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"
14 #include "player-damage.h"
16 #include "floor-events.h"
21 #include "spells-status.h"
23 #include "object-hook.h"
24 #include "object-ego.h"
26 #include "monster-status.h"
27 #include "monsterrace-hook.h"
30 #include "realm-hex.h"
31 #include "realm-song.h"
33 #include "cmd-spell.h"
35 #include "objectkind.h"
36 #include "monsterrace.h"
41 #include "view-mainwindow.h"
43 #include "cmd-magiceat.h"
46 * @brief 能力値テーブル / Abbreviations of healthy stats
48 const concptr stat_names[6] =
51 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
53 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
59 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
61 const concptr stat_names_reduced[6] =
64 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
66 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
71 /* 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 */
72 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
73 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
74 #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) */
78 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
80 static concptr horror_desc[MAX_SAN_HORROR] =
136 * @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)
138 static concptr funny_desc[MAX_SAN_FUNNY] =
199 * @var funny_comments
200 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
202 static concptr funny_comments[MAX_SAN_COMMENT] =
223 * @brief 基本必要経験値テーブル /
224 * Base experience levels, may be adjusted up for race and/or class
226 const s32b player_exp[PY_MAX_LEVEL] =
282 * @brief 基本必要強化値テーブル(アンドロイド専用)
284 const s32b player_exp_a[PY_MAX_LEVEL] =
340 * 知力/賢さによるレベル毎の習得可能魔法数テーブル
341 * Stat Table (INT/WIS) -- Number of half-spells per level
343 const byte adj_mag_study[] =
370 4 /* 18/100-18/109 */,
371 4 /* 18/110-18/119 */,
372 5 /* 18/120-18/129 */,
373 5 /* 18/130-18/139 */,
374 5 /* 18/140-18/149 */,
375 5 /* 18/150-18/159 */,
376 5 /* 18/160-18/169 */,
377 5 /* 18/170-18/179 */,
378 5 /* 18/180-18/189 */,
379 5 /* 18/190-18/199 */,
380 5 /* 18/200-18/209 */,
381 6 /* 18/210-18/219 */,
388 * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
390 const byte adj_mag_mana[] =
407 10 /* 18/00-18/09 */,
408 11 /* 18/10-18/19 */,
409 11 /* 18/20-18/29 */,
410 12 /* 18/30-18/39 */,
411 12 /* 18/40-18/49 */,
412 13 /* 18/50-18/59 */,
413 14 /* 18/60-18/69 */,
414 15 /* 18/70-18/79 */,
415 16 /* 18/80-18/89 */,
416 17 /* 18/90-18/99 */,
417 18 /* 18/100-18/109 */,
418 19 /* 18/110-18/119 */,
419 20 /* 18/120-18/129 */,
420 21 /* 18/130-18/139 */,
421 22 /* 18/140-18/149 */,
422 23 /* 18/150-18/159 */,
423 24 /* 18/160-18/169 */,
424 25 /* 18/170-18/179 */,
425 26 /* 18/180-18/189 */,
426 27 /* 18/190-18/199 */,
427 28 /* 18/200-18/209 */,
428 29 /* 18/210-18/219 */,
434 * 知力/賢さによる最低魔法失敗率テーブル
435 * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
437 const byte adj_mag_fail[] =
464 3 /* 18/100-18/109 */,
465 2 /* 18/110-18/119 */,
466 2 /* 18/120-18/129 */,
467 2 /* 18/130-18/139 */,
468 2 /* 18/140-18/149 */,
469 1 /* 18/150-18/159 */,
470 1 /* 18/160-18/169 */,
471 1 /* 18/170-18/179 */,
472 1 /* 18/180-18/189 */,
473 1 /* 18/190-18/199 */,
474 0 /* 18/200-18/209 */,
475 0 /* 18/210-18/219 */,
481 * 知力/賢さによる魔法失敗率修正テーブル
482 * Stat Table (INT/WIS) -- Various things
484 const byte adj_mag_stat[] =
511 8 /* 18/100-18/109 */,
512 9 /* 18/110-18/119 */,
513 10 /* 18/120-18/129 */,
514 11 /* 18/130-18/139 */,
515 12 /* 18/140-18/149 */,
516 13 /* 18/150-18/159 */,
517 14 /* 18/160-18/169 */,
518 15 /* 18/170-18/179 */,
519 16 /* 18/180-18/189 */,
520 17 /* 18/190-18/199 */,
521 18 /* 18/200-18/209 */,
522 19 /* 18/210-18/219 */,
529 * Stat Table (CHR) -- payment percentages
531 const byte adj_chr_gold[] =
548 100 /* 18/00-18/09 */,
549 99 /* 18/10-18/19 */,
550 98 /* 18/20-18/29 */,
551 97 /* 18/30-18/39 */,
552 96 /* 18/40-18/49 */,
553 95 /* 18/50-18/59 */,
554 94 /* 18/60-18/69 */,
555 93 /* 18/70-18/79 */,
556 92 /* 18/80-18/89 */,
557 91 /* 18/90-18/99 */,
558 90 /* 18/100-18/109 */,
559 89 /* 18/110-18/119 */,
560 88 /* 18/120-18/129 */,
561 87 /* 18/130-18/139 */,
562 86 /* 18/140-18/149 */,
563 85 /* 18/150-18/159 */,
564 84 /* 18/160-18/169 */,
565 83 /* 18/170-18/179 */,
566 82 /* 18/180-18/189 */,
567 81 /* 18/190-18/199 */,
568 80 /* 18/200-18/209 */,
569 79 /* 18/210-18/219 */,
576 * Stat Table (INT) -- Magic devices
578 const byte adj_int_dev[] =
605 8 /* 18/100-18/109 */,
606 9 /* 18/110-18/119 */,
607 10 /* 18/120-18/129 */,
608 11 /* 18/130-18/139 */,
609 12 /* 18/140-18/149 */,
610 13 /* 18/150-18/159 */,
611 14 /* 18/160-18/169 */,
612 15 /* 18/170-18/179 */,
613 16 /* 18/180-18/189 */,
614 17 /* 18/190-18/199 */,
615 18 /* 18/200-18/209 */,
616 19 /* 18/210-18/219 */,
623 * Stat Table (WIS) -- Saving throw
625 const byte adj_wis_sav[] =
652 7 /* 18/100-18/109 */,
653 8 /* 18/110-18/119 */,
654 9 /* 18/120-18/129 */,
655 10 /* 18/130-18/139 */,
656 11 /* 18/140-18/149 */,
657 12 /* 18/150-18/159 */,
658 13 /* 18/160-18/169 */,
659 14 /* 18/170-18/179 */,
660 15 /* 18/180-18/189 */,
661 16 /* 18/190-18/199 */,
662 17 /* 18/200-18/209 */,
663 18 /* 18/210-18/219 */,
670 * Stat Table (DEX) -- disarming
672 const byte adj_dex_dis[] =
699 8 /* 18/100-18/109 */,
700 8 /* 18/110-18/119 */,
701 8 /* 18/120-18/129 */,
702 8 /* 18/130-18/139 */,
703 8 /* 18/140-18/149 */,
704 9 /* 18/150-18/159 */,
705 9 /* 18/160-18/169 */,
706 9 /* 18/170-18/179 */,
707 9 /* 18/180-18/189 */,
708 9 /* 18/190-18/199 */,
709 10 /* 18/200-18/209 */,
710 10 /* 18/210-18/219 */,
717 * Stat Table (INT) -- disarming
719 const byte adj_int_dis[] =
746 10 /* 18/100-18/109 */,
747 10 /* 18/110-18/119 */,
748 11 /* 18/120-18/129 */,
749 12 /* 18/130-18/139 */,
750 13 /* 18/140-18/149 */,
751 14 /* 18/150-18/159 */,
752 15 /* 18/160-18/169 */,
753 16 /* 18/170-18/179 */,
754 17 /* 18/180-18/189 */,
755 18 /* 18/190-18/199 */,
756 19 /* 18/200-18/209 */,
757 19 /* 18/210-18/219 */,
764 * Stat Table (DEX) -- bonus to ac (plus 128)
766 const byte adj_dex_ta[] =
783 128 + 2 /* 18/00-18/09 */,
784 128 + 2 /* 18/10-18/19 */,
785 128 + 2 /* 18/20-18/29 */,
786 128 + 2 /* 18/30-18/39 */,
787 128 + 2 /* 18/40-18/49 */,
788 128 + 3 /* 18/50-18/59 */,
789 128 + 3 /* 18/60-18/69 */,
790 128 + 3 /* 18/70-18/79 */,
791 128 + 4 /* 18/80-18/89 */,
792 128 + 5 /* 18/90-18/99 */,
793 128 + 6 /* 18/100-18/109 */,
794 128 + 7 /* 18/110-18/119 */,
795 128 + 8 /* 18/120-18/129 */,
796 128 + 9 /* 18/130-18/139 */,
797 128 + 9 /* 18/140-18/149 */,
798 128 + 10 /* 18/150-18/159 */,
799 128 + 11 /* 18/160-18/169 */,
800 128 + 12 /* 18/170-18/179 */,
801 128 + 13 /* 18/180-18/189 */,
802 128 + 14 /* 18/190-18/199 */,
803 128 + 15 /* 18/200-18/209 */,
804 128 + 15 /* 18/210-18/219 */,
805 128 + 16 /* 18/220+ */
811 * Stat Table (STR) -- bonus to dam (plus 128)
813 const byte adj_str_td[] =
830 128 + 2 /* 18/00-18/09 */,
831 128 + 2 /* 18/10-18/19 */,
832 128 + 3 /* 18/20-18/29 */,
833 128 + 3 /* 18/30-18/39 */,
834 128 + 3 /* 18/40-18/49 */,
835 128 + 3 /* 18/50-18/59 */,
836 128 + 3 /* 18/60-18/69 */,
837 128 + 4 /* 18/70-18/79 */,
838 128 + 5 /* 18/80-18/89 */,
839 128 + 5 /* 18/90-18/99 */,
840 128 + 6 /* 18/100-18/109 */,
841 128 + 7 /* 18/110-18/119 */,
842 128 + 8 /* 18/120-18/129 */,
843 128 + 9 /* 18/130-18/139 */,
844 128 + 10 /* 18/140-18/149 */,
845 128 + 11 /* 18/150-18/159 */,
846 128 + 12 /* 18/160-18/169 */,
847 128 + 13 /* 18/170-18/179 */,
848 128 + 14 /* 18/180-18/189 */,
849 128 + 15 /* 18/190-18/199 */,
850 128 + 16 /* 18/200-18/209 */,
851 128 + 18 /* 18/210-18/219 */,
852 128 + 20 /* 18/220+ */
858 * Stat Table (DEX) -- bonus to hit (plus 128)
860 const byte adj_dex_th[] =
877 128 + 3 /* 18/00-18/09 */,
878 128 + 3 /* 18/10-18/19 */,
879 128 + 3 /* 18/20-18/29 */,
880 128 + 3 /* 18/30-18/39 */,
881 128 + 3 /* 18/40-18/49 */,
882 128 + 4 /* 18/50-18/59 */,
883 128 + 4 /* 18/60-18/69 */,
884 128 + 4 /* 18/70-18/79 */,
885 128 + 4 /* 18/80-18/89 */,
886 128 + 5 /* 18/90-18/99 */,
887 128 + 6 /* 18/100-18/109 */,
888 128 + 7 /* 18/110-18/119 */,
889 128 + 8 /* 18/120-18/129 */,
890 128 + 9 /* 18/130-18/139 */,
891 128 + 9 /* 18/140-18/149 */,
892 128 + 10 /* 18/150-18/159 */,
893 128 + 11 /* 18/160-18/169 */,
894 128 + 12 /* 18/170-18/179 */,
895 128 + 13 /* 18/180-18/189 */,
896 128 + 14 /* 18/190-18/199 */,
897 128 + 15 /* 18/200-18/209 */,
898 128 + 15 /* 18/210-18/219 */,
899 128 + 16 /* 18/220+ */
905 * Stat Table (STR) -- bonus to hit (plus 128)
907 const byte adj_str_th[] =
924 128 + 1 /* 18/00-18/09 */,
925 128 + 1 /* 18/10-18/19 */,
926 128 + 1 /* 18/20-18/29 */,
927 128 + 1 /* 18/30-18/39 */,
928 128 + 1 /* 18/40-18/49 */,
929 128 + 1 /* 18/50-18/59 */,
930 128 + 1 /* 18/60-18/69 */,
931 128 + 2 /* 18/70-18/79 */,
932 128 + 3 /* 18/80-18/89 */,
933 128 + 4 /* 18/90-18/99 */,
934 128 + 5 /* 18/100-18/109 */,
935 128 + 6 /* 18/110-18/119 */,
936 128 + 7 /* 18/120-18/129 */,
937 128 + 8 /* 18/130-18/139 */,
938 128 + 9 /* 18/140-18/149 */,
939 128 + 10 /* 18/150-18/159 */,
940 128 + 11 /* 18/160-18/169 */,
941 128 + 12 /* 18/170-18/179 */,
942 128 + 13 /* 18/180-18/189 */,
943 128 + 14 /* 18/190-18/199 */,
944 128 + 15 /* 18/200-18/209 */,
945 128 + 15 /* 18/210-18/219 */,
946 128 + 16 /* 18/220+ */
952 * Stat Table (STR) -- weight limit in deca-pounds
954 const byte adj_str_wgt[] =
971 25 /* 18/00-18/09 */,
972 26 /* 18/10-18/19 */,
973 27 /* 18/20-18/29 */,
974 28 /* 18/30-18/39 */,
975 29 /* 18/40-18/49 */,
976 30 /* 18/50-18/59 */,
977 31 /* 18/60-18/69 */,
978 31 /* 18/70-18/79 */,
979 32 /* 18/80-18/89 */,
980 32 /* 18/90-18/99 */,
981 33 /* 18/100-18/109 */,
982 33 /* 18/110-18/119 */,
983 34 /* 18/120-18/129 */,
984 34 /* 18/130-18/139 */,
985 35 /* 18/140-18/149 */,
986 35 /* 18/150-18/159 */,
987 36 /* 18/160-18/169 */,
988 36 /* 18/170-18/179 */,
989 37 /* 18/180-18/189 */,
990 37 /* 18/190-18/199 */,
991 38 /* 18/200-18/209 */,
992 38 /* 18/210-18/219 */,
999 * Stat Table (STR) -- weapon weight limit in pounds
1001 const byte adj_str_hold[] =
1018 19 /* 18/00-18/09 */,
1019 20 /* 18/10-18/19 */,
1020 21 /* 18/20-18/29 */,
1021 22 /* 18/30-18/39 */,
1022 23 /* 18/40-18/49 */,
1023 24 /* 18/50-18/59 */,
1024 25 /* 18/60-18/69 */,
1025 26 /* 18/70-18/79 */,
1026 27 /* 18/80-18/89 */,
1027 28 /* 18/90-18/99 */,
1028 30 /* 18/100-18/109 */,
1029 31 /* 18/110-18/119 */,
1030 32 /* 18/120-18/129 */,
1031 33 /* 18/130-18/139 */,
1032 34 /* 18/140-18/149 */,
1033 35 /* 18/150-18/159 */,
1034 37 /* 18/160-18/169 */,
1035 40 /* 18/170-18/179 */,
1036 44 /* 18/180-18/189 */,
1037 48 /* 18/190-18/199 */,
1038 50 /* 18/200-18/209 */,
1039 50 /* 18/210-18/219 */,
1046 * Stat Table (STR) -- digging value
1048 const byte adj_str_dig[] =
1065 9 /* 18/00-18/09 */,
1066 10 /* 18/10-18/19 */,
1067 12 /* 18/20-18/29 */,
1068 15 /* 18/30-18/39 */,
1069 20 /* 18/40-18/49 */,
1070 25 /* 18/50-18/59 */,
1071 30 /* 18/60-18/69 */,
1072 35 /* 18/70-18/79 */,
1073 40 /* 18/80-18/89 */,
1074 45 /* 18/90-18/99 */,
1075 50 /* 18/100-18/109 */,
1076 55 /* 18/110-18/119 */,
1077 60 /* 18/120-18/129 */,
1078 65 /* 18/130-18/139 */,
1079 70 /* 18/140-18/149 */,
1080 75 /* 18/150-18/159 */,
1081 80 /* 18/160-18/169 */,
1082 85 /* 18/170-18/179 */,
1083 90 /* 18/180-18/189 */,
1084 95 /* 18/190-18/199 */,
1085 100 /* 18/200-18/209 */,
1086 100 /* 18/210-18/219 */,
1091 * 器用さによる盗難防止&体当たり成功判定修正テーブル
1092 * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
1094 const byte adj_dex_safe[] =
1111 10 /* 18/00-18/09 */,
1112 10 /* 18/10-18/19 */,
1113 15 /* 18/20-18/29 */,
1114 15 /* 18/30-18/39 */,
1115 20 /* 18/40-18/49 */,
1116 25 /* 18/50-18/59 */,
1117 30 /* 18/60-18/69 */,
1118 35 /* 18/70-18/79 */,
1119 40 /* 18/80-18/89 */,
1120 45 /* 18/90-18/99 */,
1121 50 /* 18/100-18/109 */,
1122 60 /* 18/110-18/119 */,
1123 70 /* 18/120-18/129 */,
1124 80 /* 18/130-18/139 */,
1125 90 /* 18/140-18/149 */,
