma, guaranteed, based on level */
1781 if (use < 8 + 2 * p_ptr->lev)
1783 use = 8 + 2 * p_ptr->lev;
1787 /* Notice changes */
1788 if (p_ptr->stat_use[i] != use)
1790 /* Save the new value */
1791 p_ptr->stat_use[i] = (s16b)use;
1792 p_ptr->redraw |= (PR_STATS);
1793 p_ptr->window |= (PW_PLAYER);
1797 /* Values: 3, 4, ..., 17 */
1798 if (use <= 18) ind = (use - 3);
1800 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1801 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1803 /* Range: 18/220+ */
1806 /* Notice changes */
1807 if (p_ptr->stat_ind[i] != ind)
1809 /* Save the new index */
1810 p_ptr->stat_ind[i] = (s16b)ind;
1812 /* Change in CON affects Hitpoints */
1815 p_ptr->update |= (PU_HP);
1818 /* Change in INT may affect Mana/Spells */
1819 else if (i == A_INT)
1821 if (mp_ptr->spell_stat == A_INT)
1823 p_ptr->update |= (PU_MANA | PU_SPELLS);
1827 /* Change in WIS may affect Mana/Spells */
1828 else if (i == A_WIS)
1830 if (mp_ptr->spell_stat == A_WIS)
1832 p_ptr->update |= (PU_MANA | PU_SPELLS);
1836 /* Change in WIS may affect Mana/Spells */
1837 else if (i == A_CHR)
1839 if (mp_ptr->spell_stat == A_CHR)
1841 p_ptr->update |= (PU_MANA | PU_SPELLS);
1845 p_ptr->window |= (PW_PLAYER);
1850 /* Apply temporary "stun" */
1851 if (p_ptr->stun > 50)
1853 p_ptr->to_h[0] -= 20;
1854 p_ptr->to_h[1] -= 20;
1855 p_ptr->to_h_b -= 20;
1856 p_ptr->to_h_m -= 20;
1857 p_ptr->dis_to_h[0] -= 20;
1858 p_ptr->dis_to_h[1] -= 20;
1859 p_ptr->dis_to_h_b -= 20;
1860 p_ptr->to_d[0] -= 20;
1861 p_ptr->to_d[1] -= 20;
1862 p_ptr->to_d_m -= 20;
1863 p_ptr->dis_to_d[0] -= 20;
1864 p_ptr->dis_to_d[1] -= 20;
1866 else if (p_ptr->stun)
1868 p_ptr->to_h[0] -= 5;
1869 p_ptr->to_h[1] -= 5;
1872 p_ptr->dis_to_h[0] -= 5;
1873 p_ptr->dis_to_h[1] -= 5;
1874 p_ptr->dis_to_h_b -= 5;
1875 p_ptr->to_d[0] -= 5;
1876 p_ptr->to_d[1] -= 5;
1878 p_ptr->dis_to_d[0] -= 5;
1879 p_ptr->dis_to_d[1] -= 5;
1883 if (p_ptr->wraith_form)
1885 p_ptr->reflect = TRUE;
1886 p_ptr->pass_wall = TRUE;
1889 if (p_ptr->kabenuke)
1891 p_ptr->pass_wall = TRUE;
1894 /* Temporary blessing */
1898 p_ptr->dis_to_a += 5;
1899 p_ptr->to_h[0] += 10;
1900 p_ptr->to_h[1] += 10;
1901 p_ptr->to_h_b += 10;
1902 p_ptr->to_h_m += 10;
1903 p_ptr->dis_to_h[0] += 10;
1904 p_ptr->dis_to_h[1] += 10;
1905 p_ptr->dis_to_h_b += 10;
1908 if (p_ptr->magicdef)
1910 p_ptr->resist_blind = TRUE;
1911 p_ptr->resist_conf = TRUE;
1912 p_ptr->reflect = TRUE;
1913 p_ptr->free_act = TRUE;
1914 p_ptr->levitation = TRUE;
1917 /* Temporary "Hero" */
1920 p_ptr->to_h[0] += 12;
1921 p_ptr->to_h[1] += 12;
1922 p_ptr->to_h_b += 12;
1923 p_ptr->to_h_m += 12;
1924 p_ptr->dis_to_h[0] += 12;
1925 p_ptr->dis_to_h[1] += 12;
1926 p_ptr->dis_to_h_b += 12;
1929 /* Temporary "Beserk" */
1932 p_ptr->to_h[0] += 12;
1933 p_ptr->to_h[1] += 12;
1934 p_ptr->to_h_b -= 12;
1935 p_ptr->to_h_m += 12;
1936 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1937 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1938 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1939 p_ptr->dis_to_h[0] += 12;
1940 p_ptr->dis_to_h[1] += 12;
1941 p_ptr->dis_to_h_b -= 12;
1942 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1943 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1945 p_ptr->dis_to_a -= 10;
1946 p_ptr->skill_stl -= 7;
1947 p_ptr->skill_dev -= 20;
1948 p_ptr->skill_sav -= 30;
1949 p_ptr->skill_srh -= 15;
1950 p_ptr->skill_fos -= 15;
1951 p_ptr->skill_tht -= 20;
1952 p_ptr->skill_dig += 30;
1955 /* Temporary "fast" */
1961 /* Temporary "slow" */
1967 /* Temporary "telepathy" */
1970 p_ptr->telepathy = TRUE;
1973 if (p_ptr->ele_immune)
1975 if (p_ptr->special_defense & DEFENSE_ACID)
1976 p_ptr->immune_acid = TRUE;
1977 else if (p_ptr->special_defense & DEFENSE_ELEC)
1978 p_ptr->immune_elec = TRUE;
1979 else if (p_ptr->special_defense & DEFENSE_FIRE)
1980 p_ptr->immune_fire = TRUE;
1981 else if (p_ptr->special_defense & DEFENSE_COLD)
1982 p_ptr->immune_cold = TRUE;
1985 /* Temporary see invisible */
1986 if (p_ptr->tim_invis)
1988 p_ptr->see_inv = TRUE;
1991 /* Temporary infravision boost */
1992 if (p_ptr->tim_infra)
1994 p_ptr->see_infra += 3;
1997 /* Temporary regeneration boost */
1998 if (p_ptr->tim_regen)
2000 p_ptr->regenerate = TRUE;
2003 /* Temporary levitation */
2004 if (p_ptr->tim_levitation)
2006 p_ptr->levitation = TRUE;
2009 /* Temporary reflection */
2010 if (p_ptr->tim_reflect)
2012 p_ptr->reflect = TRUE;
2015 /* Hack -- Hero/Shero -> Res fear */
2016 if (IS_HERO() || p_ptr->shero)
2018 p_ptr->resist_fear = TRUE;
2022 /* Hack -- Telepathy Change */
2023 if (p_ptr->telepathy != old_telepathy)
2025 p_ptr->update |= (PU_MONSTERS);
2028 if ((p_ptr->esp_animal != old_esp_animal) ||
2029 (p_ptr->esp_undead != old_esp_undead) ||
2030 (p_ptr->esp_demon != old_esp_demon) ||
2031 (p_ptr->esp_orc != old_esp_orc) ||
2032 (p_ptr->esp_troll != old_esp_troll) ||
2033 (p_ptr->esp_giant != old_esp_giant) ||
2034 (p_ptr->esp_dragon != old_esp_dragon) ||
2035 (p_ptr->esp_human != old_esp_human) ||
2036 (p_ptr->esp_evil != old_esp_evil) ||
2037 (p_ptr->esp_good != old_esp_good) ||
2038 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2039 (p_ptr->esp_unique != old_esp_unique))
2041 p_ptr->update |= (PU_MONSTERS);
2044 /* Hack -- See Invis Change */
2045 if (p_ptr->see_inv != old_see_inv)
2047 p_ptr->update |= (PU_MONSTERS);
2050 /* Bloating slows the player down (a little) */
2051 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2053 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2055 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2056 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2058 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2059 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2062 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2064 int penalty1, penalty2;
2065 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2066 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2067 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2069 penalty1 = penalty1 / 2 - 5;
2070 penalty2 = penalty2 / 2 - 5;
2073 p_ptr->dis_to_a += 10;
2077 if (penalty1 > 0) penalty1 /= 2;
2078 if (penalty2 > 0) penalty2 /= 2;
2080 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2082 penalty1 = MAX(0, penalty1 - 10);
2083 penalty2 = MAX(0, penalty2 - 10);
2085 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2087 penalty1 = MIN(0, penalty1);
2088 penalty2 = MIN(0, penalty2);
2090 p_ptr->dis_to_a += 10;
2094 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2096 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2099 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2100 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2101 p_ptr->to_h[0] -= (s16b)penalty1;
2102 p_ptr->to_h[1] -= (s16b)penalty2;
2103 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2104 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2107 /* Extract the current weight (in tenth pounds) */
2108 j = p_ptr->total_weight;
2112 /* Extract the "weight limit" (in tenth pounds) */
2113 i = (int)weight_limit();
2117 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2118 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2119 SPEED speed = riding_m_ptr->mspeed;
2121 if (riding_m_ptr->mspeed > 110)
2123 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2124 if (new_speed < 110) new_speed = 110;
2130 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2131 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2132 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2133 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2134 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2136 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2137 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2139 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2141 /* Extract the "weight limit" */
2142 i = 1500 + riding_r_ptr->level * 25;
2145 /* Apply "encumbrance" from weight */
2146 if (j > i) new_speed -= ((j - i) / (i / 5));
2148 /* Searching slows the player down */
2149 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2152 if (p_ptr->prace == RACE_MERFOLK)
2154 if (have_flag(f_ptr->flags, FF_WATER))
2156 new_speed += (2 + p_ptr->lev / 10);
2158 else if (!p_ptr->levitation)