1126 100 /* 18/150-18/159 */,
1127 100 /* 18/160-18/169 */,
1128 100 /* 18/170-18/179 */,
1129 100 /* 18/180-18/189 */,
1130 100 /* 18/190-18/199 */,
1131 100 /* 18/200-18/209 */,
1132 100 /* 18/210-18/219 */,
1138 * 耐久による基本HP自然治癒値テーブル /
1139 * Stat Table (CON) -- base regeneration rate
1141 const byte adj_con_fix[] =
1158 2 /* 18/00-18/09 */,
1159 2 /* 18/10-18/19 */,
1160 2 /* 18/20-18/29 */,
1161 2 /* 18/30-18/39 */,
1162 2 /* 18/40-18/49 */,
1163 3 /* 18/50-18/59 */,
1164 3 /* 18/60-18/69 */,
1165 3 /* 18/70-18/79 */,
1166 3 /* 18/80-18/89 */,
1167 3 /* 18/90-18/99 */,
1168 4 /* 18/100-18/109 */,
1169 4 /* 18/110-18/119 */,
1170 5 /* 18/120-18/129 */,
1171 6 /* 18/130-18/139 */,
1172 6 /* 18/140-18/149 */,
1173 7 /* 18/150-18/159 */,
1174 7 /* 18/160-18/169 */,
1175 8 /* 18/170-18/179 */,
1176 8 /* 18/180-18/189 */,
1177 8 /* 18/190-18/199 */,
1178 9 /* 18/200-18/209 */,
1179 9 /* 18/210-18/219 */,
1185 * 耐久による基本HP自然治癒値テーブル /
1186 * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
1188 const byte adj_con_mhp[] =
1205 128 + 4 /* 18/00-18/09 */,
1206 128 + 5 /* 18/10-18/19 */,
1207 128 + 6 /* 18/20-18/29 */,
1208 128 + 7 /* 18/30-18/39 */,
1209 128 + 8 /* 18/40-18/49 */,
1210 128 + 9 /* 18/50-18/59 */,
1211 128 + 10 /* 18/60-18/69 */,
1212 128 + 11 /* 18/70-18/79 */,
1213 128 + 12 /* 18/80-18/89 */,
1214 128 + 14 /* 18/90-18/99 */,
1215 128 + 17 /* 18/100-18/109 */,
1216 128 + 20 /* 18/110-18/119 */,
1217 128 + 23 /* 18/120-18/129 */,
1218 128 + 26 /* 18/130-18/139 */,
1219 128 + 29 /* 18/140-18/149 */,
1220 128 + 32 /* 18/150-18/159 */,
1221 128 + 35 /* 18/160-18/169 */,
1222 128 + 38 /* 18/170-18/179 */,
1223 128 + 40 /* 18/180-18/189 */,
1224 128 + 42 /* 18/190-18/199 */,
1225 128 + 44 /* 18/200-18/209 */,
1226 128 + 46 /* 18/210-18/219 */,
1227 128 + 48 /* 18/220+ */
1233 * Stat Table (CHR) -- charm
1235 const byte adj_chr_chm[] =
1252 9 /* 18/00-18/09 */,
1253 10 /* 18/10-18/19 */,
1254 12 /* 18/20-18/29 */,
1255 15 /* 18/30-18/39 */,
1256 18 /* 18/40-18/49 */,
1257 21 /* 18/50-18/59 */,
1258 24 /* 18/60-18/69 */,
1259 28 /* 18/70-18/79 */,
1260 32 /* 18/80-18/89 */,
1261 36 /* 18/90-18/99 */,
1262 39 /* 18/100-18/109 */,
1263 42 /* 18/110-18/119 */,
1264 45 /* 18/120-18/129 */,
1265 49 /* 18/130-18/139 */,
1266 53 /* 18/140-18/149 */,
1267 57 /* 18/150-18/159 */,
1268 61 /* 18/160-18/169 */,
1269 65 /* 18/170-18/179 */,
1270 69 /* 18/180-18/189 */,
1271 73 /* 18/190-18/199 */,
1272 77 /* 18/200-18/209 */,
1273 81 /* 18/210-18/219 */,
1278 /*** Player information ***/
1281 * Static player info record
1286 * Pointer to the player info
1288 player_type *p_ptr = &p_body;
1291 * Return alignment title
1293 concptr your_alignment(player_type *creature_ptr)
1295 if (creature_ptr->align > 150) return _("大善", "Lawful");
1296 else if (creature_ptr->align > 50) return _("中善", "Good");
1297 else if (creature_ptr->align > 10) return _("小善", "Neutral Good");
1298 else if (creature_ptr->align > -11) return _("中立", "Neutral");
1299 else if (creature_ptr->align > -51) return _("小悪", "Neutral Evil");
1300 else if (creature_ptr->align > -151) return _("中悪", "Evil");
1301 else return _("大悪", "Chaotic");
1306 * Return proficiency level of weapons and misc. skills (except riding)
1308 int weapon_exp_level(int weapon_exp)
1310 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1311 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1312 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1313 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
1314 else return EXP_LEVEL_MASTER;
1319 * Return proficiency level of riding
1321 int riding_exp_level(int riding_exp)
1323 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1324 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1325 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1326 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
1327 else return EXP_LEVEL_MASTER;
1332 * Return proficiency level of spells
1334 int spell_exp_level(int spell_exp)
1336 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
1337 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
1338 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
1339 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
1340 else return EXP_LEVEL_MASTER;
1345 * @brief プレイヤーの全ステータスを更新する /
1346 * Calculate the players current "state", taking into account
1347 * not only race/class intrinsics, but also objects being worn
1348 * and temporary spell effects.
1352 * See also calc_mana() and calc_hitpoints().
1354 * Take note of the new "speed code", in particular, a very strong
1355 * player will start slowing down as soon as he reaches 150 pounds,
1356 * but not until he reaches 450 pounds will he be half as fast as
1357 * a normal kobold. This both hurts and helps the player, hurts
1358 * because in the old days a player could just avoid 300 pounds,
1359 * and helps because now carrying 300 pounds is not very painful.
1361 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
1362 * damage, since that would affect non-combat things. These values
1363 * are actually added in later, at the appropriate place.
1365 * This function induces various "status" messages.
1368 void calc_bonuses(player_type *creature_ptr)
1372 int default_hand = 0;
1373 int empty_hands_status = empty_hands(creature_ptr, TRUE);
1376 BIT_FLAGS flgs[TR_FLAG_SIZE];
1378 bool yoiyami = FALSE;
1379 bool down_saving = FALSE;
1382 bool have_dd_s = FALSE, have_dd_t = FALSE;
1384 bool have_sw = FALSE, have_kabe = FALSE;
1385 bool easy_2weapon = FALSE;
1386 bool riding_levitation = FALSE;
1387 OBJECT_IDX this_o_idx, next_o_idx = 0;
1388 const player_race *tmp_rp_ptr;
1390 /* Save the old vision stuff */
1391 bool old_telepathy = creature_ptr->telepathy;
1392 bool old_esp_animal = creature_ptr->esp_animal;
1393 bool old_esp_undead = creature_ptr->esp_undead;
1394 bool old_esp_demon = creature_ptr->esp_demon;
1395 bool old_esp_orc = creature_ptr->esp_orc;
1396 bool old_esp_troll = creature_ptr->esp_troll;
1397 bool old_esp_giant = creature_ptr->esp_giant;
1398 bool old_esp_dragon = creature_ptr->esp_dragon;
1399 bool old_esp_human = creature_ptr->esp_human;
1400 bool old_esp_evil = creature_ptr->esp_evil;
1401 bool old_esp_good = creature_ptr->esp_good;
1402 bool old_esp_nonliving = creature_ptr->esp_nonliving;
1403 bool old_esp_unique = creature_ptr->esp_unique;
1404 bool old_see_inv = creature_ptr->see_inv;
1405 bool old_mighty_throw = creature_ptr->mighty_throw;
1407 /* Current feature under player. */
1408 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
1410 /* Save the old armor class */
1411 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
1412 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
1415 /* Clear extra blows/shots */
1416 extra_blows[0] = extra_blows[1] = 0;
1418 /* Clear the stat modifiers */
1419 for (i = 0; i < A_MAX; i++) creature_ptr->stat_add[i] = 0;
1422 /* Clear the Displayed/Real armor class */
1423 creature_ptr->dis_ac = creature_ptr->ac = 0;
1425 /* Clear the Displayed/Real Bonuses */
1426 creature_ptr->dis_to_h[0] = creature_ptr->to_h[0] = 0;
1427 creature_ptr->dis_to_h[1] = creature_ptr->to_h[1] = 0;
1428 creature_ptr->dis_to_d[0] = creature_ptr->to_d[0] = 0;
1429 creature_ptr->dis_to_d[1] = creature_ptr->to_d[1] = 0;
1430 creature_ptr->dis_to_h_b = creature_ptr->to_h_b = 0;
1431 creature_ptr->dis_to_a = creature_ptr->to_a = 0;
1432 creature_ptr->to_h_m = 0;
1433 creature_ptr->to_d_m = 0;
1435 creature_ptr->to_m_chance = 0;
1437 /* Clear the Extra Dice Bonuses */
1438 creature_ptr->to_dd[0] = creature_ptr->to_ds[0] = 0;
1439 creature_ptr->to_dd[1] = creature_ptr->to_ds[1] = 0;
1441 /* Start with "normal" speed */
1444 /* Start with a single blow per current_world_ptr->game_turn */
1445 creature_ptr->num_blow[0] = 1;
1446 creature_ptr->num_blow[1] = 1;
1448 /* Start with a single shot per current_world_ptr->game_turn */
1449 creature_ptr->num_fire = 100;
1451 /* Reset the "xtra" tval */
1452 creature_ptr->tval_xtra = 0;
1454 /* Reset the "ammo" tval */
1455 creature_ptr->tval_ammo = 0;
1457 /* Clear all the flags */
1458 creature_ptr->cursed = 0L;
1459 creature_ptr->bless_blade = FALSE;
1460 creature_ptr->xtra_might = FALSE;
1461 creature_ptr->impact[0] = FALSE;
1462 creature_ptr->impact[1] = FALSE;
1463 creature_ptr->pass_wall = FALSE;
1464 creature_ptr->kill_wall = FALSE;
1465 creature_ptr->dec_mana = FALSE;
1466 creature_ptr->easy_spell = FALSE;
1467 creature_ptr->heavy_spell = FALSE;
1468 creature_ptr->see_inv = FALSE;
1469 creature_ptr->free_act = FALSE;
1470 creature_ptr->slow_digest = FALSE;
1471 creature_ptr->regenerate = FALSE;
1472 creature_ptr->can_swim = FALSE;
1473 creature_ptr->levitation = FALSE;
1474 creature_ptr->hold_exp = FALSE;
1475 creature_ptr->telepathy = FALSE;
1476 creature_ptr->esp_animal = FALSE;
1477 creature_ptr->esp_undead = FALSE;
1478 creature_ptr->esp_demon = FALSE;
1479 creature_ptr->esp_orc = FALSE;
1480 creature_ptr->esp_troll = FALSE;
1481 creature_ptr->esp_giant = FALSE;
1482 creature_ptr->esp_dragon = FALSE;
1483 creature_ptr->esp_human = FALSE;
1484 creature_ptr->esp_evil = FALSE;
1485 creature_ptr->esp_good = FALSE;
1486 creature_ptr->esp_nonliving = FALSE;
1487 creature_ptr->esp_unique = FALSE;
1488 creature_ptr->lite = FALSE;
1489 creature_ptr->sustain_str = FALSE;
1490 creature_ptr->sustain_int = FALSE;
1491 creature_ptr->sustain_wis = FALSE;
1492 creature_ptr->sustain_con = FALSE;
1493 creature_ptr->sustain_dex = FALSE;
1494 creature_ptr->sustain_chr = FALSE;
1495 creature_ptr->resist_acid = FALSE;
1496 creature_ptr->resist_elec = FALSE;
1497 creature_ptr->resist_fire = FALSE;
1498 creature_ptr->resist_cold = FALSE;
1499 creature_ptr->resist_pois = FALSE;
1500 creature_ptr->resist_conf = FALSE;
1501 creature_ptr->resist_sound = FALSE;
1502 creature_ptr->resist_lite = FALSE;
1503 creature_ptr->resist_dark = FALSE;
1504 creature_ptr->resist_chaos = FALSE;
1505 creature_ptr->resist_disen = FALSE;
1506 creature_ptr->resist_shard = FALSE;
1507 creature_ptr->resist_nexus = FALSE;
1508 creature_ptr->resist_blind = FALSE;
1509 creature_ptr->resist_neth = FALSE;
1510 creature_ptr->resist_time = FALSE;
1511 creature_ptr->resist_water = FALSE;
1512 creature_ptr->resist_fear = FALSE;
1513 creature_ptr->reflect = FALSE;
1514 creature_ptr->sh_fire = FALSE;
1515 creature_ptr->sh_elec = FALSE;
1516 creature_ptr->sh_cold = FALSE;
1517 creature_ptr->anti_magic = FALSE;
1518 creature_ptr->anti_tele = FALSE;
1519 creature_ptr->warning = FALSE;
1520 creature_ptr->mighty_throw = FALSE;
1521 creature_ptr->see_nocto = FALSE;
1523 creature_ptr->immune_acid = FALSE;
1524 creature_ptr->immune_elec = FALSE;
1525 creature_ptr->immune_fire = FALSE;
1526 creature_ptr->immune_cold = FALSE;
1528 creature_ptr->ryoute = FALSE;
1529 creature_ptr->migite = FALSE;
1530 creature_ptr->hidarite = FALSE;
1531 creature_ptr->no_flowed = FALSE;
1533 if (creature_ptr->mimic_form) tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1534 else tmp_rp_ptr = &race_info[creature_ptr->prace];
1536 /* Base infravision (purely racial) */
1537 creature_ptr->see_infra = tmp_rp_ptr->infra;
1539 /* Base skill -- disarming */
1540 creature_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
1542 /* Base skill -- magic devices */
1543 creature_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
1545 /* Base skill -- saving throw */
1546 creature_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
1548 /* Base skill -- stealth */
1549 creature_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
1551 /* Base skill -- searching ability */
1552 creature_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
1554 /* Base skill -- searching frequency */
1555 creature_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
1557 /* Base skill -- combat (normal) */
1558 creature_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
1560 /* Base skill -- combat (shooting) */
1561 creature_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
1563 /* Base skill -- combat (throwing) */
1564 creature_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
1566 /* Base skill -- digging */
1567 creature_ptr->skill_dig = 0;
1569 if (has_melee_weapon(creature_ptr, INVEN_RARM)) creature_ptr->migite = TRUE;
1570 if (has_melee_weapon(creature_ptr, INVEN_LARM))
1572 creature_ptr->hidarite = TRUE;
1573 if (!creature_ptr->migite) default_hand = 1;
1576 if (CAN_TWO_HANDS_WIELDING())
1578 if (creature_ptr->migite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) &&
1579 object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM]))
1581 creature_ptr->ryoute = TRUE;
1583 else if (creature_ptr->hidarite && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) &&
1584 object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM]))
1586 creature_ptr->ryoute = TRUE;
1590 switch (creature_ptr->pclass)
1593 case CLASS_FORCETRAINER:
1594 case CLASS_BERSERKER:
1595 if (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
1597 creature_ptr->migite = TRUE;
1598 creature_ptr->ryoute = TRUE;
1605 if (!creature_ptr->migite && !creature_ptr->hidarite)
1607 if (empty_hands_status & EMPTY_HAND_RARM) creature_ptr->migite = TRUE;
1608 else if (empty_hands_status == EMPTY_HAND_LARM)
1610 creature_ptr->hidarite = TRUE;
1615 if (creature_ptr->special_defense & KAMAE_MASK)
1617 if (!(empty_hands_status & EMPTY_HAND_RARM))
1619 set_action(creature_ptr, ACTION_NONE);
1623 switch (creature_ptr->pclass)
1626 if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
1627 if (creature_ptr->lev > 44) creature_ptr->regenerate = TRUE;
1630 if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
1632 case CLASS_CHAOS_WARRIOR:
1633 if (creature_ptr->lev > 29) creature_ptr->resist_chaos = TRUE;
1634 if (creature_ptr->lev > 39) creature_ptr->resist_fear = TRUE;
1636 case CLASS_MINDCRAFTER:
1637 if (creature_ptr->lev > 9) creature_ptr->resist_fear = TRUE;
1638 if (creature_ptr->lev > 19) creature_ptr->sustain_wis = TRUE;
1639 if (creature_ptr->lev > 29) creature_ptr->resist_conf = TRUE;
1640 if (creature_ptr->lev > 39) creature_ptr->telepathy = TRUE;
1643 case CLASS_FORCETRAINER:
1644 /* Unencumbered Monks become faster every 10 levels */
1645 if (!(heavy_armor(creature_ptr)))
1647 if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
1648 PRACE_IS_(creature_ptr, RACE_SPRITE) ||
1649 (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
1650 new_speed += (creature_ptr->lev) / 10;
1652 /* Free action if unencumbered at level 25 */
1653 if (creature_ptr->lev > 24)
1654 creature_ptr->free_act = TRUE;
1657 case CLASS_SORCERER:
1658 creature_ptr->to_a -= 50;
1659 creature_ptr->dis_to_a -= 50;
1662 creature_ptr->resist_sound = TRUE;
1665 if (creature_ptr->lev > 29) creature_ptr->resist_fear = TRUE;
1667 case CLASS_BERSERKER:
1668 creature_ptr->shero = 1;
1669 creature_ptr->sustain_str = TRUE;
1670 creature_ptr->sustain_dex = TRUE;
1671 creature_ptr->sustain_con = TRUE;
1672 creature_ptr->regenerate = TRUE;
1673 creature_ptr->free_act = TRUE;
1675 if (creature_ptr->lev > 29) new_speed++;
1676 if (creature_ptr->lev > 39) new_speed++;
1677 if (creature_ptr->lev > 44) new_speed++;
1678 if (creature_ptr->lev > 49) new_speed++;
1679 creature_ptr->to_a += 10 + creature_ptr->lev / 2;
1680 creature_ptr->dis_to_a += 10 + creature_ptr->lev / 2;
1681 creature_ptr->skill_dig += (100 + creature_ptr->lev * 8);
1682 if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
1683 creature_ptr->redraw |= PR_STATUS;
1685 case CLASS_MIRROR_MASTER:
1686 if (creature_ptr->lev > 39) creature_ptr->reflect = TRUE;
1689 /* Unencumbered Ninjas become faster every 10 levels */
1690 if (heavy_armor(creature_ptr))
1692 new_speed -= (creature_ptr->lev) / 10;
1693 creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
1695 else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1696 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1699 if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
1700 PRACE_IS_(creature_ptr, RACE_SPRITE) ||
1701 (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
1702 new_speed += (creature_ptr->lev) / 10;
1703 creature_ptr->skill_stl += (creature_ptr->lev) / 10;
1705 /* Free action if unencumbered at level 25 */
1706 if (creature_ptr->lev > 24)
1707 creature_ptr->free_act = TRUE;
1709 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
1710 (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
1712 creature_ptr->to_a += creature_ptr->lev / 2 + 5;
1713 creature_ptr->dis_to_a += creature_ptr->lev / 2 + 5;
1715 creature_ptr->slow_digest = TRUE;
1716 creature_ptr->resist_fear = TRUE;
1717 if (creature_ptr->lev > 19) creature_ptr->resist_pois = TRUE;
1718 if (creature_ptr->lev > 24) creature_ptr->sustain_dex = TRUE;
1719 if (creature_ptr->lev > 29) creature_ptr->see_inv = TRUE;
1720 if (creature_ptr->lev > 44)
1722 creature_ptr->oppose_pois = 1;
1723 creature_ptr->redraw |= PR_STATUS;
1725 creature_ptr->see_nocto = TRUE;
1730 if (creature_ptr->mimic_form)
1732 switch (creature_ptr->mimic_form)
1735 creature_ptr->hold_exp = TRUE;
1736 creature_ptr->resist_chaos = TRUE;
1737 creature_ptr->resist_neth = TRUE;
1738 creature_ptr->resist_fire = TRUE;
1739 creature_ptr->oppose_fire = 1;
1740 creature_ptr->see_inv = TRUE;
1742 creature_ptr->redraw |= PR_STATUS;
1743 creature_ptr->to_a += 10;
1744 creature_ptr->dis_to_a += 10;
1746 case MIMIC_DEMON_LORD:
1747 creature_ptr->hold_exp = TRUE;
1748 creature_ptr->resist_chaos = TRUE;
1749 creature_ptr->resist_neth = TRUE;
1750 creature_ptr->immune_fire = TRUE;
1751 creature_ptr->resist_acid = TRUE;
1752 creature_ptr->resist_fire = TRUE;
1753 creature_ptr->resist_cold = TRUE;
1754 creature_ptr->resist_elec = TRUE;
1755 creature_ptr->resist_pois = TRUE;
1756 creature_ptr->resist_conf = TRUE;
1757 creature_ptr->resist_disen = TRUE;
1758 creature_ptr->resist_nexus = TRUE;
1759 creature_ptr->resist_fear = TRUE;
1760 creature_ptr->sh_fire = TRUE;
1761 creature_ptr->see_inv = TRUE;
1762 creature_ptr->telepathy = TRUE;
1763 creature_ptr->levitation = TRUE;
1764 creature_ptr->kill_wall = TRUE;
1766 creature_ptr->to_a += 20;
1767 creature_ptr->dis_to_a += 20;
1770 creature_ptr->resist_dark = TRUE;
1771 creature_ptr->hold_exp = TRUE;
1772 creature_ptr->resist_neth = TRUE;
1773 creature_ptr->resist_cold = TRUE;
1774 creature_ptr->resist_pois = TRUE;
1775 creature_ptr->see_inv = TRUE;
1777 creature_ptr->to_a += 10;
1778 creature_ptr->dis_to_a += 10;
1779 if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
1785 switch (creature_ptr->prace)
1788 creature_ptr->resist_lite = TRUE;
1791 creature_ptr->hold_exp = TRUE;
1794 creature_ptr->free_act = TRUE;
1797 creature_ptr->resist_blind = TRUE;
1800 creature_ptr->resist_dark = TRUE;
1802 case RACE_HALF_TROLL:
1803 creature_ptr->sustain_str = TRUE;
1805 if (creature_ptr->lev > 14)
1807 /* High level trolls heal fast... */
1808 creature_ptr->regenerate = TRUE;
1810 if (creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER)
1812 creature_ptr->slow_digest = TRUE;
1813 /* Let's not make Regeneration
1814 * a disadvantage for the poor warriors who can
1815 * never learn a spell that satisfies hunger (actually
1816 * neither can rogues, but half-trolls are not
1817 * supposed to play rogues) */
1822 creature_ptr->sustain_con = TRUE;
1823 creature_ptr->regenerate = TRUE; /* Amberites heal fast... */
1826 creature_ptr->resist_lite = TRUE;
1827 creature_ptr->see_inv = TRUE;
1829 case RACE_BARBARIAN:
1830 creature_ptr->resist_fear = TRUE;
1832 case RACE_HALF_OGRE:
1833 creature_ptr->resist_dark = TRUE;
1834 creature_ptr->sustain_str = TRUE;
1836 case RACE_HALF_GIANT:
1837 creature_ptr->sustain_str = TRUE;
1838 creature_ptr->resist_shard = TRUE;
1840 case RACE_HALF_TITAN:
1841 creature_ptr->resist_chaos = TRUE;
1844 creature_ptr->resist_sound = TRUE;
1847 creature_ptr->resist_acid = TRUE;
1848 if (creature_ptr->lev > 19) creature_ptr->immune_acid = TRUE;
1851 creature_ptr->resist_conf = TRUE;
1852 creature_ptr->resist_acid = TRUE;
1854 /* Klackons become faster */
1855 new_speed += (creature_ptr->lev) / 10;
1858 creature_ptr->resist_pois = TRUE;
1861 creature_ptr->resist_disen = TRUE;
1862 creature_ptr->resist_dark = TRUE;
1865 creature_ptr->resist_dark = TRUE;
1866 if (creature_ptr->lev > 19) creature_ptr->see_inv = TRUE;
1868 case RACE_DRACONIAN:
1869 creature_ptr->levitation = TRUE;
1870 if (creature_ptr->lev > 4) creature_ptr->resist_fire = TRUE;
1871 if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
1872 if (creature_ptr->lev > 14) creature_ptr->resist_acid = TRUE;
1873 if (creature_ptr->lev > 19) creature_ptr->resist_elec = TRUE;
1874 if (creature_ptr->lev > 34) creature_ptr->resist_pois = TRUE;
1876 case RACE_MIND_FLAYER:
1877 creature_ptr->sustain_int = TRUE;
1878 creature_ptr->sustain_wis = TRUE;
1879 if (creature_ptr->lev > 14) creature_ptr->see_inv = TRUE;
1880 if (creature_ptr->lev > 29) creature_ptr->telepathy = TRUE;
1883 creature_ptr->resist_fire = TRUE;
1884 if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
1887 creature_ptr->slow_digest = TRUE;
1888 creature_ptr->free_act = TRUE;
1889 creature_ptr->see_inv = TRUE;
1890 creature_ptr->resist_pois = TRUE;
1891 if (creature_ptr->lev > 34) creature_ptr->hold_exp = TRUE;
1894 creature_ptr->resist_shard = TRUE;
1895 creature_ptr->hold_exp = TRUE;
1896 creature_ptr->see_inv = TRUE;
1897 creature_ptr->resist_pois = TRUE;
1898 if (creature_ptr->lev > 9) creature_ptr->resist_cold = TRUE;
1901 creature_ptr->resist_neth = TRUE;
1902 creature_ptr->hold_exp = TRUE;
1903 creature_ptr->see_inv = TRUE;
1904 creature_ptr->resist_pois = TRUE;
1905 creature_ptr->slow_digest = TRUE;
1906 if (creature_ptr->lev > 4) creature_ptr->resist_cold = TRUE;
1909 creature_ptr->resist_dark = TRUE;
1910 creature_ptr->hold_exp = TRUE;
1911 creature_ptr->resist_neth = TRUE;
1912 creature_ptr->resist_cold = TRUE;
1913 creature_ptr->resist_pois = TRUE;
1914 if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
1917 creature_ptr->levitation = TRUE;
1918 creature_ptr->free_act = TRUE;
1919 creature_ptr->resist_neth = TRUE;
1920 creature_ptr->hold_exp = TRUE;
1921 creature_ptr->see_inv = TRUE;
1922 creature_ptr->resist_pois = TRUE;
1923 creature_ptr->slow_digest = TRUE;
1924 creature_ptr->resist_cold = TRUE;
1925 creature_ptr->pass_wall = TRUE;
1926 if (creature_ptr->lev > 34) creature_ptr->telepathy = TRUE;
1929 creature_ptr->levitation = TRUE;
1930 creature_ptr->resist_lite = TRUE;
1932 /* Sprites become faster */
1933 new_speed += (creature_ptr->lev) / 10;
1936 creature_ptr->resist_conf = TRUE;
1937 creature_ptr->resist_sound = TRUE;
1940 /* Ents dig like maniacs, but only with their hands. */
1941 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
1942 creature_ptr->skill_dig += creature_ptr->lev * 10;
1943 /* Ents get tougher and stronger as they age, but lose dexterity. */
1944 if (creature_ptr->lev > 25) creature_ptr->stat_add[A_STR]++;
1945 if (creature_ptr->lev > 40) creature_ptr->stat_add[A_STR]++;
1946 if (creature_ptr->lev > 45) creature_ptr->stat_add[A_STR]++;
1948 if (creature_ptr->lev > 25) creature_ptr->stat_add[A_DEX]--;
1949 if (creature_ptr->lev > 40) creature_ptr->stat_add[A_DEX]--;
1950 if (creature_ptr->lev > 45) creature_ptr->stat_add[A_DEX]--;
1952 if (creature_ptr->lev > 25) creature_ptr->stat_add[A_CON]++;
1953 if (creature_ptr->lev > 40) creature_ptr->stat_add[A_CON]++;
1954 if (creature_ptr->lev > 45) creature_ptr->stat_add[A_CON]++;
1957 creature_ptr->levitation = TRUE;
1958 creature_ptr->see_inv = TRUE;
1961 creature_ptr->resist_fire = TRUE;
1962 creature_ptr->resist_neth = TRUE;
1963 creature_ptr->hold_exp = TRUE;
1964 if (creature_ptr->lev > 9) creature_ptr->see_inv = TRUE;
1965 if (creature_ptr->lev > 44)
1967 creature_ptr->oppose_fire = 1;
1968 creature_ptr->redraw |= PR_STATUS;
1972 creature_ptr->sustain_con = TRUE;
1975 creature_ptr->levitation = TRUE;