2165 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2166 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2167 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2168 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2169 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2170 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2171 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2172 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2173 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2174 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2175 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2176 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2177 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2179 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2180 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2181 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2182 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2183 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2184 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2185 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2186 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2187 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2188 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2191 /* Obtain the "hold" value */
2192 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2195 /* Examine the "current bow" */
2196 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2198 /* It is hard to carholdry a heavy bow */
2199 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2200 if (p_ptr->heavy_shoot)
2202 /* Hard to wield a heavy bow */
2203 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2204 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2207 /* Compute "extra shots" if needed */
2210 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2212 /* Apply special flags */
2213 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2216 p_ptr->num_fire = calc_num_fire(o_ptr);
2218 /* Snipers love Cross bows */
2219 if ((p_ptr->pclass == CLASS_SNIPER) &&
2220 (p_ptr->tval_ammo == TV_BOLT))
2222 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2223 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2228 if (p_ptr->ryoute) hold *= 2;
2230 for (i = 0; i < 2; i++)
2232 /* Examine the "main weapon" */
2233 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2235 object_flags(o_ptr, flgs);
2237 /* Assume not heavy */
2238 p_ptr->heavy_wield[i] = FALSE;
2239 p_ptr->icky_wield[i] = FALSE;
2240 p_ptr->riding_wield[i] = FALSE;
2242 if (!has_melee_weapon(INVEN_RARM + i))
2244 p_ptr->num_blow[i] = 1;
2247 /* It is hard to hold a heavy weapon */
2248 if (hold < o_ptr->weight / 10)
2250 /* Hard to wield a heavy weapon */
2251 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2252 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2255 p_ptr->heavy_wield[i] = TRUE;
2257 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2259 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2262 p_ptr->dis_to_a += 5;
2265 /* Normal weapons */
2266 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2268 int str_index, dex_index;
2270 int num = 0, wgt = 0, mul = 0, div = 0;
2272 /* Analyze the class */
2273 switch (p_ptr->pclass)
2276 num = 6; wgt = 70; mul = 5; break;
2278 case CLASS_BERSERKER:
2279 num = 6; wgt = 70; mul = 7; break;
2282 case CLASS_HIGH_MAGE:
2283 case CLASS_BLUE_MAGE:
2284 num = 3; wgt = 100; mul = 2; break;
2287 case CLASS_MAGIC_EATER:
2288 case CLASS_MINDCRAFTER:
2289 num = 5; wgt = 100; mul = 3; break;
2292 num = 5; wgt = 40; mul = 3; break;
2295 num = 5; wgt = 70; mul = 4; break;
2299 num = 5; wgt = 70; mul = 4; break;
2302 num = 5; wgt = 150; mul = 5; break;
2304 case CLASS_WARRIOR_MAGE:
2305 case CLASS_RED_MAGE:
2306 num = 5; wgt = 70; mul = 3; break;
2308 case CLASS_CHAOS_WARRIOR:
2309 num = 5; wgt = 70; mul = 4; break;
2312 num = 5; wgt = 60; mul = 3; break;
2315 num = 4; wgt = 100; mul = 3; break;
2317 case CLASS_IMITATOR:
2318 num = 5; wgt = 70; mul = 4; break;
2320 case CLASS_BEASTMASTER:
2321 num = 5; wgt = 70; mul = 3; break;
2324 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2325 else { num = 5; wgt = 100; mul = 3; }
2328 case CLASS_SORCERER:
2329 num = 1; wgt = 1; mul = 1; break;
2334 num = 4; wgt = 70; mul = 2; break;
2336 case CLASS_FORCETRAINER:
2337 num = 4; wgt = 60; mul = 2; break;
2339 case CLASS_MIRROR_MASTER:
2340 num = 3; wgt = 100; mul = 3; break;
2343 num = 4; wgt = 20; mul = 1; break;
2346 /* Hex - extra mights gives +1 bonus to max blows */
2347 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2349 /* Enforce a minimum "weight" (tenth pounds) */
2350 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2352 /* Access the strength vs weight */
2353 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2355 if (p_ptr->ryoute && !omoi) str_index++;
2356 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2359 if (str_index > 11) str_index = 11;
2361 /* Index by dexterity */
2362 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2365 if (dex_index > 11) dex_index = 11;
2367 /* Use the blows table */
2368 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2371 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2373 /* Add in the "bonus blows" */
2374 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2377 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2378 else if (p_ptr->pclass == CLASS_BERSERKER)
2380 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2382 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2384 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2386 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2389 /* Require at least one blow */
2390 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2392 /* Boost digging skill by weapon weight */
2393 p_ptr->skill_dig += (o_ptr->weight / 10);
2397 /* Priest weapon penalty for non-blessed edged weapons */
2398 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2399 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2401 /* Reduce the real bonuses */
2402 p_ptr->to_h[i] -= 2;
2403 p_ptr->to_d[i] -= 2;
2405 /* Reduce the mental bonuses */
2406 p_ptr->dis_to_h[i] -= 2;
2407 p_ptr->dis_to_d[i] -= 2;
2410 p_ptr->icky_wield[i] = TRUE;
2412 else if (p_ptr->pclass == CLASS_BERSERKER)
2414 p_ptr->to_h[i] += p_ptr->lev / 5;
2415 p_ptr->to_d[i] += p_ptr->lev / 6;
2416 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2417 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2418 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2420 p_ptr->to_h[i] += p_ptr->lev / 5;
2421 p_ptr->to_d[i] += p_ptr->lev / 6;
2422 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2423 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2426 else if (p_ptr->pclass == CLASS_SORCERER)
2428 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2430 /* Reduce the real bonuses */
2431 p_ptr->to_h[i] -= 200;
2432 p_ptr->to_d[i] -= 200;
2434 /* Reduce the mental bonuses */
2435 p_ptr->dis_to_h[i] -= 200;
2436 p_ptr->dis_to_d[i] -= 200;
2439 p_ptr->icky_wield[i] = TRUE;
2443 /* Reduce the real bonuses */
2444 p_ptr->to_h[i] -= 30;
2445 p_ptr->to_d[i] -= 10;
2447 /* Reduce the mental bonuses */
2448 p_ptr->dis_to_h[i] -= 30;
2449 p_ptr->dis_to_d[i] -= 10;
2453 if (p_ptr->realm1 == REALM_HEX)
2455 if (object_is_cursed(o_ptr))
2457 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2458 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2459 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2460 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2461 if (hex_spelling(HEX_RUNESWORD))
2463 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2464 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2465 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2471 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2473 p_ptr->to_h[i] += 15;
2474 p_ptr->dis_to_h[i] += 15;
2475 p_ptr->to_dd[i] += 2;
2477 else if (!(have_flag(flgs, TR_RIDING)))
2480 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2486 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2488 if (penalty < 30) penalty = 30;
2490 p_ptr->to_h[i] -= (s16b)penalty;
2491 p_ptr->dis_to_h[i] -= (s16b)penalty;
2494 p_ptr->riding_wield[i] = TRUE;
2503 p_ptr->riding_ryoute = FALSE;
2505 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2506 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2508 switch (p_ptr->pclass)
2511 case CLASS_FORCETRAINER:
2512 case CLASS_BERSERKER:
2513 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2514 p_ptr->riding_ryoute = TRUE;
2519 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2521 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2525 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2527 if (penalty < 30) penalty = 30;