1978 creature_ptr->resist_conf = TRUE;
1981 creature_ptr->slow_digest = TRUE;
1982 creature_ptr->free_act = TRUE;
1983 creature_ptr->resist_pois = TRUE;
1984 creature_ptr->hold_exp = TRUE;
1987 creature_ptr->resist_water = TRUE;
1995 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU))
1997 creature_ptr->see_inv = TRUE;
1998 creature_ptr->free_act = TRUE;
1999 creature_ptr->slow_digest = TRUE;
2000 creature_ptr->regenerate = TRUE;
2001 creature_ptr->levitation = TRUE;
2002 creature_ptr->hold_exp = TRUE;
2003 creature_ptr->telepathy = TRUE;
2004 creature_ptr->lite = TRUE;
2005 creature_ptr->sustain_str = TRUE;
2006 creature_ptr->sustain_int = TRUE;
2007 creature_ptr->sustain_wis = TRUE;
2008 creature_ptr->sustain_con = TRUE;
2009 creature_ptr->sustain_dex = TRUE;
2010 creature_ptr->sustain_chr = TRUE;
2011 creature_ptr->resist_acid = TRUE;
2012 creature_ptr->resist_elec = TRUE;
2013 creature_ptr->resist_fire = TRUE;
2014 creature_ptr->resist_cold = TRUE;
2015 creature_ptr->resist_pois = TRUE;
2016 creature_ptr->resist_conf = TRUE;
2017 creature_ptr->resist_sound = TRUE;
2018 creature_ptr->resist_lite = TRUE;
2019 creature_ptr->resist_dark = TRUE;
2020 creature_ptr->resist_chaos = TRUE;
2021 creature_ptr->resist_disen = TRUE;
2022 creature_ptr->resist_shard = TRUE;
2023 creature_ptr->resist_nexus = TRUE;
2024 creature_ptr->resist_blind = TRUE;
2025 creature_ptr->resist_neth = TRUE;
2026 creature_ptr->resist_fear = TRUE;
2027 creature_ptr->reflect = TRUE;
2028 creature_ptr->sh_fire = TRUE;
2029 creature_ptr->sh_elec = TRUE;
2030 creature_ptr->sh_cold = TRUE;
2031 creature_ptr->to_a += 100;
2032 creature_ptr->dis_to_a += 100;
2034 /* Temporary shield */
2035 else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef)
2037 creature_ptr->to_a += 50;
2038 creature_ptr->dis_to_a += 50;
2041 if (creature_ptr->tim_res_nether)
2043 creature_ptr->resist_neth = TRUE;
2045 if (creature_ptr->tim_sh_fire)
2047 creature_ptr->sh_fire = TRUE;
2049 if (creature_ptr->tim_res_time)
2051 creature_ptr->resist_time = TRUE;
2055 if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
2057 if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
2058 if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
2059 if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
2061 if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2063 creature_ptr->to_m_chance += 5;
2064 creature_ptr->resist_conf = TRUE;
2068 if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
2070 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2072 creature_ptr->resist_blind = TRUE;
2073 creature_ptr->resist_conf = TRUE;
2074 creature_ptr->hold_exp = TRUE;
2075 if (creature_ptr->pclass != CLASS_NINJA) creature_ptr->lite = TRUE;
2077 if ((creature_ptr->prace != RACE_KLACKON) && (creature_ptr->prace != RACE_SPRITE))
2078 /* Munchkin become faster */
2079 new_speed += (creature_ptr->lev) / 10 + 5;
2082 if (music_singing(p_ptr, MUSIC_WALL))
2084 creature_ptr->kill_wall = TRUE;
2087 /* Hack -- apply racial/class stat maxes */
2088 /* Apply the racial modifiers */
2089 for (i = 0; i < A_MAX; i++)
2091 /* Modify the stats for "race" */
2092 creature_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
2096 /* I'm adding the mutations here for the lack of a better place... */
2097 if (creature_ptr->muta3)
2099 /* Hyper Strength */
2100 if (creature_ptr->muta3 & MUT3_HYPER_STR)
2102 creature_ptr->stat_add[A_STR] += 4;
2106 if (creature_ptr->muta3 & MUT3_PUNY)
2108 creature_ptr->stat_add[A_STR] -= 4;
2111 /* Living computer */
2112 if (creature_ptr->muta3 & MUT3_HYPER_INT)
2114 creature_ptr->stat_add[A_INT] += 4;
2115 creature_ptr->stat_add[A_WIS] += 4;
2119 if (creature_ptr->muta3 & MUT3_MORONIC)
2121 creature_ptr->stat_add[A_INT] -= 4;
2122 creature_ptr->stat_add[A_WIS] -= 4;
2125 if (creature_ptr->muta3 & MUT3_RESILIENT)
2127 creature_ptr->stat_add[A_CON] += 4;
2130 if (creature_ptr->muta3 & MUT3_XTRA_FAT)
2132 creature_ptr->stat_add[A_CON] += 2;
2136 if (creature_ptr->muta3 & MUT3_ALBINO)
2138 creature_ptr->stat_add[A_CON] -= 4;
2141 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2143 creature_ptr->stat_add[A_CON] -= 2;
2144 creature_ptr->stat_add[A_CHR] -= 1;
2145 creature_ptr->regenerate = FALSE;
2146 /* Cancel innate regeneration */
2149 if (creature_ptr->muta3 & MUT3_SILLY_VOI)
2151 creature_ptr->stat_add[A_CHR] -= 4;
2154 if (creature_ptr->muta3 & MUT3_BLANK_FAC)
2156 creature_ptr->stat_add[A_CHR] -= 1;
2159 if (creature_ptr->muta3 & MUT3_XTRA_EYES)
2161 creature_ptr->skill_fos += 15;
2162 creature_ptr->skill_srh += 15;
2165 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
2167 creature_ptr->skill_sav += (15 + (creature_ptr->lev / 5));
2170 if (creature_ptr->muta3 & MUT3_XTRA_NOIS)
2172 creature_ptr->skill_stl -= 3;
2175 if (creature_ptr->muta3 & MUT3_INFRAVIS)
2177 creature_ptr->see_infra += 3;
2180 if (creature_ptr->muta3 & MUT3_XTRA_LEGS)
2185 if (creature_ptr->muta3 & MUT3_SHORT_LEG)
2190 if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
2192 creature_ptr->sh_elec = TRUE;
2195 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2197 creature_ptr->sh_fire = TRUE;
2198 creature_ptr->lite = TRUE;
2201 if (creature_ptr->muta3 & MUT3_WART_SKIN)
2203 creature_ptr->stat_add[A_CHR] -= 2;
2204 creature_ptr->to_a += 5;
2205 creature_ptr->dis_to_a += 5;
2208 if (creature_ptr->muta3 & MUT3_SCALES)
2210 creature_ptr->stat_add[A_CHR] -= 1;
2211 creature_ptr->to_a += 10;
2212 creature_ptr->dis_to_a += 10;
2215 if (creature_ptr->muta3 & MUT3_IRON_SKIN)
2217 creature_ptr->stat_add[A_DEX] -= 1;
2218 creature_ptr->to_a += 25;
2219 creature_ptr->dis_to_a += 25;
2222 if (creature_ptr->muta3 & MUT3_WINGS)
2224 creature_ptr->levitation = TRUE;
2227 if (creature_ptr->muta3 & MUT3_FEARLESS)
2229 creature_ptr->resist_fear = TRUE;
2232 if (creature_ptr->muta3 & MUT3_REGEN)
2234 creature_ptr->regenerate = TRUE;
2237 if (creature_ptr->muta3 & MUT3_ESP)
2239 creature_ptr->telepathy = TRUE;
2242 if (creature_ptr->muta3 & MUT3_LIMBER)
2244 creature_ptr->stat_add[A_DEX] += 3;
2247 if (creature_ptr->muta3 & MUT3_ARTHRITIS)
2249 creature_ptr->stat_add[A_DEX] -= 3;
2252 if (creature_ptr->muta3 & MUT3_MOTION)
2254 creature_ptr->free_act = TRUE;
2255 creature_ptr->skill_stl += 1;
2258 if (creature_ptr->muta3 & MUT3_ILL_NORM)
2260 creature_ptr->stat_add[A_CHR] = 0;
2264 if (creature_ptr->tsuyoshi)
2266 creature_ptr->stat_add[A_STR] += 4;
2267 creature_ptr->stat_add[A_CON] += 4;
2270 /* Scan the usable creature_ptr->inventory_list */
2271 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2273 int bonus_to_h, bonus_to_d;
2274 o_ptr = &creature_ptr->inventory_list[i];
2275 if (!o_ptr->k_idx) continue;
2277 object_flags(o_ptr, flgs);
2279 creature_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
2280 if (o_ptr->name1 == ART_CHAINSWORD) creature_ptr->cursed |= TRC_CHAINSWORD;
2283 if (have_flag(flgs, TR_STR)) creature_ptr->stat_add[A_STR] += o_ptr->pval;
2284 if (have_flag(flgs, TR_INT)) creature_ptr->stat_add[A_INT] += o_ptr->pval;
2285 if (have_flag(flgs, TR_WIS)) creature_ptr->stat_add[A_WIS] += o_ptr->pval;
2286 if (have_flag(flgs, TR_DEX)) creature_ptr->stat_add[A_DEX] += o_ptr->pval;
2287 if (have_flag(flgs, TR_CON)) creature_ptr->stat_add[A_CON] += o_ptr->pval;
2288 if (have_flag(flgs, TR_CHR)) creature_ptr->stat_add[A_CHR] += o_ptr->pval;
2290 if (have_flag(flgs, TR_MAGIC_MASTERY)) creature_ptr->skill_dev += 8 * o_ptr->pval;
2292 /* Affect stealth */
2293 if (have_flag(flgs, TR_STEALTH)) creature_ptr->skill_stl += o_ptr->pval;
2295 /* Affect searching ability (factor of five) */
2296 if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_srh += (o_ptr->pval * 5);
2298 /* Affect searching frequency (factor of five) */
2299 if (have_flag(flgs, TR_SEARCH)) creature_ptr->skill_fos += (o_ptr->pval * 5);
2301 /* Affect infravision */
2302 if (have_flag(flgs, TR_INFRA)) creature_ptr->see_infra += o_ptr->pval;
2304 /* Affect digging (factor of 20) */
2305 if (have_flag(flgs, TR_TUNNEL)) creature_ptr->skill_dig += (o_ptr->pval * 20);
2308 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
2311 if (have_flag(flgs, TR_BLOWS))
2313 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !creature_ptr->ryoute) extra_blows[0] += o_ptr->pval;
2314 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !creature_ptr->ryoute) extra_blows[1] += o_ptr->pval;
2315 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
2318 /* Hack -- cause earthquakes */
2319 if (have_flag(flgs, TR_IMPACT)) creature_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
2322 if (have_flag(flgs, TR_AGGRAVATE)) creature_ptr->cursed |= TRC_AGGRAVATE;
2323 if (have_flag(flgs, TR_DRAIN_EXP)) creature_ptr->cursed |= TRC_DRAIN_EXP;
2324 if (have_flag(flgs, TR_TY_CURSE)) creature_ptr->cursed |= TRC_TY_CURSE;
2325 if (have_flag(flgs, TR_ADD_L_CURSE)) creature_ptr->cursed |= TRC_ADD_L_CURSE;
2326 if (have_flag(flgs, TR_ADD_H_CURSE)) creature_ptr->cursed |= TRC_ADD_H_CURSE;
2327 if (have_flag(flgs, TR_DRAIN_HP)) creature_ptr->cursed |= TRC_DRAIN_HP;
2328 if (have_flag(flgs, TR_DRAIN_MANA)) creature_ptr->cursed |= TRC_DRAIN_MANA;
2329 if (have_flag(flgs, TR_CALL_ANIMAL)) creature_ptr->cursed |= TRC_CALL_ANIMAL;
2330 if (have_flag(flgs, TR_CALL_DEMON)) creature_ptr->cursed |= TRC_CALL_DEMON;
2331 if (have_flag(flgs, TR_CALL_DRAGON)) creature_ptr->cursed |= TRC_CALL_DRAGON;
2332 if (have_flag(flgs, TR_CALL_UNDEAD)) creature_ptr->cursed |= TRC_CALL_UNDEAD;
2333 if (have_flag(flgs, TR_COWARDICE)) creature_ptr->cursed |= TRC_COWARDICE;
2334 if (have_flag(flgs, TR_LOW_MELEE)) creature_ptr->cursed |= TRC_LOW_MELEE;
2335 if (have_flag(flgs, TR_LOW_AC)) creature_ptr->cursed |= TRC_LOW_AC;
2336 if (have_flag(flgs, TR_LOW_MAGIC)) creature_ptr->cursed |= TRC_LOW_MAGIC;
2337 if (have_flag(flgs, TR_FAST_DIGEST)) creature_ptr->cursed |= TRC_FAST_DIGEST;
2338 if (have_flag(flgs, TR_SLOW_REGEN)) creature_ptr->cursed |= TRC_SLOW_REGEN;
2339 if (have_flag(flgs, TR_DEC_MANA)) creature_ptr->dec_mana = TRUE;
2340 if (have_flag(flgs, TR_BLESSED)) creature_ptr->bless_blade = TRUE;
2341 if (have_flag(flgs, TR_XTRA_MIGHT)) creature_ptr->xtra_might = TRUE;
2342 if (have_flag(flgs, TR_SLOW_DIGEST)) creature_ptr->slow_digest = TRUE;
2343 if (have_flag(flgs, TR_REGEN)) creature_ptr->regenerate = TRUE;
2344 if (have_flag(flgs, TR_TELEPATHY)) creature_ptr->telepathy = TRUE;
2345 if (have_flag(flgs, TR_ESP_ANIMAL)) creature_ptr->esp_animal = TRUE;
2346 if (have_flag(flgs, TR_ESP_UNDEAD)) creature_ptr->esp_undead = TRUE;
2347 if (have_flag(flgs, TR_ESP_DEMON)) creature_ptr->esp_demon = TRUE;
2348 if (have_flag(flgs, TR_ESP_ORC)) creature_ptr->esp_orc = TRUE;
2349 if (have_flag(flgs, TR_ESP_TROLL)) creature_ptr->esp_troll = TRUE;
2350 if (have_flag(flgs, TR_ESP_GIANT)) creature_ptr->esp_giant = TRUE;
2351 if (have_flag(flgs, TR_ESP_DRAGON)) creature_ptr->esp_dragon = TRUE;
2352 if (have_flag(flgs, TR_ESP_HUMAN)) creature_ptr->esp_human = TRUE;
2353 if (have_flag(flgs, TR_ESP_EVIL)) creature_ptr->esp_evil = TRUE;
2354 if (have_flag(flgs, TR_ESP_GOOD)) creature_ptr->esp_good = TRUE;
2355 if (have_flag(flgs, TR_ESP_NONLIVING)) creature_ptr->esp_nonliving = TRUE;
2356 if (have_flag(flgs, TR_ESP_UNIQUE)) creature_ptr->esp_unique = TRUE;
2358 if (have_flag(flgs, TR_SEE_INVIS)) creature_ptr->see_inv = TRUE;
2359 if (have_flag(flgs, TR_LEVITATION)) creature_ptr->levitation = TRUE;
2360 if (have_flag(flgs, TR_FREE_ACT)) creature_ptr->free_act = TRUE;
2361 if (have_flag(flgs, TR_HOLD_EXP)) creature_ptr->hold_exp = TRUE;
2362 if (have_flag(flgs, TR_WARNING)) {
2363 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
2364 creature_ptr->warning = TRUE;
2367 if (have_flag(flgs, TR_TELEPORT))
2369 if (object_is_cursed(o_ptr)) creature_ptr->cursed |= TRC_TELEPORT;
2372 concptr insc = quark_str(o_ptr->inscription);
2374 if (o_ptr->inscription && my_strchr(insc, '.'))
2377 * {.} will stop random teleportation.
2382 /* Controlled random teleportation */
2383 creature_ptr->cursed |= TRC_TELEPORT_SELF;
2388 /* Immunity flags */
2389 if (have_flag(flgs, TR_IM_FIRE)) creature_ptr->immune_fire = TRUE;
2390 if (have_flag(flgs, TR_IM_ACID)) creature_ptr->immune_acid = TRUE;
2391 if (have_flag(flgs, TR_IM_COLD)) creature_ptr->immune_cold = TRUE;
2392 if (have_flag(flgs, TR_IM_ELEC)) creature_ptr->immune_elec = TRUE;
2394 /* Resistance flags */
2395 if (have_flag(flgs, TR_RES_ACID)) creature_ptr->resist_acid = TRUE;
2396 if (have_flag(flgs, TR_RES_ELEC)) creature_ptr->resist_elec = TRUE;
2397 if (have_flag(flgs, TR_RES_FIRE)) creature_ptr->resist_fire = TRUE;
2398 if (have_flag(flgs, TR_RES_COLD)) creature_ptr->resist_cold = TRUE;
2399 if (have_flag(flgs, TR_RES_POIS)) creature_ptr->resist_pois = TRUE;
2400 if (have_flag(flgs, TR_RES_FEAR)) creature_ptr->resist_fear = TRUE;
2401 if (have_flag(flgs, TR_RES_CONF)) creature_ptr->resist_conf = TRUE;
2402 if (have_flag(flgs, TR_RES_SOUND)) creature_ptr->resist_sound = TRUE;
2403 if (have_flag(flgs, TR_RES_LITE)) creature_ptr->resist_lite = TRUE;
2404 if (have_flag(flgs, TR_RES_DARK)) creature_ptr->resist_dark = TRUE;
2405 if (have_flag(flgs, TR_RES_CHAOS)) creature_ptr->resist_chaos = TRUE;
2406 if (have_flag(flgs, TR_RES_DISEN)) creature_ptr->resist_disen = TRUE;
2407 if (have_flag(flgs, TR_RES_SHARDS)) creature_ptr->resist_shard = TRUE;
2408 if (have_flag(flgs, TR_RES_NEXUS)) creature_ptr->resist_nexus = TRUE;
2409 if (have_flag(flgs, TR_RES_BLIND)) creature_ptr->resist_blind = TRUE;
2410 if (have_flag(flgs, TR_RES_NETHER)) creature_ptr->resist_neth = TRUE;
2412 if (have_flag(flgs, TR_REFLECT)) creature_ptr->reflect = TRUE;
2413 if (have_flag(flgs, TR_SH_FIRE)) creature_ptr->sh_fire = TRUE;
2414 if (have_flag(flgs, TR_SH_ELEC)) creature_ptr->sh_elec = TRUE;
2415 if (have_flag(flgs, TR_SH_COLD)) creature_ptr->sh_cold = TRUE;
2416 if (have_flag(flgs, TR_NO_MAGIC)) creature_ptr->anti_magic = TRUE;
2417 if (have_flag(flgs, TR_NO_TELE)) creature_ptr->anti_tele = TRUE;
2420 if (have_flag(flgs, TR_SUST_STR)) creature_ptr->sustain_str = TRUE;
2421 if (have_flag(flgs, TR_SUST_INT)) creature_ptr->sustain_int = TRUE;
2422 if (have_flag(flgs, TR_SUST_WIS)) creature_ptr->sustain_wis = TRUE;
2423 if (have_flag(flgs, TR_SUST_DEX)) creature_ptr->sustain_dex = TRUE;
2424 if (have_flag(flgs, TR_SUST_CON)) creature_ptr->sustain_con = TRUE;
2425 if (have_flag(flgs, TR_SUST_CHR)) creature_ptr->sustain_chr = TRUE;
2427 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
2428 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
2429 if (o_ptr->name2 == EGO_RING_RES_TIME) creature_ptr->resist_time = TRUE;
2430 if (o_ptr->name2 == EGO_RING_THROW) creature_ptr->mighty_throw = TRUE;
2431 if (have_flag(flgs, TR_EASY_SPELL)) creature_ptr->easy_spell = TRUE;
2432 if (o_ptr->name2 == EGO_AMU_FOOL) creature_ptr->heavy_spell = TRUE;
2433 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
2435 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
2437 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2439 creature_ptr->to_m_chance += 10;
2443 creature_ptr->to_m_chance += 3;
2447 if (o_ptr->tval == TV_CAPTURE) continue;
2449 /* Modify the base armor class */
2450 creature_ptr->ac += o_ptr->ac;
2452 /* The base armor class is always known */
2453 creature_ptr->dis_ac += o_ptr->ac;
2455 /* Apply the bonuses to armor class */
2456 creature_ptr->to_a += o_ptr->to_a;
2458 /* Apply the mental bonuses to armor class, if known */
2459 if (object_is_known(o_ptr)) creature_ptr->dis_to_a += o_ptr->to_a;
2461 if (o_ptr->curse_flags & TRC_LOW_MELEE)
2463 int slot = i - INVEN_RARM;
2466 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2468 creature_ptr->to_h[slot] -= 15;
2469 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 15;
2473 creature_ptr->to_h[slot] -= 5;
2474 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h[slot] -= 5;
2479 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2481 creature_ptr->to_h_b -= 15;
2482 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 15;
2486 creature_ptr->to_h_b -= 5;
2487 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_h_b -= 5;
2492 if (o_ptr->curse_flags & TRC_LOW_AC)
2494 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2496 creature_ptr->to_a -= 30;
2497 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 30;
2501 creature_ptr->to_a -= 10;
2502 if (o_ptr->ident & IDENT_MENTAL) creature_ptr->dis_to_a -= 10;
2506 /* Hack -- do not apply "weapon" bonuses */
2507 if (i == INVEN_RARM && has_melee_weapon(creature_ptr, i)) continue;
2508 if (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) continue;
2510 /* Hack -- do not apply "bow" bonuses */
2511 if (i == INVEN_BOW) continue;
2513 bonus_to_h = o_ptr->to_h;
2514 bonus_to_d = o_ptr->to_d;
2516 if (creature_ptr->pclass == CLASS_NINJA)
2518 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
2519 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
2522 /* To Bow and Natural attack */
2524 /* Apply the bonuses to hit/damage */
2525 creature_ptr->to_h_b += (s16b)bonus_to_h;
2526 creature_ptr->to_h_m += (s16b)bonus_to_h;
2527 creature_ptr->to_d_m += (s16b)bonus_to_d;
2529 /* Apply the mental bonuses tp hit/damage, if known */
2530 if (object_is_known(o_ptr)) creature_ptr->dis_to_h_b += (s16b)bonus_to_h;
2533 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !creature_ptr->ryoute)
2535 /* Apply the bonuses to hit/damage */
2536 creature_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
2537 creature_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
2539 /* Apply the mental bonuses tp hit/damage, if known */
2540 if (object_is_known(o_ptr))
2542 creature_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
2543 creature_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
2546 else if (creature_ptr->migite && creature_ptr->hidarite)
2548 /* Apply the bonuses to hit/damage */
2549 creature_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2550 creature_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2551 creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2552 creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2554 /* Apply the mental bonuses tp hit/damage, if known */
2555 if (object_is_known(o_ptr))
2557 creature_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2558 creature_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2559 creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2560 creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2565 /* Apply the bonuses to hit/damage */
2566 creature_ptr->to_h[default_hand] += (s16b)bonus_to_h;
2567 creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;
2569 /* Apply the mental bonuses to hit/damage, if known */
2570 if (object_is_known(o_ptr))
2572 creature_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
2573 creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
2578 /* Shield skill bonus */
2579 if (object_is_armour(&creature_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&creature_ptr->inventory_list[INVEN_LARM]))
2581 creature_ptr->ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2582 creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2585 if (old_mighty_throw != creature_ptr->mighty_throw)
2587 /* Redraw average damege display of Shuriken */
2588 creature_ptr->window |= PW_INVEN;
2591 if (creature_ptr->cursed & TRC_TELEPORT) creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);
2593 /* Monks get extra ac for armour _not worn_ */
2594 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr))
2596 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx))
2598 creature_ptr->to_a += (creature_ptr->lev * 3) / 2;
2599 creature_ptr->dis_to_a += (creature_ptr->lev * 3) / 2;
2601 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15))
2603 creature_ptr->to_a += ((creature_ptr->lev - 13) / 3);
2604 creature_ptr->dis_to_a += ((creature_ptr->lev - 13) / 3);
2606 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10))
2608 creature_ptr->to_a += ((creature_ptr->lev - 8) / 3);
2609 creature_ptr->dis_to_a += ((creature_ptr->lev - 8) / 3);
2611 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4))
2613 creature_ptr->to_a += (creature_ptr->lev - 2) / 3;
2614 creature_ptr->dis_to_a += (creature_ptr->lev - 2) / 3;
2616 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx))
2618 creature_ptr->to_a += (creature_ptr->lev / 2);
2619 creature_ptr->dis_to_a += (creature_ptr->lev / 2);
2621 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx))
2623 creature_ptr->to_a += (creature_ptr->lev / 3);
2624 creature_ptr->dis_to_a += (creature_ptr->lev / 3);
2626 if (creature_ptr->special_defense & KAMAE_BYAKKO)
2628 creature_ptr->stat_add[A_STR] += 2;
2629 creature_ptr->stat_add[A_DEX] += 2;
2630 creature_ptr->stat_add[A_CON] -= 3;
2632 else if (creature_ptr->special_defense & KAMAE_SEIRYU)
2635 else if (creature_ptr->special_defense & KAMAE_GENBU)
2637 creature_ptr->stat_add[A_INT] -= 1;
2638 creature_ptr->stat_add[A_WIS] -= 1;
2639 creature_ptr->stat_add[A_DEX] -= 2;
2640 creature_ptr->stat_add[A_CON] += 3;
2642 else if (creature_ptr->special_defense & KAMAE_SUZAKU)
2644 creature_ptr->stat_add[A_STR] -= 2;
2645 creature_ptr->stat_add[A_INT] += 1;
2646 creature_ptr->stat_add[A_WIS] += 1;
2647 creature_ptr->stat_add[A_DEX] += 2;
2648 creature_ptr->stat_add[A_CON] -= 2;
2652 if (creature_ptr->special_defense & KATA_KOUKIJIN)
2654 for (i = 0; i < A_MAX; i++)
2655 creature_ptr->stat_add[i] += 5;
2656 creature_ptr->to_a -= 50;
2657 creature_ptr->dis_to_a -= 50;
2660 /* Hack -- aura of fire also provides light */
2661 if (creature_ptr->sh_fire) creature_ptr->lite = TRUE;
2663 /* Golems also get an intrinsic AC bonus */
2664 if (PRACE_IS_(creature_ptr, RACE_GOLEM) || PRACE_IS_(creature_ptr, RACE_ANDROID))
2666 creature_ptr->to_a += 10 + (creature_ptr->lev * 2 / 5);
2667 creature_ptr->dis_to_a += 10 + (creature_ptr->lev * 2 / 5);
2671 if (creature_ptr->realm1 == REALM_HEX)
2673 if (hex_spelling_any(p_ptr)) creature_ptr->skill_stl -= (1 + CASTING_HEX_NUM(creature_ptr));
2674 if (hex_spelling(HEX_DETECT_EVIL)) creature_ptr->esp_evil = TRUE;
2675 if (hex_spelling(HEX_XTRA_MIGHT)) creature_ptr->stat_add[A_STR] += 4;
2676 if (hex_spelling(HEX_BUILDING))
2678 creature_ptr->stat_add[A_STR] += 4;
2679 creature_ptr->stat_add[A_DEX] += 4;
2680 creature_ptr->stat_add[A_CON] += 4;
2682 if (hex_spelling(HEX_DEMON_AURA))
2684 creature_ptr->sh_fire = TRUE;
2685 creature_ptr->regenerate = TRUE;
2687 if (hex_spelling(HEX_ICE_ARMOR))
2689 creature_ptr->sh_cold = TRUE;
2690 creature_ptr->to_a += 30;
2691 creature_ptr->dis_to_a += 30;
2693 if (hex_spelling(HEX_SHOCK_CLOAK))
2695 creature_ptr->sh_elec = TRUE;
2698 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
2700 ARMOUR_CLASS ac = 0;
2701 o_ptr = &creature_ptr->inventory_list[i];
2702 if (!o_ptr->k_idx) continue;
2703 if (!object_is_armour(o_ptr)) continue;
2704 if (!object_is_cursed(o_ptr)) continue;
2706 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
2707 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
2708 creature_ptr->to_a += (s16b)ac;
2709 creature_ptr->dis_to_a += (s16b)ac;
2713 /* Calculate stats */
2714 for (i = 0; i < A_MAX; i++)
2718 /* Extract the new "stat_use" value for the stat */
2719 top = modify_stat_value(creature_ptr->stat_max[i], creature_ptr->stat_add[i]);
2721 /* Notice changes */
2722 if (creature_ptr->stat_top[i] != top)
2724 /* Save the new value */
2725 creature_ptr->stat_top[i] = (s16b)top;
2726 creature_ptr->redraw |= (PR_STATS);
2727 creature_ptr->window |= (PW_PLAYER);
2731 /* Extract the new "stat_use" value for the stat */
2732 use = modify_stat_value(creature_ptr->stat_cur[i], creature_ptr->stat_add[i]);
2734 if ((i == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM))
2736 /* 10 to 18/90 charisma, guaranteed, based on level */
2737 if (use < 8 + 2 * creature_ptr->lev)
2739 use = 8 + 2 * creature_ptr->lev;
2743 /* Notice changes */
2744 if (creature_ptr->stat_use[i] != use)
2746 /* Save the new value */
2747 creature_ptr->stat_use[i] = (s16b)use;
2748 creature_ptr->redraw |= (PR_STATS);
2749 creature_ptr->window |= (PW_PLAYER);
2753 /* Values: 3, 4, ..., 17 */
2754 if (use <= 18) ind = (use - 3);
2756 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
2757 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
2759 /* Range: 18/220+ */
2762 /* Notice changes */
2763 if (creature_ptr->stat_ind[i] != ind)
2765 /* Save the new index */
2766 creature_ptr->stat_ind[i] = (s16b)ind;
2768 /* Change in CON affects Hitpoints */
2771 creature_ptr->update |= (PU_HP);
2774 /* Change in INT may affect Mana/Spells */
2775 else if (i == A_INT)
2777 if (mp_ptr->spell_stat == A_INT)
2779 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2783 /* Change in WIS may affect Mana/Spells */
2784 else if (i == A_WIS)
2786 if (mp_ptr->spell_stat == A_WIS)
2788 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2792 /* Change in WIS may affect Mana/Spells */
2793 else if (i == A_CHR)
2795 if (mp_ptr->spell_stat == A_CHR)
2797 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2801 creature_ptr->window |= (PW_PLAYER);
2806 /* Apply temporary "stun" */
2807 if (creature_ptr->stun > 50)
2809 creature_ptr->to_h[0] -= 20;
2810 creature_ptr->to_h[1] -= 20;
2811 creature_ptr->to_h_b -= 20;
2812 creature_ptr->to_h_m -= 20;
2813 creature_ptr->dis_to_h[0] -= 20;
2814 creature_ptr->dis_to_h[1] -= 20;
2815 creature_ptr->dis_to_h_b -= 20;
2816 creature_ptr->to_d[0] -= 20;
2817 creature_ptr->to_d[1] -= 20;
2818 creature_ptr->to_d_m -= 20;
2819 creature_ptr->dis_to_d[0] -= 20;
2820 creature_ptr->dis_to_d[1] -= 20;
2822 else if (creature_ptr->stun)
2824 creature_ptr->to_h[0] -= 5;
2825 creature_ptr->to_h[1] -= 5;
2826 creature_ptr->to_h_b -= 5;
2827 creature_ptr->to_h_m -= 5;
2828 creature_ptr->dis_to_h[0] -= 5;
2829 creature_ptr->dis_to_h[1] -= 5;
2830 creature_ptr->dis_to_h_b -= 5;
2831 creature_ptr->to_d[0] -= 5;
2832 creature_ptr->to_d[1] -= 5;
2833 creature_ptr->to_d_m -= 5;
2834 creature_ptr->dis_to_d[0] -= 5;
2835 creature_ptr->dis_to_d[1] -= 5;
2839 if (creature_ptr->wraith_form)
2841 creature_ptr->reflect = TRUE;
2842 creature_ptr->pass_wall = TRUE;
2845 if (creature_ptr->kabenuke)
2847 creature_ptr->pass_wall = TRUE;
2850 /* Temporary blessing */
2853 creature_ptr->to_a += 5;
2854 creature_ptr->dis_to_a += 5;
2855 creature_ptr->to_h[0] += 10;
2856 creature_ptr->to_h[1] += 10;
2857 creature_ptr->to_h_b += 10;
2858 creature_ptr->to_h_m += 10;
2859 creature_ptr->dis_to_h[0] += 10;
2860 creature_ptr->dis_to_h[1] += 10;
2861 creature_ptr->dis_to_h_b += 10;
2864 if (creature_ptr->magicdef)
2866 creature_ptr->resist_blind = TRUE;
2867 creature_ptr->resist_conf = TRUE;
2868 creature_ptr->reflect = TRUE;
2869 creature_ptr->free_act = TRUE;
2870 creature_ptr->levitation = TRUE;
2873 /* Temporary "Hero" */
2876 creature_ptr->to_h[0] += 12;
2877 creature_ptr->to_h[1] += 12;
2878 creature_ptr->to_h_b += 12;
2879 creature_ptr->to_h_m += 12;
2880 creature_ptr->dis_to_h[0] += 12;
2881 creature_ptr->dis_to_h[1] += 12;
2882 creature_ptr->dis_to_h_b += 12;
2885 /* Temporary "Beserk" */
2886 if (creature_ptr->shero)
2888 creature_ptr->to_h[0] += 12;