2529 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2530 p_ptr->to_h_b -= (s16b)penalty;
2531 p_ptr->dis_to_h_b -= (s16b)penalty;
2534 /* Different calculation for monks with empty hands */
2535 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2536 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2538 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2539 p_ptr->num_blow[0] = 0;
2541 if (p_ptr->pclass == CLASS_FORCETRAINER)
2543 if (blow_base > 18) p_ptr->num_blow[0]++;
2544 if (blow_base > 31) p_ptr->num_blow[0]++;
2545 if (blow_base > 44) p_ptr->num_blow[0]++;
2546 if (blow_base > 58) p_ptr->num_blow[0]++;
2549 p_ptr->to_d[0] += P_PTR_KI / 5;
2550 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2555 if (blow_base > 12) p_ptr->num_blow[0]++;
2556 if (blow_base > 22) p_ptr->num_blow[0]++;
2557 if (blow_base > 31) p_ptr->num_blow[0]++;
2558 if (blow_base > 39) p_ptr->num_blow[0]++;
2559 if (blow_base > 46) p_ptr->num_blow[0]++;
2560 if (blow_base > 53) p_ptr->num_blow[0]++;
2561 if (blow_base > 59) p_ptr->num_blow[0]++;
2564 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2565 p_ptr->num_blow[0] /= 2;
2568 p_ptr->to_h[0] += (p_ptr->lev / 3);
2569 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2571 p_ptr->to_d[0] += (p_ptr->lev / 6);
2572 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2575 if (p_ptr->special_defense & KAMAE_BYAKKO)
2578 p_ptr->dis_to_a -= 40;
2581 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2584 p_ptr->dis_to_a -= 50;
2585 p_ptr->resist_acid = TRUE;
2586 p_ptr->resist_fire = TRUE;
2587 p_ptr->resist_elec = TRUE;
2588 p_ptr->resist_cold = TRUE;
2589 p_ptr->resist_pois = TRUE;
2590 p_ptr->sh_fire = TRUE;
2591 p_ptr->sh_elec = TRUE;
2592 p_ptr->sh_cold = TRUE;
2593 p_ptr->levitation = TRUE;
2595 else if (p_ptr->special_defense & KAMAE_GENBU)
2597 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2598 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2599 p_ptr->reflect = TRUE;
2600 p_ptr->num_blow[0] -= 2;
2601 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2602 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2604 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2606 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2607 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2609 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2610 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2611 p_ptr->num_blow[0] /= 2;
2612 p_ptr->levitation = TRUE;
2615 p_ptr->num_blow[0] += 1 + extra_blows[0];
2618 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2620 p_ptr->monk_armour_aux = FALSE;
2624 p_ptr->monk_armour_aux = TRUE;
2627 for (i = 0; i < 2; i++)
2629 if (has_melee_weapon(INVEN_RARM + i))
2631 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2632 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2634 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2635 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2636 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2638 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2640 p_ptr->to_h[i] -= 40;
2641 p_ptr->dis_to_h[i] -= 40;
2642 p_ptr->icky_wield[i] = TRUE;
2645 else if (p_ptr->pclass == CLASS_NINJA)
2647 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2649 p_ptr->to_h[i] -= 40;
2650 p_ptr->dis_to_h[i] -= 40;
2651 p_ptr->icky_wield[i] = TRUE;
2652 p_ptr->num_blow[i] /= 2;
2653 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2659 /* Maximum speed is (+99). (internally it's 110 + 99) */
2660 /* Temporary lightspeed forces to be maximum speed */
2661 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2666 /* Minimum speed is (-99). (internally it's 110 - 99) */
2667 if (new_speed < 11) new_speed = 11;
2669 /* Display the speed (if needed) */
2670 if (p_ptr->pspeed != (byte)new_speed)
2672 p_ptr->pspeed = (byte)new_speed;
2673 p_ptr->redraw |= (PR_SPEED);
2678 if (p_ptr->to_a > (0 - p_ptr->ac))
2679 p_ptr->to_a = 0 - p_ptr->ac;
2680 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2681 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2684 /* Redraw armor (if needed) */
2685 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2687 p_ptr->redraw |= (PR_ARMOR);
2688 p_ptr->window |= (PW_PLAYER);
2691 if (p_ptr->ryoute && !omoi)
2693 int bonus_to_h = 0, bonus_to_d = 0;
2694 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2695 bonus_to_h = ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2697 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2698 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2699 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2700 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2703 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
2705 /* Affect Skill -- stealth (bonus one) */
2706 p_ptr->skill_stl += 1;
2708 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2710 /* Affect Skill -- disarming (DEX and INT) */
2711 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2712 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2714 /* Affect Skill -- magic devices (INT) */
2715 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2717 /* Affect Skill -- saving throw (WIS) */
2718 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2720 /* Affect Skill -- digging (STR) */
2721 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2723 /* Affect Skill -- disarming (Level, by Class) */
2724 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2726 /* Affect Skill -- magic devices (Level, by Class) */
2727 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2729 /* Affect Skill -- saving throw (Level, by Class) */
2730 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2732 /* Affect Skill -- stealth (Level, by Class) */
2733 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2735 /* Affect Skill -- search ability (Level, by Class) */
2736 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2738 /* Affect Skill -- search frequency (Level, by Class) */
2739 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2741 /* Affect Skill -- combat (normal) (Level, by Class) */
2742 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2744 /* Affect Skill -- combat (shooting) (Level, by Class) */
2745 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2747 /* Affect Skill -- combat (throwing) (Level, by Class) */
2748 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2751 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2753 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2754 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2757 /* Limit Skill -- stealth from 0 to 30 */
2758 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2759 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2761 /* Limit Skill -- digging from 1 up */
2762 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2764 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2766 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2768 if ((p_ptr->ult_res || p_ptr->resist_magic || p_ptr->magicdef) && (p_ptr->skill_sav < (95 + p_ptr->lev))) p_ptr->skill_sav = 95 + p_ptr->lev;
2770 if (down_saving) p_ptr->skill_sav /= 2;
2772 /* Hack -- Each elemental immunity includes resistance */
2773 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2774 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2775 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2776 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2779 /* Hack -- handle "xtra" mode */
2780 if (current_world_ptr->character_xtra) return;
2782 /* Take note when "heavy bow" changes */
2783 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2785 if (p_ptr->heavy_shoot)
2787 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."));
2789 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2791 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."));
2795 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."));
2799 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2802 for (i = 0; i < 2; i++)
2804 /* Take note when "heavy weapon" changes */
2805 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2807 if (p_ptr->heavy_wield[i])
2809 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."));
2811 else if (has_melee_weapon(INVEN_RARM + i))
2813 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2815 else if (p_ptr->heavy_wield[1 - i])
2817 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2821 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."));
2825 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2828 /* Take note when "heavy weapon" changes */