2889 creature_ptr->to_h[1] += 12;
2890 creature_ptr->to_h_b -= 12;
2891 creature_ptr->to_h_m += 12;
2892 creature_ptr->to_d[0] += 3 + (creature_ptr->lev / 5);
2893 creature_ptr->to_d[1] += 3 + (creature_ptr->lev / 5);
2894 creature_ptr->to_d_m += 3 + (creature_ptr->lev / 5);
2895 creature_ptr->dis_to_h[0] += 12;
2896 creature_ptr->dis_to_h[1] += 12;
2897 creature_ptr->dis_to_h_b -= 12;
2898 creature_ptr->dis_to_d[0] += 3 + (creature_ptr->lev / 5);
2899 creature_ptr->dis_to_d[1] += 3 + (creature_ptr->lev / 5);
2900 creature_ptr->to_a -= 10;
2901 creature_ptr->dis_to_a -= 10;
2902 creature_ptr->skill_stl -= 7;
2903 creature_ptr->skill_dev -= 20;
2904 creature_ptr->skill_sav -= 30;
2905 creature_ptr->skill_srh -= 15;
2906 creature_ptr->skill_fos -= 15;
2907 creature_ptr->skill_tht -= 20;
2908 creature_ptr->skill_dig += 30;
2911 /* Temporary "fast" */
2917 /* Temporary "slow" */
2918 if (creature_ptr->slow)
2923 /* Temporary "telepathy" */
2926 creature_ptr->telepathy = TRUE;
2929 if (creature_ptr->ele_immune)
2931 if (creature_ptr->special_defense & DEFENSE_ACID)
2932 creature_ptr->immune_acid = TRUE;
2933 else if (creature_ptr->special_defense & DEFENSE_ELEC)
2934 creature_ptr->immune_elec = TRUE;
2935 else if (creature_ptr->special_defense & DEFENSE_FIRE)
2936 creature_ptr->immune_fire = TRUE;
2937 else if (creature_ptr->special_defense & DEFENSE_COLD)
2938 creature_ptr->immune_cold = TRUE;
2941 /* Temporary see invisible */
2942 if (creature_ptr->tim_invis)
2944 creature_ptr->see_inv = TRUE;
2947 /* Temporary infravision boost */
2948 if (creature_ptr->tim_infra)
2950 creature_ptr->see_infra += 3;
2953 /* Temporary regeneration boost */
2954 if (creature_ptr->tim_regen)
2956 creature_ptr->regenerate = TRUE;
2959 /* Temporary levitation */
2960 if (creature_ptr->tim_levitation)
2962 creature_ptr->levitation = TRUE;
2965 /* Temporary reflection */
2966 if (creature_ptr->tim_reflect)
2968 creature_ptr->reflect = TRUE;
2971 /* Hack -- Hero/Shero -> Res fear */
2972 if (IS_HERO() || creature_ptr->shero)
2974 creature_ptr->resist_fear = TRUE;
2978 /* Hack -- Telepathy Change */
2979 if (creature_ptr->telepathy != old_telepathy)
2981 creature_ptr->update |= (PU_MONSTERS);
2984 if ((creature_ptr->esp_animal != old_esp_animal) ||
2985 (creature_ptr->esp_undead != old_esp_undead) ||
2986 (creature_ptr->esp_demon != old_esp_demon) ||
2987 (creature_ptr->esp_orc != old_esp_orc) ||
2988 (creature_ptr->esp_troll != old_esp_troll) ||
2989 (creature_ptr->esp_giant != old_esp_giant) ||
2990 (creature_ptr->esp_dragon != old_esp_dragon) ||
2991 (creature_ptr->esp_human != old_esp_human) ||
2992 (creature_ptr->esp_evil != old_esp_evil) ||
2993 (creature_ptr->esp_good != old_esp_good) ||
2994 (creature_ptr->esp_nonliving != old_esp_nonliving) ||
2995 (creature_ptr->esp_unique != old_esp_unique))
2997 creature_ptr->update |= (PU_MONSTERS);
3000 /* Hack -- See Invis Change */
3001 if (creature_ptr->see_inv != old_see_inv)
3003 creature_ptr->update |= (PU_MONSTERS);
3006 /* Bloating slows the player down (a little) */
3007 if (creature_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
3009 if (creature_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
3011 if ((creature_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
3012 (creature_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
3014 creature_ptr->to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3015 creature_ptr->dis_to_h[default_hand] += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3018 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
3020 int penalty1, penalty2;
3021 penalty1 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_RARM].weight) / 8);
3022 penalty2 = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[INVEN_LARM].weight) / 8);
3023 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
3025 penalty1 = penalty1 / 2 - 5;
3026 penalty2 = penalty2 / 2 - 5;
3028 creature_ptr->to_a += 10;
3029 creature_ptr->dis_to_a += 10;
3033 if (penalty1 > 0) penalty1 /= 2;
3034 if (penalty2 > 0) penalty2 /= 2;
3036 else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
3038 penalty1 = MAX(0, penalty1 - 10);
3039 penalty2 = MAX(0, penalty2 - 10);
3041 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
3043 penalty1 = MIN(0, penalty1);
3044 penalty2 = MIN(0, penalty2);
3045 creature_ptr->to_a += 10;
3046 creature_ptr->dis_to_a += 10;
3050 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
3052 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
3055 if (creature_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
3056 if (creature_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
3057 creature_ptr->to_h[0] -= (s16b)penalty1;
3058 creature_ptr->to_h[1] -= (s16b)penalty2;
3059 creature_ptr->dis_to_h[0] -= (s16b)penalty1;
3060 creature_ptr->dis_to_h[1] -= (s16b)penalty2;
3063 /* Extract the current weight (in tenth pounds) */
3064 j = creature_ptr->total_weight;
3066 if (!creature_ptr->riding)
3068 /* Extract the "weight limit" (in tenth pounds) */
3069 i = (int)weight_limit(creature_ptr);
3073 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
3074 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
3075 SPEED speed = riding_m_ptr->mspeed;
3077 if (riding_m_ptr->mspeed > 110)
3079 new_speed = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
3080 if (new_speed < 110) new_speed = 110;
3086 new_speed += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
3087 if (MON_FAST(riding_m_ptr)) new_speed += 10;
3088 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
3089 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
3090 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) creature_ptr->can_swim = TRUE;
3092 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) creature_ptr->pass_wall = FALSE;
3093 if (riding_r_ptr->flags2 & RF2_KILL_WALL) creature_ptr->kill_wall = TRUE;
3095 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
3097 /* Extract the "weight limit" */
3098 i = 1500 + riding_r_ptr->level * 25;
3101 /* Apply "encumbrance" from weight */
3102 if (j > i) new_speed -= ((j - i) / (i / 5));
3104 /* Searching slows the player down */
3105 if (creature_ptr->action == ACTION_SEARCH) new_speed -= 10;
3108 if (creature_ptr->prace == RACE_MERFOLK)
3110 if (have_flag(f_ptr->flags, FF_WATER))
3112 new_speed += (2 + creature_ptr->lev / 10);
3114 else if (!creature_ptr->levitation)
3121 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
3122 creature_ptr->to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
3123 creature_ptr->to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3124 creature_ptr->to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3125 creature_ptr->to_d_m += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3126 creature_ptr->to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3127 creature_ptr->to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3128 creature_ptr->to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3129 creature_ptr->to_h_m += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3130 creature_ptr->to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3131 creature_ptr->to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3132 creature_ptr->to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3133 creature_ptr->to_h_m += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3135 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
3136 creature_ptr->dis_to_a += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
3137 creature_ptr->dis_to_d[0] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3138 creature_ptr->dis_to_d[1] += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3139 creature_ptr->dis_to_h[0] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3140 creature_ptr->dis_to_h[1] += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3141 creature_ptr->dis_to_h_b += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3142 creature_ptr->dis_to_h[0] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3143 creature_ptr->dis_to_h[1] += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3144 creature_ptr->dis_to_h_b += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3147 /* Obtain the "hold" value */
3148 hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
3151 /* Examine the "current bow" */
3152 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3154 /* It is hard to carholdry a heavy bow */
3155 creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
3156 if (creature_ptr->heavy_shoot)
3158 /* Hard to wield a heavy bow */
3159 creature_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
3160 creature_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
3163 /* Compute "extra shots" if needed */
3166 creature_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
3168 /* Apply special flags */
3169 if (o_ptr->k_idx && !creature_ptr->heavy_shoot)
3172 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
3174 /* Snipers love Cross bows */
3175 if ((creature_ptr->pclass == CLASS_SNIPER) &&
3176 (creature_ptr->tval_ammo == TV_BOLT))
3178 creature_ptr->to_h_b += (10 + (creature_ptr->lev / 5));
3179 creature_ptr->dis_to_h_b += (10 + (creature_ptr->lev / 5));
3184 if (creature_ptr->ryoute) hold *= 2;
3186 for (i = 0; i < 2; i++)
3188 /* Examine the "main weapon" */
3189 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
3191 object_flags(o_ptr, flgs);
3193 /* Assume not heavy */
3194 creature_ptr->heavy_wield[i] = FALSE;
3195 creature_ptr->icky_wield[i] = FALSE;
3196 creature_ptr->riding_wield[i] = FALSE;
3198 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
3200 creature_ptr->num_blow[i] = 1;
3203 /* It is hard to hold a heavy weapon */
3204 if (hold < o_ptr->weight / 10)
3206 /* Hard to wield a heavy weapon */
3207 creature_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
3208 creature_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
3211 creature_ptr->heavy_wield[i] = TRUE;
3213 else if (creature_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
3215 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
3217 creature_ptr->to_a += 5;
3218 creature_ptr->dis_to_a += 5;
3221 /* Normal weapons */
3222 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i])
3224 int str_index, dex_index;
3226 int num = 0, wgt = 0, mul = 0, div = 0;
3228 /* Analyze the class */
3229 switch (creature_ptr->pclass)
3232 num = 6; wgt = 70; mul = 5; break;
3234 case CLASS_BERSERKER:
3235 num = 6; wgt = 70; mul = 7; break;
3238 case CLASS_HIGH_MAGE:
3239 case CLASS_BLUE_MAGE:
3240 num = 3; wgt = 100; mul = 2; break;
3243 case CLASS_MAGIC_EATER:
3244 case CLASS_MINDCRAFTER:
3245 num = 5; wgt = 100; mul = 3; break;
3248 num = 5; wgt = 40; mul = 3; break;
3251 num = 5; wgt = 70; mul = 4; break;
3255 num = 5; wgt = 70; mul = 4; break;
3258 num = 5; wgt = 150; mul = 5; break;
3260 case CLASS_WARRIOR_MAGE:
3261 case CLASS_RED_MAGE:
3262 num = 5; wgt = 70; mul = 3; break;
3264 case CLASS_CHAOS_WARRIOR:
3265 num = 5; wgt = 70; mul = 4; break;
3268 num = 5; wgt = 60; mul = 3; break;
3271 num = 4; wgt = 100; mul = 3; break;
3273 case CLASS_IMITATOR:
3274 num = 5; wgt = 70; mul = 4; break;
3276 case CLASS_BEASTMASTER:
3277 num = 5; wgt = 70; mul = 3; break;
3280 if ((creature_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
3281 else { num = 5; wgt = 100; mul = 3; }
3284 case CLASS_SORCERER:
3285 num = 1; wgt = 1; mul = 1; break;
3290 num = 4; wgt = 70; mul = 2; break;
3292 case CLASS_FORCETRAINER:
3293 num = 4; wgt = 60; mul = 2; break;
3295 case CLASS_MIRROR_MASTER:
3296 num = 3; wgt = 100; mul = 3; break;
3299 num = 4; wgt = 20; mul = 1; break;
3302 /* Hex - extra mights gives +1 bonus to max blows */
3303 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
3305 /* Enforce a minimum "weight" (tenth pounds) */
3306 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
3308 /* Access the strength vs weight */
3309 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
3311 if (creature_ptr->ryoute && !omoi) str_index++;
3312 if (creature_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
3315 if (str_index > 11) str_index = 11;
3317 /* Index by dexterity */
3318 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
3321 if (dex_index > 11) dex_index = 11;
3323 /* Use the blows table */
3324 creature_ptr->num_blow[i] = blows_table[str_index][dex_index];
3327 if (creature_ptr->num_blow[i] > num) creature_ptr->num_blow[i] = (s16b)num;
3329 /* Add in the "bonus blows" */
3330 creature_ptr->num_blow[i] += (s16b)extra_blows[i];
3333 if (creature_ptr->pclass == CLASS_WARRIOR) creature_ptr->num_blow[i] += (creature_ptr->lev / 40);
3334 else if (creature_ptr->pclass == CLASS_BERSERKER)
3336 creature_ptr->num_blow[i] += (creature_ptr->lev / 23);
3338 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30)) creature_ptr->num_blow[i] ++;
3340 if (creature_ptr->special_defense & KATA_FUUJIN) creature_ptr->num_blow[i] -= 1;
3342 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) creature_ptr->num_blow[i] = 1;
3345 /* Require at least one blow */
3346 if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
3348 /* Boost digging skill by weapon weight */
3349 creature_ptr->skill_dig += (o_ptr->weight / 10);
3353 /* Priest weapon penalty for non-blessed edged weapons */
3354 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
3355 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
3357 /* Reduce the real bonuses */
3358 creature_ptr->to_h[i] -= 2;
3359 creature_ptr->to_d[i] -= 2;
3361 /* Reduce the mental bonuses */
3362 creature_ptr->dis_to_h[i] -= 2;
3363 creature_ptr->dis_to_d[i] -= 2;
3366 creature_ptr->icky_wield[i] = TRUE;
3368 else if (creature_ptr->pclass == CLASS_BERSERKER)
3370 creature_ptr->to_h[i] += creature_ptr->lev / 5;
3371 creature_ptr->to_d[i] += creature_ptr->lev / 6;
3372 creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
3373 creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
3374 if (((i == 0) && !creature_ptr->hidarite) || creature_ptr->ryoute)
3376 creature_ptr->to_h[i] += creature_ptr->lev / 5;
3377 creature_ptr->to_d[i] += creature_ptr->lev / 6;
3378 creature_ptr->dis_to_h[i] += creature_ptr->lev / 5;
3379 creature_ptr->dis_to_d[i] += creature_ptr->lev / 6;
3382 else if (creature_ptr->pclass == CLASS_SORCERER)
3384 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
3386 /* Reduce the real bonuses */
3387 creature_ptr->to_h[i] -= 200;
3388 creature_ptr->to_d[i] -= 200;
3390 /* Reduce the mental bonuses */
3391 creature_ptr->dis_to_h[i] -= 200;
3392 creature_ptr->dis_to_d[i] -= 200;
3395 creature_ptr->icky_wield[i] = TRUE;
3399 /* Reduce the real bonuses */
3400 creature_ptr->to_h[i] -= 30;
3401 creature_ptr->to_d[i] -= 10;
3403 /* Reduce the mental bonuses */
3404 creature_ptr->dis_to_h[i] -= 30;
3405 creature_ptr->dis_to_d[i] -= 10;
3409 if (creature_ptr->realm1 == REALM_HEX)
3411 if (object_is_cursed(o_ptr))
3413 if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
3414 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_h[i] += 7; creature_ptr->dis_to_h[i] += 7; }
3415 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_h[i] += 13; creature_ptr->dis_to_h[i] += 13; }