2829 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2831 if (p_ptr->riding_wield[i])
2833 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."));
2835 else if (!p_ptr->riding)
2837 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2839 else if (has_melee_weapon(INVEN_RARM + i))
2841 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2844 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2847 /* Take note when "illegal weapon" changes */
2848 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2850 if (p_ptr->icky_wield[i])
2852 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."));
2853 if (current_world_ptr->is_loading_now)
2855 chg_virtue(V_FAITH, -1);
2858 else if (has_melee_weapon(INVEN_RARM + i))
2860 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."));
2864 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."));
2868 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2872 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2874 if (p_ptr->riding_ryoute)
2877 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
2879 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2885 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
2887 msg_print("You began to control riding pet with one hand.");
2891 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2894 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2898 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."));
2899 if (current_world_ptr->is_loading_now)
2901 chg_virtue(V_HARMONY, -1);
2906 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2909 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2912 for (i = 0; i < INVEN_PACK; i++)
2915 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2916 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2918 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2919 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2922 for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2924 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2925 next_o_idx = o_ptr->next_o_idx;
2928 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2929 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2931 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2932 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2935 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2937 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2939 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2940 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2943 if (have_dd_t && ((p_ptr->realm1 == REALM_TRUMP) || (p_ptr->realm2 == REALM_TRUMP) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)))
2945 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2946 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2949 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2951 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2952 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2955 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2957 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2958 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2963 static void calc_alignment(void)
2967 int i, j, neutral[2];
2969 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2971 monster_type *m_ptr;
2972 monster_race *r_ptr;
2973 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2974 if (!monster_is_valid(m_ptr)) continue;
2975 r_ptr = &r_info[m_ptr->r_idx];
2979 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2980 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2984 if (p_ptr->mimic_form)
2986 switch (p_ptr->mimic_form)
2989 p_ptr->align -= 200;
2991 case MIMIC_DEMON_LORD:
2992 p_ptr->align -= 200;
2998 switch (p_ptr->prace)
3001 p_ptr->align += 200;
3004 p_ptr->align -= 200;
3009 for (i = 0; i < 2; i++)
3011 if (has_melee_weapon(INVEN_RARM + i))
3013 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
3017 /* Determine player alignment */
3018 for (i = 0, j = 0; i < 8; i++)
3020 switch (p_ptr->vir_types[i])
3023 p_ptr->align += p_ptr->virtues[i] * 2;
3033 p_ptr->align -= p_ptr->virtues[i];
3036 p_ptr->align += p_ptr->virtues[i];
3041 for (i = 0; i < j; i++)
3043 if (p_ptr->align > 0)
3045 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3046 if (p_ptr->align < 0) p_ptr->align = 0;
3048 else if (p_ptr->align < 0)
3050 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3051 if (p_ptr->align > 0) p_ptr->align = 0;
3057 * @brief プレイヤーの最大HPを計算する /
3058 * Calculate the players (maximal) hit points
3059 * Adjust current hitpoints if necessary
3063 static void calc_hitpoints(void)
3068 /* Un-inflate "half-hitpoint bonus per level" value */
3069 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3071 /* Calculate hitpoints */
3072 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3074 if (p_ptr->mimic_form)
3076 if (p_ptr->pclass == CLASS_SORCERER)
3077 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3079 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3080 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3083 if (p_ptr->pclass == CLASS_SORCERER)
3085 if (p_ptr->lev < 30)
3086 mhp = (mhp * (45 + p_ptr->lev) / 100);
3088 mhp = (mhp * 75 / 100);
3089 bonus = (bonus * 65 / 100);
3094 if (p_ptr->pclass == CLASS_BERSERKER)
3096 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3099 /* Always have at least one hitpoint per level */
3100 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3102 /* Factor in the hero / superhero settings */
3103 if (IS_HERO()) mhp += 10;
3104 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3105 if (p_ptr->tsuyoshi) mhp += 50;
3107 /* Factor in the hex spell settings */
3108 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3109 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3111 /* New maximum hitpoints */
3112 if (p_ptr->mhp != mhp)
3114 /* Enforce maximum */
3115 if (p_ptr->chp >= mhp)
3118 p_ptr->chp_frac = 0;
3122 /* レベルアップの時は上昇量を表示する */
3123 if (p_ptr->level_up_message && (mhp > p_ptr->mhp))
3125 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3128 /* Save the new max-hitpoints */
3131 /* Display hitpoints (later) */
3132 p_ptr->redraw |= (PR_HP);
3133 p_ptr->window |= (PW_PLAYER);
3138 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3141 * SWD: Experimental modification: multiple light sources have additive effect.
3143 static void calc_torch(void)
3148 BIT_FLAGS flgs[TR_FLAG_SIZE];
3150 /* Assume no light */
3151 p_ptr->cur_lite = 0;
3153 /* Loop through all wielded items */
3154 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3156 o_ptr = &p_ptr->inventory_list[i];
3157 /* Skip empty slots */
3158 if (!o_ptr->k_idx) continue;
3160 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3163 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3165 if (o_ptr->tval == TV_LITE)
3167 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3168 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3171 object_flags(o_ptr, flgs);
3173 /* calc the lite_radius */
3176 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3177 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3178 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3179 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3180 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3181 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3182 p_ptr->cur_lite += rad;
3185 /* max radius is 14 (was 5) without rewriting other code -- */
3186 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3187 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3188 p_ptr->cur_lite = 1;
3191 * check if the player doesn't have light radius,
3192 * but does weakly glow as an intrinsic.
3194 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3196 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3197 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3199 /* end experimental mods */
3201 /* Notice changes in the "lite radius" */
3202 if (p_ptr->old_lite != p_ptr->cur_lite)
3204 /* Hack -- PU_MON_LITE for monsters' darkness */
3205 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3207 /* Remember the old lite */
3208 p_ptr->old_lite = p_ptr->cur_lite;
3210 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3211 set_superstealth(FALSE);
3216 * @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。 /
3217 * Calculate number of spells player should have, and forget,
3218 * or remember, spells until that number is properly reflected.
3221 * Note that this function induces various "status" messages,
3222 * which must be bypasses until the character is created.
3224 static void calc_spells(void)
3226 int i, j, k, levels;
3228 int num_boukyaku = 0;
3230 const magic_type *s_ptr;
3236 /* Hack -- must be literate */
3237 if (!mp_ptr->spell_book) return;
3239 /* Hack -- wait for creation */
3240 if (!current_world_ptr->character_generated) return;
3242 /* Hack -- handle "xtra" mode */
3243 if (current_world_ptr->character_xtra) return;
3245 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3247 p_ptr->new_spells = 0;
3251 p = spell_category_name(mp_ptr->spell_book);
3253 /* Determine the number of spells allowed */
3254 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3256 /* Hack -- no negative spells */
3257 if (levels < 0) levels = 0;
3259 /* Extract total allowed spells */
3260 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3262 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3266 if (p_ptr->pclass == CLASS_SAMURAI)
3270 else if (p_ptr->realm2 == REALM_NONE)
3272 num_allowed = (num_allowed + 1) / 2;
3273 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3275 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3277 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3281 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3284 /* Count the number of spells we know */
3285 for (j = 0; j < 64; j++)
3287 /* Count known spells */
3289 (p_ptr->spell_forgotten1 & (1L << j)) :
3290 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3296 /* See how many spells we must forget or may learn */
3297 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3299 /* Forget spells which are too hard */
3300 for (i = 63; i >= 0; i--)
3302 /* Efficiency -- all done */
3303 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3305 /* Access the spell */
3306 j = p_ptr->spell_order[i];
3308 /* Skip non-spells */
3309 if (j >= 99) continue;
3313 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3316 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3318 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3321 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3323 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3325 /* Skip spells we are allowed to know */
3326 if (s_ptr->slevel <= p_ptr->lev) continue;
3330 (p_ptr->spell_learned1 & (1L << j)) :
3331 (p_ptr->spell_learned2 & (1L << (j - 32))))
3333 /* Mark as forgotten */
3336 p_ptr->spell_forgotten1 |= (1L << j);
3337 which = p_ptr->realm1;
3341 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3342 which = p_ptr->realm2;
3345 /* No longer known */
3348 p_ptr->spell_learned1 &= ~(1L << j);
3349 which = p_ptr->realm1;
3353 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3354 which = p_ptr->realm2;
3358 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3360 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3364 /* One more can be learned */
3365 p_ptr->new_spells++;
3370 /* Forget spells if we know too many spells */
3371 for (i = 63; i >= 0; i--)
3373 /* Stop when possible */
3374 if (p_ptr->new_spells >= 0) break;
3376 /* Efficiency -- all done */
3377 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3379 /* Get the (i+1)th spell learned */
3380 j = p_ptr->spell_order[i];
3382 /* Skip unknown spells */
3383 if (j >= 99) continue;
3385 /* Forget it (if learned) */
3387 (p_ptr->spell_learned1 & (1L << j)) :
3388 (p_ptr->spell_learned2 & (1L << (j - 32))))
3390 /* Mark as forgotten */
3393 p_ptr->spell_forgotten1 |= (1L << j);
3394 which = p_ptr->realm1;
3398 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3399 which = p_ptr->realm2;
3402 /* No longer known */
3405 p_ptr->spell_learned1 &= ~(1L << j);
3406 which = p_ptr->realm1;
3410 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3411 which = p_ptr->realm2;
3415 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3417 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3421 /* One more can be learned */
3422 p_ptr->new_spells++;
3427 /* Check for spells to remember */
3428 for (i = 0; i < 64; i++)
3430 /* None left to remember */
3431 if (p_ptr->new_spells <= 0) break;
3433 /* Efficiency -- all done */
3434 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3436 /* Get the next spell we learned */
3437 j = p_ptr->spell_order[i];
3439 /* Skip unknown spells */
3442 /* Access the spell */
3443 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3446 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3448 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3451 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3453 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3455 /* Skip spells we cannot remember */
3456 if (s_ptr->slevel > p_ptr->lev) continue;
3458 /* First set of spells */
3460 (p_ptr->spell_forgotten1 & (1L << j)) :
3461 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3463 /* No longer forgotten */
3466 p_ptr->spell_forgotten1 &= ~(1L << j);
3467 which = p_ptr->realm1;
3471 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3472 which = p_ptr->realm2;
3475 /* Known once more */
3478 p_ptr->spell_learned1 |= (1L << j);
3479 which = p_ptr->realm1;
3483 p_ptr->spell_learned2 |= (1L << (j - 32));
3484 which = p_ptr->realm2;
3488 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3490 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3494 /* One less can be learned */
3495 p_ptr->new_spells--;
3501 if (p_ptr->realm2 == REALM_NONE)
3503 /* Count spells that can be learned */
3504 for (j = 0; j < 32; j++)
3506 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3507 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3509 /* Skip spells we cannot remember */
3510 if (s_ptr->slevel > p_ptr->lev) continue;
3512 /* Skip spells we already know */
3513 if (p_ptr->spell_learned1 & (1L << j))
3522 if ((p_ptr->new_spells > k) &&
3523 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3525 p_ptr->new_spells = (s16b)k;
3529 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3531 /* Spell count changed */
3532 if (p_ptr->old_spells != p_ptr->new_spells)
3534 /* Message if needed */
3535 if (p_ptr->new_spells)
3538 if (p_ptr->new_spells < 10) {
3539 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3542 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3545 msg_format("You can learn %d more %s%s.",
3546 p_ptr->new_spells, p,
3547 (p_ptr->new_spells != 1) ? "s" : "");
3552 /* Save the new_spells value */
3553 p_ptr->old_spells = p_ptr->new_spells;
3555 /* Redraw Study Status */
3556 p_ptr->redraw |= (PR_STUDY);
3558 /* Redraw object recall */
3559 p_ptr->window |= (PW_OBJECT);
3564 * @brief プレイヤーの最大MPを計算する /
3565 * Calculate maximum mana. You do not need to know any spells.
3566 * Note that mana is lowered by heavy (or inappropriate) armor.
3569 * This function induces status messages.