3416 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { creature_ptr->to_h[i] += 5; creature_ptr->dis_to_h[i] += 5; }
3417 if (hex_spelling(HEX_RUNESWORD))
3419 if (o_ptr->curse_flags & (TRC_CURSED)) { creature_ptr->to_d[i] += 5; creature_ptr->dis_to_d[i] += 5; }
3420 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { creature_ptr->to_d[i] += 7; creature_ptr->dis_to_d[i] += 7; }
3421 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { creature_ptr->to_d[i] += 13; creature_ptr->dis_to_d[i] += 13; }
3425 if (creature_ptr->riding)
3427 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
3429 creature_ptr->to_h[i] += 15;
3430 creature_ptr->dis_to_h[i] += 15;
3431 creature_ptr->to_dd[i] += 2;
3433 else if (!(have_flag(flgs, TR_RIDING)))
3436 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
3442 penalty = r_info[current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3444 if (penalty < 30) penalty = 30;
3446 creature_ptr->to_h[i] -= (s16b)penalty;
3447 creature_ptr->dis_to_h[i] -= (s16b)penalty;
3450 creature_ptr->riding_wield[i] = TRUE;
3455 if (creature_ptr->riding)
3459 creature_ptr->riding_ryoute = FALSE;
3461 if (creature_ptr->ryoute || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE)) creature_ptr->riding_ryoute = TRUE;
3462 else if (creature_ptr->pet_extra_flags & PF_RYOUTE)
3464 switch (creature_ptr->pclass)
3467 case CLASS_FORCETRAINER:
3468 case CLASS_BERSERKER:
3469 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
3470 creature_ptr->riding_ryoute = TRUE;
3475 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY))
3477 if (creature_ptr->tval_ammo != TV_ARROW) penalty = 5;
3481 penalty = r_info[current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3483 if (penalty < 30) penalty = 30;
3485 if (creature_ptr->tval_ammo == TV_BOLT) penalty *= 2;
3486 creature_ptr->to_h_b -= (s16b)penalty;
3487 creature_ptr->dis_to_h_b -= (s16b)penalty;
3490 /* Different calculation for monks with empty hands */
3491 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) &&
3492 (empty_hands_status & EMPTY_HAND_RARM) && !creature_ptr->hidarite)
3494 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
3495 creature_ptr->num_blow[0] = 0;
3497 if (creature_ptr->pclass == CLASS_FORCETRAINER)
3499 if (blow_base > 18) creature_ptr->num_blow[0]++;
3500 if (blow_base > 31) creature_ptr->num_blow[0]++;
3501 if (blow_base > 44) creature_ptr->num_blow[0]++;
3502 if (blow_base > 58) creature_ptr->num_blow[0]++;
3505 creature_ptr->to_d[0] += P_PTR_KI / 5;
3506 creature_ptr->dis_to_d[0] += P_PTR_KI / 5;
3511 if (blow_base > 12) creature_ptr->num_blow[0]++;
3512 if (blow_base > 22) creature_ptr->num_blow[0]++;
3513 if (blow_base > 31) creature_ptr->num_blow[0]++;
3514 if (blow_base > 39) creature_ptr->num_blow[0]++;
3515 if (blow_base > 46) creature_ptr->num_blow[0]++;
3516 if (blow_base > 53) creature_ptr->num_blow[0]++;
3517 if (blow_base > 59) creature_ptr->num_blow[0]++;
3520 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
3521 creature_ptr->num_blow[0] /= 2;
3524 creature_ptr->to_h[0] += (creature_ptr->lev / 3);
3525 creature_ptr->dis_to_h[0] += (creature_ptr->lev / 3);
3527 creature_ptr->to_d[0] += (creature_ptr->lev / 6);
3528 creature_ptr->dis_to_d[0] += (creature_ptr->lev / 6);
3531 if (creature_ptr->special_defense & KAMAE_BYAKKO)
3533 creature_ptr->to_a -= 40;
3534 creature_ptr->dis_to_a -= 40;
3537 else if (creature_ptr->special_defense & KAMAE_SEIRYU)
3539 creature_ptr->to_a -= 50;
3540 creature_ptr->dis_to_a -= 50;
3541 creature_ptr->resist_acid = TRUE;
3542 creature_ptr->resist_fire = TRUE;
3543 creature_ptr->resist_elec = TRUE;
3544 creature_ptr->resist_cold = TRUE;
3545 creature_ptr->resist_pois = TRUE;
3546 creature_ptr->sh_fire = TRUE;
3547 creature_ptr->sh_elec = TRUE;
3548 creature_ptr->sh_cold = TRUE;
3549 creature_ptr->levitation = TRUE;
3551 else if (creature_ptr->special_defense & KAMAE_GENBU)
3553 creature_ptr->to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
3554 creature_ptr->dis_to_a += (creature_ptr->lev*creature_ptr->lev) / 50;
3555 creature_ptr->reflect = TRUE;
3556 creature_ptr->num_blow[0] -= 2;
3557 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42)) creature_ptr->num_blow[0]--;
3558 if (creature_ptr->num_blow[0] < 0) creature_ptr->num_blow[0] = 0;
3560 else if (creature_ptr->special_defense & KAMAE_SUZAKU)
3562 creature_ptr->to_h[0] -= (creature_ptr->lev / 3);
3563 creature_ptr->to_d[0] -= (creature_ptr->lev / 6);
3565 creature_ptr->dis_to_h[0] -= (creature_ptr->lev / 3);
3566 creature_ptr->dis_to_d[0] -= (creature_ptr->lev / 6);
3567 creature_ptr->num_blow[0] /= 2;
3568 creature_ptr->levitation = TRUE;
3571 creature_ptr->num_blow[0] += 1 + extra_blows[0];
3574 if (creature_ptr->riding) creature_ptr->levitation = riding_levitation;
3576 creature_ptr->monk_armour_aux = FALSE;
3578 if (heavy_armor(creature_ptr))
3580 creature_ptr->monk_armour_aux = TRUE;
3583 for (i = 0; i < 2; i++)
3585 if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3587 OBJECT_TYPE_VALUE tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
3588 OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;
3590 creature_ptr->to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3591 creature_ptr->dis_to_h[i] += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3592 if ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER))
3594 if (!s_info[creature_ptr->pclass].w_max[tval][sval])
3596 creature_ptr->to_h[i] -= 40;
3597 creature_ptr->dis_to_h[i] -= 40;
3598 creature_ptr->icky_wield[i] = TRUE;
3601 else if (creature_ptr->pclass == CLASS_NINJA)
3603 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (creature_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
3605 creature_ptr->to_h[i] -= 40;
3606 creature_ptr->dis_to_h[i] -= 40;
3607 creature_ptr->icky_wield[i] = TRUE;
3608 creature_ptr->num_blow[i] /= 2;
3609 if (creature_ptr->num_blow[i] < 1) creature_ptr->num_blow[i] = 1;
3615 /* Maximum speed is (+99). (internally it's 110 + 99) */
3616 /* Temporary lightspeed forces to be maximum speed */
3617 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (new_speed > 209))
3622 /* Minimum speed is (-99). (internally it's 110 - 99) */
3623 if (new_speed < 11) new_speed = 11;
3625 /* Display the speed (if needed) */
3626 if (creature_ptr->pspeed != (byte)new_speed)
3628 creature_ptr->pspeed = (byte)new_speed;
3629 creature_ptr->redraw |= (PR_SPEED);
3634 if (creature_ptr->to_a > (0 - creature_ptr->ac))
3635 creature_ptr->to_a = 0 - creature_ptr->ac;
3636 if (creature_ptr->dis_to_a > (0 - creature_ptr->dis_ac))
3637 creature_ptr->dis_to_a = 0 - creature_ptr->dis_ac;
3640 /* Redraw armor (if needed) */
3641 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a))
3643 creature_ptr->redraw |= (PR_ARMOR);
3644 creature_ptr->window |= (PW_PLAYER);
3647 if (creature_ptr->ryoute && !omoi)
3649 int bonus_to_h = 0, bonus_to_d = 0;
3650 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3651 bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3653 creature_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
3654 creature_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
3655 creature_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
3656 creature_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
3659 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) creature_ptr->ryoute = FALSE;
3661 /* Affect Skill -- stealth (bonus one) */
3662 creature_ptr->skill_stl += 1;
3664 if (IS_TIM_STEALTH()) creature_ptr->skill_stl += 99;
3666 /* Affect Skill -- disarming (DEX and INT) */
3667 creature_ptr->skill_dis += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
3668 creature_ptr->skill_dis += adj_int_dis[creature_ptr->stat_ind[A_INT]];
3670 /* Affect Skill -- magic devices (INT) */
3671 creature_ptr->skill_dev += adj_int_dev[creature_ptr->stat_ind[A_INT]];
3673 /* Affect Skill -- saving throw (WIS) */
3674 creature_ptr->skill_sav += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
3676 /* Affect Skill -- digging (STR) */
3677 creature_ptr->skill_dig += adj_str_dig[creature_ptr->stat_ind[A_STR]];
3679 /* Affect Skill -- disarming (Level, by Class) */
3680 creature_ptr->skill_dis += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
3682 /* Affect Skill -- magic devices (Level, by Class) */
3683 creature_ptr->skill_dev += ((cp_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
3685 /* Affect Skill -- saving throw (Level, by Class) */
3686 creature_ptr->skill_sav += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
3688 /* Affect Skill -- stealth (Level, by Class) */
3689 creature_ptr->skill_stl += (cp_ptr->x_stl * creature_ptr->lev / 10);
3691 /* Affect Skill -- search ability (Level, by Class) */
3692 creature_ptr->skill_srh += (cp_ptr->x_srh * creature_ptr->lev / 10);
3694 /* Affect Skill -- search frequency (Level, by Class) */
3695 creature_ptr->skill_fos += (cp_ptr->x_fos * creature_ptr->lev / 10);
3697 /* Affect Skill -- combat (normal) (Level, by Class) */
3698 creature_ptr->skill_thn += ((cp_ptr->x_thn * creature_ptr->lev / 10) + (ap_ptr->a_thn * creature_ptr->lev / 50));
3700 /* Affect Skill -- combat (shooting) (Level, by Class) */
3701 creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
3703 /* Affect Skill -- combat (throwing) (Level, by Class) */
3704 creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
3707 if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
3709 creature_ptr->cursed &= ~(TRC_AGGRAVATE);
3710 creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
3713 /* Limit Skill -- stealth from 0 to 30 */
3714 if (creature_ptr->skill_stl > 30) creature_ptr->skill_stl = 30;
3715 if (creature_ptr->skill_stl < 0) creature_ptr->skill_stl = 0;
3717 /* Limit Skill -- digging from 1 up */
3718 if (creature_ptr->skill_dig < 1) creature_ptr->skill_dig = 1;
3720 if (creature_ptr->anti_magic && (creature_ptr->skill_sav < (90 + creature_ptr->lev))) creature_ptr->skill_sav = 90 + creature_ptr->lev;
3722 if (creature_ptr->tsubureru) creature_ptr->skill_sav = 10;
3724 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (creature_ptr->skill_sav < (95 + creature_ptr->lev))) creature_ptr->skill_sav = 95 + creature_ptr->lev;
3726 if (down_saving) creature_ptr->skill_sav /= 2;
3728 /* Hack -- Each elemental immunity includes resistance */
3729 if (creature_ptr->immune_acid) creature_ptr->resist_acid = TRUE;
3730 if (creature_ptr->immune_elec) creature_ptr->resist_elec = TRUE;
3731 if (creature_ptr->immune_fire) creature_ptr->resist_fire = TRUE;
3732 if (creature_ptr->immune_cold) creature_ptr->resist_cold = TRUE;
3735 /* Hack -- handle "xtra" mode */
3736 if (current_world_ptr->character_xtra) return;
3738 /* Take note when "heavy bow" changes */
3739 if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot)
3741 if (creature_ptr->heavy_shoot)
3743 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."));
3745 else if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
3747 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."));
3751 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."));
3755 creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
3758 for (i = 0; i < 2; i++)
3760 /* Take note when "heavy weapon" changes */
3761 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i])
3763 if (creature_ptr->heavy_wield[i])
3765 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."));
3767 else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3769 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
3771 else if (creature_ptr->heavy_wield[1 - i])
3773 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
3777 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."));
3781 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
3784 /* Take note when "heavy weapon" changes */
3785 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i])
3787 if (creature_ptr->riding_wield[i])
3789 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."));
3791 else if (!creature_ptr->riding)
3793 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
3795 else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3797 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
3800 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
3803 /* Take note when "illegal weapon" changes */
3804 if (creature_ptr->old_icky_wield[i] != creature_ptr->icky_wield[i])
3806 if (creature_ptr->icky_wield[i])
3808 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."));
3809 if (current_world_ptr->is_loading_now)
3811 chg_virtue(creature_ptr, V_FAITH, -1);
3814 else if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3816 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."));
3820 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."));
3824 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
3828 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute))
3830 if (creature_ptr->riding_ryoute)
3833 msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
3835 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
3841 msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
3843 msg_print("You began to control riding pet with one hand.");
3847 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
3850 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && (creature_ptr->monk_armour_aux != creature_ptr->monk_notify_aux))
3852 if (heavy_armor(creature_ptr))
3854 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."));
3855 if (current_world_ptr->is_loading_now)
3857 chg_virtue(creature_ptr, V_HARMONY, -1);
3862 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
3865 creature_ptr->monk_notify_aux = creature_ptr->monk_armour_aux;
3868 for (i = 0; i < INVEN_PACK; i++)
3871 if ((creature_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
3872 if ((creature_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (creature_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
3874 if ((creature_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
3875 if ((creature_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (creature_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
3878 for (this_o_idx = current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3880 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3881 next_o_idx = o_ptr->next_o_idx;
3884 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
3885 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
3887 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
3888 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
3891 if (creature_ptr->pass_wall && !creature_ptr->kill_wall) creature_ptr->no_flowed = TRUE;
3893 if (have_dd_s && ((creature_ptr->realm1 == REALM_SORCERY) || (creature_ptr->realm2 == REALM_SORCERY) || (creature_ptr->pclass == CLASS_SORCERER)))
3895 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
3896 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3899 if (have_dd_t && ((creature_ptr->realm1 == REALM_TRUMP) || (creature_ptr->realm2 == REALM_TRUMP) || (creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)))
3901 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
3902 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3905 if (have_sw && ((creature_ptr->realm1 == REALM_NATURE) || (creature_ptr->realm2 == REALM_NATURE) || (creature_ptr->pclass == CLASS_SORCERER)))