3571 static void calc_mana(void)
3573 int msp, levels, cur_wgt, max_wgt;
3578 /* Hack -- Must be literate */
3579 if (!mp_ptr->spell_book) return;
3581 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3582 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3583 (p_ptr->pclass == CLASS_BLUE_MAGE))
3585 levels = p_ptr->lev;
3589 if (mp_ptr->spell_first > p_ptr->lev)
3594 /* Display mana later */
3595 p_ptr->redraw |= (PR_MANA);
3599 /* Extract "effective" player level */
3600 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3603 if (p_ptr->pclass == CLASS_SAMURAI)
3605 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3606 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3610 /* Extract total mana */
3611 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3613 /* Hack -- usually add one mana */
3616 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3618 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3620 /* Hack: High mages have a 25% mana bonus */
3621 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3623 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3626 /* Only mages are affected */
3627 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3629 BIT_FLAGS flgs[TR_FLAG_SIZE];
3631 /* Assume player is not encumbered by gloves */
3632 p_ptr->cumber_glove = FALSE;
3634 /* Get the gloves */
3635 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3637 /* Examine the gloves */
3638 object_flags(o_ptr, flgs);
3640 /* Normal gloves hurt mage-type spells */
3642 !(have_flag(flgs, TR_FREE_ACT)) &&
3643 !(have_flag(flgs, TR_DEC_MANA)) &&
3644 !(have_flag(flgs, TR_EASY_SPELL)) &&
3645 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3646 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3649 p_ptr->cumber_glove = TRUE;
3652 msp = (3 * msp) / 4;
3657 /* Assume player not encumbered by armor */
3658 p_ptr->cumber_armor = FALSE;
3660 /* Weigh the armor */
3662 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3663 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3664 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3665 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3666 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3667 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3668 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3670 /* Subtract a percentage of maximum mana. */
3671 switch (p_ptr->pclass)
3673 /* For these classes, mana is halved if armour
3674 * is 30 pounds over their weight limit. */
3676 case CLASS_HIGH_MAGE:
3677 case CLASS_BLUE_MAGE:
3679 case CLASS_FORCETRAINER:
3680 case CLASS_SORCERER:
3682 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3683 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3687 /* Mana halved if armour is 40 pounds over weight limit. */
3692 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3693 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3697 case CLASS_MINDCRAFTER:
3698 case CLASS_BEASTMASTER:
3699 case CLASS_MIRROR_MASTER:
3701 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3702 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3706 /* Mana halved if armour is 50 pounds over weight limit. */
3709 case CLASS_RED_MAGE:
3710 case CLASS_WARRIOR_MAGE:
3712 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3713 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3717 /* Mana halved if armour is 60 pounds over weight limit. */
3719 case CLASS_CHAOS_WARRIOR:
3721 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3722 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3726 /* For new classes created, but not yet added to this formula. */
3733 /* Determine the weight allowance */
3734 max_wgt = mp_ptr->spell_weight;
3736 /* Heavy armor penalizes mana by a percentage. -LM- */
3737 if ((cur_wgt - max_wgt) > 0)
3740 p_ptr->cumber_armor = TRUE;
3742 /* Subtract a percentage of maximum mana. */
3743 switch (p_ptr->pclass)
3745 /* For these classes, mana is halved if armour
3746 * is 30 pounds over their weight limit. */
3748 case CLASS_HIGH_MAGE:
3749 case CLASS_BLUE_MAGE:
3751 msp -= msp * (cur_wgt - max_wgt) / 600;
3755 /* Mana halved if armour is 40 pounds over weight limit. */
3757 case CLASS_MINDCRAFTER:
3758 case CLASS_BEASTMASTER:
3760 case CLASS_FORCETRAINER:
3762 case CLASS_MIRROR_MASTER:
3764 msp -= msp * (cur_wgt - max_wgt) / 800;
3768 case CLASS_SORCERER:
3770 msp -= msp * (cur_wgt - max_wgt) / 900;
3774 /* Mana halved if armour is 50 pounds over weight limit. */
3778 case CLASS_RED_MAGE:
3780 msp -= msp * (cur_wgt - max_wgt) / 1000;
3784 /* Mana halved if armour is 60 pounds over weight limit. */
3786 case CLASS_CHAOS_WARRIOR:
3787 case CLASS_WARRIOR_MAGE:
3789 msp -= msp * (cur_wgt - max_wgt) / 1200;
3795 p_ptr->cumber_armor = FALSE;
3799 /* For new classes created, but not yet added to this formula. */
3802 msp -= msp * (cur_wgt - max_wgt) / 800;
3808 /* Mana can never be negative */
3809 if (msp < 0) msp = 0;
3812 /* Maximum mana has changed */
3813 if (p_ptr->msp != msp)
3815 /* Enforce maximum */
3816 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3819 p_ptr->csp_frac = 0;
3823 /* レベルアップの時は上昇量を表示する */
3824 if (p_ptr->level_up_message && (msp > p_ptr->msp))
3826 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3832 /* Display mana later */
3833 p_ptr->redraw |= (PR_MANA);
3834 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3838 /* Hack -- handle "xtra" mode */
3839 if (current_world_ptr->character_xtra) return;
3841 /* Take note when "glove state" changes */
3842 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3844 if (p_ptr->cumber_glove)
3846 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."));
3850 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."));
3854 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3858 /* Take note when "armor state" changes */
3859 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3861 if (p_ptr->cumber_armor)
3863 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."));
3867 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."));
3871 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3876 * @brief 装備中の射撃武器の威力倍率を返す /
3877 * calcurate the fire rate of target object
3878 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3879 * @return 射撃倍率の値(100で1.00倍)
3881 s16b calc_num_fire(object_type *o_ptr)
3883 int extra_shots = 0;
3886 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3888 BIT_FLAGS flgs[TR_FLAG_SIZE];
3890 /* Scan the usable p_ptr->inventory_list */
3891 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3893 q_ptr = &p_ptr->inventory_list[i];
3894 if (!q_ptr->k_idx) continue;
3896 /* Do not apply current equip */
3897 if (i == INVEN_BOW) continue;
3899 object_flags(q_ptr, flgs);
3902 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3905 object_flags(o_ptr, flgs);
3906 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3908 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3912 num += (extra_shots * 100);
3914 /* Hack -- Rangers love Bows */
3915 if ((p_ptr->pclass == CLASS_RANGER) &&
3916 (tval_ammo == TV_ARROW))
3918 num += (p_ptr->lev * 4);
3921 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3922 (tval_ammo == TV_ARROW))
3924 num += (p_ptr->lev * 3);
3927 if (p_ptr->pclass == CLASS_ARCHER)
3929 if (tval_ammo == TV_ARROW)
3930 num += ((p_ptr->lev * 5) + 50);
3931 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3932 num += (p_ptr->lev * 4);
3936 * Addendum -- also "Reward" high level warriors,
3937 * with _any_ missile weapon -- TY
3939 if (p_ptr->pclass == CLASS_WARRIOR &&
3940 (tval_ammo <= TV_BOLT) &&
3941 (tval_ammo >= TV_SHOT))
3943 num += (p_ptr->lev * 2);
3945 if ((p_ptr->pclass == CLASS_ROGUE) &&
3946 (tval_ammo == TV_SHOT))
3948 num += (p_ptr->lev * 4);
3955 * @brief プレイヤーの所持重量制限を計算する /
3956 * Computes current weight limit.
3959 WEIGHT weight_limit(void)
3963 /* Weight limit based only on strength */
3964 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3965 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3967 /* Return the result */
3972 * @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 /
3973 * @param i 判定する手のID(右手:0 左手:1)
3974 * @return 持っているならばTRUE
3976 bool has_melee_weapon(int i)
3978 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3982 * @brief プレイヤーの現在開いている手の状態を返す
3983 * @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。
3984 * @return 開いている手のビットフラグ
3986 BIT_FLAGS16 empty_hands(bool riding_control)
3988 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3990 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3991 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3993 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3995 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3996 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
4004 * @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。
4005 * @return ペナルティが適用されるならばTRUE。
4007 bool heavy_armor(void)
4009 WEIGHT monk_arm_wgt = 0;
4011 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
4013 /* Weight the armor */
4014 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
4015 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
4016 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
4017 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
4018 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
4019 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
4020 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
4022 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
4026 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
4028 * @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。
4030 void update_creature(player_type *creature_ptr)
4032 if (!creature_ptr->update) return;
4034 /* Actually do auto-destroy */
4035 if (creature_ptr->update & (PU_AUTODESTROY))
4037 creature_ptr->update &= ~(PU_AUTODESTROY);
4038 autopick_delayed_alter();
4040 if (creature_ptr->update & (PU_COMBINE))
4042 creature_ptr->update &= ~(PU_COMBINE);
4046 /* Reorder the pack */
4047 if (creature_ptr->update & (PU_REORDER))
4049 creature_ptr->update &= ~(PU_REORDER);
4053 if (creature_ptr->update & (PU_BONUS))
4055 creature_ptr->update &= ~(PU_BONUS);
4060 if (creature_ptr->update & (PU_TORCH))
4062 creature_ptr->update &= ~(PU_TORCH);
4066 if (creature_ptr->update & (PU_HP))
4068 creature_ptr->update &= ~(PU_HP);
4072 if (creature_ptr->update & (PU_MANA))
4074 creature_ptr->update &= ~(PU_MANA);
4078 if (creature_ptr->update & (PU_SPELLS))
4080 creature_ptr->update &= ~(PU_SPELLS);
4084 /* Character is not ready yet, no screen updates */
4085 if (!current_world_ptr->character_generated) return;
4087 /* Character is in "icky" mode, no screen updates */
4088 if (current_world_ptr->character_icky) return;
4090 if (creature_ptr->update & (PU_UN_LITE))
4092 creature_ptr->update &= ~(PU_UN_LITE);
4096 if (creature_ptr->update & (PU_UN_VIEW))
4098 creature_ptr->update &= ~(PU_UN_VIEW);
4102 if (creature_ptr->update & (PU_VIEW))
4104 creature_ptr->update &= ~(PU_VIEW);
4108 if (creature_ptr->update & (PU_LITE))
4110 creature_ptr->update &= ~(PU_LITE);
4115 if (creature_ptr->update & (PU_FLOW))
4117 creature_ptr->update &= ~(PU_FLOW);
4121 if (creature_ptr->update & (PU_DISTANCE))
4123 creature_ptr->update &= ~(PU_DISTANCE);
4125 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4126 /* creature_ptr->update &= ~(PU_MONSTERS); */
4128 update_monsters(TRUE);
4131 if (creature_ptr->update & (PU_MON_LITE))
4133 creature_ptr->update &= ~(PU_MON_LITE);
4138 * Mega-Hack -- Delayed visual update
4139 * Only used if update_view(), update_lite() or update_mon_lite() was called
4141 if (creature_ptr->update & (PU_DELAY_VIS))
4143 creature_ptr->update &= ~(PU_DELAY_VIS);
4144 delayed_visual_update();
4147 if (creature_ptr->update & (PU_MONSTERS))
4149 creature_ptr->update &= ~(PU_MONSTERS);
4150 update_monsters(FALSE);
4155 * @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
4156 * @return 魔道書を一冊も持っていないならTRUEを返す
4158 bool player_has_no_spellbooks(void)
4163 for (i = 0; i < INVEN_PACK; i++)
4165 o_ptr = &p_ptr->inventory_list[i];
4166 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4169 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4171 o_ptr = ¤t_floor_ptr->o_list[i];
4172 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4178 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4180 creature_ptr->energy_use = (ENERGY)need_cost;
4183 void free_turn(player_type *creature_ptr)
4185 creature_ptr->energy_use = 0;
4189 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4192 * @return 配置に成功したらTRUE
4194 bool player_place(POSITION y, POSITION x)
4196 /* Paranoia XXX XXX */
4197 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4199 /* Save player location */
4208 * @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
4211 void wreck_the_pattern(void)
4215 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4217 if (pattern_type == PATTERN_TILE_WRECKED)
4219 /* Ruined already */
4223 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4224 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4226 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4227 to_ruin = randint1(45) + 35;
4231 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4233 if (pattern_tile(r_y, r_x) &&
4234 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4236 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4240 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4245 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4246 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4247 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
4250 void sanity_blast(monster_type *m_ptr, bool necro)
4254 if (p_ptr->inside_battle || !current_world_ptr->character_dungeon) return;
4256 if (!necro && m_ptr)
4258 GAME_TEXT m_name[MAX_NLEN];
4259 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4261 power = r_ptr->level / 2;
4263 monster_desc(m_name, m_ptr, 0);
4265 if (!(r_ptr->flags1 & RF1_UNIQUE))
4267 if (r_ptr->flags1 & RF1_FRIENDS)
4272 if (!current_world_ptr->is_loading_now)
4273 return; /* No effect yet, just loaded... */
4276 return; /* Cannot see it for some reason */
4278 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4282 return; /* Pet eldritch horrors are safe most of the time */
4284 if (randint1(100) > power) return;
4286 if (saving_throw(p_ptr->skill_sav - power))
4288 return; /* Save, no adverse effects */
4293 /* Something silly happens... */
4294 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4295 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4299 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4300 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4303 return; /* Never mind; we can't see it clearly enough */
4306 /* Something frightening happens... */
4307 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4308 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4310 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4312 /* Demon characters are unaffected */
4313 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4314 if (p_ptr->wizard) return;
4316 /* Undead characters are 50% likely to be unaffected */
4317 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4318 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4319 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4321 if (saving_throw(25 + p_ptr->lev)) return;
4326 monster_race *r_ptr;
4327 GAME_TEXT m_name[MAX_NLEN];
4330 get_mon_num_prep(get_nightmare, NULL);
4332 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4333 power = r_ptr->level + 10;
4334 desc = r_name + r_ptr->name;
4336 get_mon_num_prep(NULL, NULL);
4339 if (!(r_ptr->flags1 & RF1_UNIQUE))
4340 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4343 sprintf(m_name, "%s", desc);
4345 if (!(r_ptr->flags1 & RF1_UNIQUE))
4347 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4351 if (saving_throw(p_ptr->skill_sav * 100 / power))
4353 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4360 /* Something silly happens... */
4361 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4362 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4366 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4367 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4370 /* Never mind; we can't see it clearly enough */
4374 /* Something frightening happens... */
4375 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4376 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4378 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4380 if (!p_ptr->mimic_form)
4382 switch (p_ptr->prace)
4384 /* Demons may make a saving throw */
4387 if (saving_throw(20 + p_ptr->lev)) return;
4389 /* Undead may make a saving throw */
4394 if (saving_throw(10 + p_ptr->lev)) return;
4400 /* Demons may make a saving throw */
4401 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4403 if (saving_throw(20 + p_ptr->lev)) return;
4405 /* Undead may make a saving throw */
4406 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4408 if (saving_throw(10 + p_ptr->lev)) return;
4414 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
4417 if (saving_throw(p_ptr->skill_sav - power))
4423 (void)do_dec_stat(A_INT);
4424 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4427 (void)do_dec_stat(A_WIS);
4428 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4430 switch (randint1(21))
4433 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4435 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4437 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!"));
4441 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
4444 if (p_ptr->muta3 & MUT3_HYPER_INT)
4446 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
4447 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4449 p_ptr->muta3 |= MUT3_MORONIC;
4455 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4457 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4459 /* Duh, the following should never happen, but anyway... */
4460 if (p_ptr->muta3 & MUT3_FEARLESS)
4462 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
4463 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4466 p_ptr->muta2 |= MUT2_COWARDICE;
4472 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4474 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
4475 p_ptr->muta2 |= MUT2_HALLU;
4481 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4483 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
4484 p_ptr->muta2 |= MUT2_BERS_RAGE;
4494 if (!p_ptr->resist_conf)
4496 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4498 if (!p_ptr->free_act)
4500 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4502 if (!p_ptr->resist_chaos)
4504 (void)set_image(p_ptr->image + randint0(250) + 150);
4513 if (lose_all_info())
4514 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
4518 p_ptr->update |= PU_BONUS;
4524 * @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 /
4525 * Advance experience levels and print experience
4528 void check_experience(void)
4530 bool level_reward = FALSE;
4531 bool level_mutation = FALSE;
4532 bool level_inc_stat = FALSE;
4533 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4534 PLAYER_LEVEL old_lev = p_ptr->lev;
4536 /* Hack -- lower limit */
4537 if (p_ptr->exp < 0) p_ptr->exp = 0;
4538 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4539 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4541 /* Hack -- upper limit */
4542 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4543 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4544 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4546 /* Hack -- maintain "max" experience */
4547 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4549 /* Hack -- maintain "max max" experience */
4550 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4552 /* Redraw experience */
4553 p_ptr->redraw |= (PR_EXP);
4557 /* Lose levels while possible */
4558 while ((p_ptr->lev > 1) &&
4559 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4563 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4564 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4565 p_ptr->window |= (PW_PLAYER);
4570 /* Gain levels while possible */
4571 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4572 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4577 /* Save the highest level */
4578 if (p_ptr->lev > p_ptr->max_plv)
4580 p_ptr->max_plv = p_ptr->lev;
4582 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4583 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4585 level_reward = TRUE;
4587 if (p_ptr->prace == RACE_BEASTMAN)
4589 if (one_in_(5)) level_mutation = TRUE;
4591 level_inc_stat = TRUE;
4593 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4598 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4600 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4601 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4602 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4605 p_ptr->level_up_message = TRUE;
4608 p_ptr->level_up_message = FALSE;
4612 if (!(p_ptr->max_plv % 10))
4621 cnv_stat(p_ptr->stat_max[0], tmp);
4622 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4623 cnv_stat(p_ptr->stat_max[1], tmp);
4624 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4625 cnv_stat(p_ptr->stat_max[2], tmp);
4626 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4627 cnv_stat(p_ptr->stat_max[3], tmp);
4628 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4629 cnv_stat(p_ptr->stat_max[4], tmp);
4630 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4631 cnv_stat(p_ptr->stat_max[5], tmp);
4632 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4635 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4640 if ((choice >= 'a') && (choice <= 'f')) break;
4642 for (n = 0; n < A_MAX; n++)
4643 if (n != choice - 'a')
4645 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4647 do_inc_stat(choice - 'a');
4650 else if (!(p_ptr->max_plv % 2))
4651 do_inc_stat(randint0(6));
4656 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4657 (void)gain_mutation(p_ptr, 0);
4658 level_mutation = FALSE;
4662 * 報酬でレベルが上ると再帰的に check_experience() が
4667 gain_level_reward(0);
4668 level_reward = FALSE;
4671 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4672 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4673 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4677 /* Load an autopick preference file */
4678 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4682 * @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
4684 * @param out_val 出力先文字列ポインタ
4687 void cnv_stat(int val, char *out_val)
4692 int bonus = (val - 18);
4696 sprintf(out_val, "18/%3s", "***");
4698 else if (bonus >= 100)
4700 sprintf(out_val, "18/%03d", bonus);
4704 sprintf(out_val, " 18/%02d", bonus);
4711 sprintf(out_val, " %2d", val);
4716 * @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。
4717 * Modify a stat value by a "modifier", return new value
4719 * @param amount 加減算値
4723 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4724 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4725 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4726 * Or even: 18/13, 18/03, 18, 17, ..., 3
4729 s16b modify_stat_value(int value, int amount)
4736 /* Apply each point */
4737 for (i = 0; i < amount; i++)
4739 /* One point at a time */
4740 if (value < 18) value++;
4742 /* Ten "points" at a time */
4748 else if (amount < 0)
4750 /* Apply each point */
4751 for (i = 0; i < (0 - amount); i++)
4753 /* Ten points at a time */
4754 if (value >= 18 + 10) value -= 10;
4756 /* Hack -- prevent weirdness */
4757 else if (value > 18) value = 18;
4759 /* One point at a time */
4760 else if (value > 3) value--;
4764 /* Return new value */
4765 return (s16b)(value);
4771 * Hack -- Calculates the total number of points earned -JWT-
4775 long calc_score(void)
4779 u32b point, point_h, point_l;
4780 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4782 if (!preserve_mode) mult += 10;
4783 if (!autoroller) mult += 10;
4784 if (!smart_learn) mult -= 20;
4785 if (smart_cheat) mult += 30;
4786 if (ironman_shops) mult += 50;
4787 if (ironman_small_levels) mult += 10;
4788 if (ironman_empty_levels) mult += 20;
4789 if (!powerup_home) mult += 50;
4790 if (ironman_rooms) mult += 100;
4791 if (ironman_nightmare) mult += 100;
4793 if (mult < 5) mult = 5;
4795 for (i = 0; i < max_d_idx; i++)
4796 if (max_dlv[i] > max_dl)
4797 max_dl = max_dlv[i];
4799 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4800 point_h = point_l / 0x10000L;
4801 point_l = point_l % 0x10000L;
4804 point_h += point_l / 0x10000L;
4805 point_l %= 0x10000L;
4807 point_l += ((point_h % 100) << 16);
4811 point = (point_h << 16) + (point_l);
4812 if (p_ptr->arena_number >= 0)
4813 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4815 if (ironman_downward) point *= 2;
4816 if (p_ptr->pclass == CLASS_BERSERKER)
4818 if (p_ptr->prace == RACE_SPECTRE)
4822 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4825 if (p_ptr->total_winner) point = 2;
4827 if (easy_band) point = (0 - point);
4833 void cheat_death(player_type *creature_ptr)
4835 /* Mark social class, reset age, if needed */
4836 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
4839 creature_ptr->age++;
4842 creature_ptr->noscore |= 0x0001;
4844 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."));
4847 (void)life_stream(FALSE, FALSE);
4849 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4852 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
4854 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
4856 for (; magic_idx < EATER_EXT * 3; magic_idx++)
4858 creature_ptr->magic_num1[magic_idx] = 0;
4862 /* Restore spell points */
4863 creature_ptr->csp = creature_ptr->msp;
4864 creature_ptr->csp_frac = 0;
4866 /* Hack -- cancel recall */
4867 if (creature_ptr->word_recall)
4869 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
4872 /* Hack -- Prevent recall */
4873 creature_ptr->word_recall = 0;
4874 creature_ptr->redraw |= (PR_STATUS);
4877 /* Hack -- cancel alter */
4878 if (creature_ptr->alter_reality)
4880 /* Hack -- Prevent alter */
4881 creature_ptr->alter_reality = 0;
4882 creature_ptr->redraw |= (PR_STATUS);
4885 /* Note cause of death */
4886 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
4889 creature_ptr->is_dead = FALSE;
4891 /* Hack -- Prevent starvation */
4892 (void)set_food(PY_FOOD_MAX - 1);
4894 current_floor_ptr->dun_level = 0;
4895 creature_ptr->inside_arena = FALSE;
4896 creature_ptr->inside_battle = FALSE;
4898 creature_ptr->inside_quest = 0;
4899 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
4900 p_ptr->dungeon_idx = 0;
4901 if (lite_town || vanilla_town)
4903 creature_ptr->wilderness_y = 1;
4904 creature_ptr->wilderness_x = 1;
4907 creature_ptr->oldpy = 10;
4908 creature_ptr->oldpx = 34;
4912 creature_ptr->oldpy = 33;
4913 creature_ptr->oldpx = 131;
4918 creature_ptr->wilderness_y = 48;
4919 creature_ptr->wilderness_x = 5;
4920 creature_ptr->oldpy = 33;
4921 creature_ptr->oldpx = 131;
4923 creature_ptr->wild_mode = FALSE;
4924 creature_ptr->leaving = TRUE;
4926 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
4930 /* Prepare next floor */