3907 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
3908 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3911 if (have_kabe && ((creature_ptr->realm1 == REALM_CRAFT) || (creature_ptr->realm2 == REALM_CRAFT) || (creature_ptr->pclass == CLASS_SORCERER)))
3913 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
3914 if (creature_ptr->lev >= s_ptr->slevel) creature_ptr->no_flowed = TRUE;
3919 static void calc_alignment(player_type *creature_ptr)
3922 creature_ptr->align = 0;
3923 int i, j, neutral[2];
3925 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
3927 monster_type *m_ptr;
3928 monster_race *r_ptr;
3929 m_ptr = ¤t_floor_ptr->m_list[m_idx];
3930 if (!monster_is_valid(m_ptr)) continue;
3931 r_ptr = &r_info[m_ptr->r_idx];
3935 if (r_ptr->flags3 & RF3_GOOD) creature_ptr->align += r_ptr->level;
3936 if (r_ptr->flags3 & RF3_EVIL) creature_ptr->align -= r_ptr->level;
3940 if (creature_ptr->mimic_form)
3942 switch (creature_ptr->mimic_form)
3945 creature_ptr->align -= 200;
3947 case MIMIC_DEMON_LORD:
3948 creature_ptr->align -= 200;
3954 switch (creature_ptr->prace)
3957 creature_ptr->align += 200;
3960 creature_ptr->align -= 200;
3965 for (i = 0; i < 2; i++)
3967 if (has_melee_weapon(creature_ptr, INVEN_RARM + i))
3969 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) creature_ptr->align -= 1000;
3973 /* Determine player alignment */
3974 for (i = 0, j = 0; i < 8; i++)
3976 switch (creature_ptr->vir_types[i])
3979 creature_ptr->align += creature_ptr->virtues[i] * 2;
3989 creature_ptr->align -= creature_ptr->virtues[i];
3992 creature_ptr->align += creature_ptr->virtues[i];
3997 for (i = 0; i < j; i++)
3999 if (creature_ptr->align > 0)
4001 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
4002 if (creature_ptr->align < 0) creature_ptr->align = 0;
4004 else if (creature_ptr->align < 0)
4006 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
4007 if (creature_ptr->align > 0) creature_ptr->align = 0;
4013 * @brief プレイヤーの最大HPを計算する /
4014 * Calculate the players (maximal) hit points
4015 * Adjust current hitpoints if necessary
4019 static void calc_hitpoints(player_type *creature_ptr)
4024 /* Un-inflate "half-hitpoint bonus per level" value */
4025 bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
4027 /* Calculate hitpoints */
4028 mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
4030 if (creature_ptr->mimic_form)
4032 if (creature_ptr->pclass == CLASS_SORCERER)
4033 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
4035 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
4036 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
4039 if (creature_ptr->pclass == CLASS_SORCERER)
4041 if (creature_ptr->lev < 30)
4042 mhp = (mhp * (45 + creature_ptr->lev) / 100);
4044 mhp = (mhp * 75 / 100);
4045 bonus = (bonus * 65 / 100);
4050 if (creature_ptr->pclass == CLASS_BERSERKER)
4052 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
4055 /* Always have at least one hitpoint per level */
4056 if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
4058 /* Factor in the hero / superhero settings */
4059 if (IS_HERO()) mhp += 10;
4060 if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
4061 if (creature_ptr->tsuyoshi) mhp += 50;
4063 /* Factor in the hex spell settings */
4064 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
4065 if (hex_spelling(HEX_BUILDING)) mhp += 60;
4067 /* New maximum hitpoints */
4068 if (creature_ptr->mhp != mhp)
4070 /* Enforce maximum */
4071 if (creature_ptr->chp >= mhp)
4073 creature_ptr->chp = mhp;
4074 creature_ptr->chp_frac = 0;
4078 /* レベルアップの時は上昇量を表示する */
4079 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp))
4081 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
4084 /* Save the new max-hitpoints */
4085 creature_ptr->mhp = mhp;
4087 /* Display hitpoints (later) */
4088 creature_ptr->redraw |= (PR_HP);
4089 creature_ptr->window |= (PW_PLAYER);
4094 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
4097 * SWD: Experimental modification: multiple light sources have additive effect.
4099 static void calc_torch(player_type *creature_ptr)
4104 BIT_FLAGS flgs[TR_FLAG_SIZE];
4106 /* Assume no light */
4107 creature_ptr->cur_lite = 0;
4109 /* Loop through all wielded items */
4110 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4112 o_ptr = &creature_ptr->inventory_list[i];
4113 /* Skip empty slots */
4114 if (!o_ptr->k_idx) continue;
4116 if (o_ptr->name2 == EGO_LITE_SHINE) creature_ptr->cur_lite++;
4119 if (o_ptr->name2 != EGO_LITE_DARKNESS)
4121 if (o_ptr->tval == TV_LITE)
4123 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
4124 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
4127 object_flags(o_ptr, flgs);
4129 /* calc the lite_radius */
4132 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
4133 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
4134 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
4135 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
4136 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
4137 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
4138 creature_ptr->cur_lite += rad;
4141 /* max radius is 14 (was 5) without rewriting other code -- */
4142 if (d_info[creature_ptr->dungeon_idx].flags1 & DF1_DARKNESS && creature_ptr->cur_lite > 1)
4143 creature_ptr->cur_lite = 1;
4146 * check if the player doesn't have light radius,
4147 * but does weakly glow as an intrinsic.
4149 if (creature_ptr->cur_lite <= 0 && creature_ptr->lite) creature_ptr->cur_lite++;
4151 if (creature_ptr->cur_lite > 14) creature_ptr->cur_lite = 14;
4152 if (creature_ptr->cur_lite < 0) creature_ptr->cur_lite = 0;
4154 /* end experimental mods */
4156 /* Notice changes in the "lite radius" */
4157 if (creature_ptr->old_lite != creature_ptr->cur_lite)
4159 /* Hack -- PU_MON_LITE for monsters' darkness */
4160 creature_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
4162 /* Remember the old lite */
4163 creature_ptr->old_lite = creature_ptr->cur_lite;
4165 if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
4166 set_superstealth(creature_ptr, FALSE);
4171 * @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。 /
4172 * Calculate number of spells player should have, and forget,
4173 * or remember, spells until that number is properly reflected.
4176 * Note that this function induces various "status" messages,
4177 * which must be bypasses until the character is created.
4179 static void calc_spells(player_type *creature_ptr)
4181 int i, j, k, levels;
4183 int num_boukyaku = 0;
4185 const magic_type *s_ptr;
4191 /* Hack -- must be literate */
4192 if (!mp_ptr->spell_book) return;
4194 /* Hack -- wait for creation */
4195 if (!current_world_ptr->character_generated) return;
4197 /* Hack -- handle "xtra" mode */
4198 if (current_world_ptr->character_xtra) return;
4200 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
4202 creature_ptr->new_spells = 0;
4206 p = spell_category_name(mp_ptr->spell_book);
4208 /* Determine the number of spells allowed */
4209 levels = creature_ptr->lev - mp_ptr->spell_first + 1;
4211 /* Hack -- no negative spells */
4212 if (levels < 0) levels = 0;
4214 /* Extract total allowed spells */
4215 num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
4217 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
4221 if (creature_ptr->pclass == CLASS_SAMURAI)
4225 else if (creature_ptr->realm2 == REALM_NONE)
4227 num_allowed = (num_allowed + 1) / 2;
4228 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
4230 else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST))
4232 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
4236 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
4239 /* Count the number of spells we know */
4240 for (j = 0; j < 64; j++)
4242 /* Count known spells */
4244 (creature_ptr->spell_forgotten1 & (1L << j)) :
4245 (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
4251 /* See how many spells we must forget or may learn */
4252 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
4254 /* Forget spells which are too hard */
4255 for (i = 63; i >= 0; i--)
4257 /* Efficiency -- all done */
4258 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
4260 /* Access the spell */
4261 j = creature_ptr->spell_order[i];
4263 /* Skip non-spells */
4264 if (j >= 99) continue;
4268 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
4271 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4273 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
4276 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4278 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
4280 /* Skip spells we are allowed to know */
4281 if (s_ptr->slevel <= creature_ptr->lev) continue;
4285 (creature_ptr->spell_learned1 & (1L << j)) :
4286 (creature_ptr->spell_learned2 & (1L << (j - 32))))
4288 /* Mark as forgotten */
4291 creature_ptr->spell_forgotten1 |= (1L << j);
4292 which = creature_ptr->realm1;
4296 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
4297 which = creature_ptr->realm2;
4300 /* No longer known */
4303 creature_ptr->spell_learned1 &= ~(1L << j);
4304 which = creature_ptr->realm1;
4308 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
4309 which = creature_ptr->realm2;
4313 msg_format("%sの%sを忘れてしまった。", exe_spell(which, j % 32, SPELL_NAME), p);
4315 msg_format("You have forgotten the %s of %s.", p, exe_spell(which, j % 32, SPELL_NAME));
4319 /* One more can be learned */
4320 creature_ptr->new_spells++;
4325 /* Forget spells if we know too many spells */
4326 for (i = 63; i >= 0; i--)
4328 /* Stop when possible */
4329 if (creature_ptr->new_spells >= 0) break;
4331 /* Efficiency -- all done */
4332 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2) break;
4334 /* Get the (i+1)th spell learned */
4335 j = creature_ptr->spell_order[i];
4337 /* Skip unknown spells */
4338 if (j >= 99) continue;
4340 /* Forget it (if learned) */
4342 (creature_ptr->spell_learned1 & (1L << j)) :
4343 (creature_ptr->spell_learned2 & (1L << (j - 32))))
4345 /* Mark as forgotten */
4348 creature_ptr->spell_forgotten1 |= (1L << j);
4349 which = creature_ptr->realm1;
4353 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
4354 which = creature_ptr->realm2;
4357 /* No longer known */
4360 creature_ptr->spell_learned1 &= ~(1L << j);
4361 which = creature_ptr->realm1;
4365 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
4366 which = creature_ptr->realm2;
4370 msg_format("%sの%sを忘れてしまった。", exe_spell(which, j % 32, SPELL_NAME), p);
4372 msg_format("You have forgotten the %s of %s.", p, exe_spell(which, j % 32, SPELL_NAME));
4376 /* One more can be learned */
4377 creature_ptr->new_spells++;
4382 /* Check for spells to remember */
4383 for (i = 0; i < 64; i++)
4385 /* None left to remember */
4386 if (creature_ptr->new_spells <= 0) break;
4388 /* Efficiency -- all done */
4389 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2) break;
4391 /* Get the next spell we learned */
4392 j = creature_ptr->spell_order[i];
4394 /* Skip unknown spells */
4397 /* Access the spell */
4398 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2))
4401 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4403 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
4406 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4408 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
4410 /* Skip spells we cannot remember */
4411 if (s_ptr->slevel > creature_ptr->lev) continue;
4413 /* First set of spells */
4415 (creature_ptr->spell_forgotten1 & (1L << j)) :
4416 (creature_ptr->spell_forgotten2 & (1L << (j - 32))))
4418 /* No longer forgotten */
4421 creature_ptr->spell_forgotten1 &= ~(1L << j);
4422 which = creature_ptr->realm1;
4426 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
4427 which = creature_ptr->realm2;
4430 /* Known once more */
4433 creature_ptr->spell_learned1 |= (1L << j);
4434 which = creature_ptr->realm1;
4438 creature_ptr->spell_learned2 |= (1L << (j - 32));
4439 which = creature_ptr->realm2;
4443 msg_format("%sの%sを思い出した。", exe_spell(which, j % 32, SPELL_NAME), p);
4445 msg_format("You have remembered the %s of %s.", p, exe_spell(which, j % 32, SPELL_NAME));
4449 /* One less can be learned */
4450 creature_ptr->new_spells--;
4456 if (creature_ptr->realm2 == REALM_NONE)
4458 /* Count spells that can be learned */
4459 for (j = 0; j < 32; j++)
4461 if (!is_magic(creature_ptr->realm1)) s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
4462 else s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
4464 /* Skip spells we cannot remember */
4465 if (s_ptr->slevel > creature_ptr->lev) continue;
4467 /* Skip spells we already know */
4468 if (creature_ptr->spell_learned1 & (1L << j))
4477 if ((creature_ptr->new_spells > k) &&
4478 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
4480 creature_ptr->new_spells = (s16b)k;
4484 if (creature_ptr->new_spells < 0) creature_ptr->new_spells = 0;
4486 /* Spell count changed */
4487 if (creature_ptr->old_spells != creature_ptr->new_spells)
4489 /* Message if needed */
4490 if (creature_ptr->new_spells)
4493 if (creature_ptr->new_spells < 10) {
4494 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
4497 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
4500 msg_format("You can learn %d more %s%s.",
4501 creature_ptr->new_spells, p,
4502 (creature_ptr->new_spells != 1) ? "s" : "");
4507 /* Save the new_spells value */
4508 creature_ptr->old_spells = creature_ptr->new_spells;
4510 /* Redraw Study Status */
4511 creature_ptr->redraw |= (PR_STUDY);
4513 /* Redraw object recall */
4514 creature_ptr->window |= (PW_OBJECT);
4519 * @brief プレイヤーの最大MPを計算する /
4520 * Calculate maximum mana. You do not need to know any spells.
4521 * Note that mana is lowered by heavy (or inappropriate) armor.
4524 * This function induces status messages.
4526 static void calc_mana(player_type *creature_ptr)
4528 int msp, levels, cur_wgt, max_wgt;
4533 /* Hack -- Must be literate */
4534 if (!mp_ptr->spell_book) return;
4536 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
4537 (creature_ptr->pclass == CLASS_MIRROR_MASTER) ||
4538 (creature_ptr->pclass == CLASS_BLUE_MAGE))
4540 levels = creature_ptr->lev;
4544 if (mp_ptr->spell_first > creature_ptr->lev)
4547 creature_ptr->msp = 0;
4549 /* Display mana later */
4550 creature_ptr->redraw |= (PR_MANA);
4554 /* Extract "effective" player level */
4555 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
4558 if (creature_ptr->pclass == CLASS_SAMURAI)
4560 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
4561 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
4565 /* Extract total mana */
4566 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
4568 /* Hack -- usually add one mana */
4571 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
4573 if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
4575 /* Hack: High mages have a 25% mana bonus */
4576 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
4578 if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
4581 /* Only mages are affected */
4582 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
4584 BIT_FLAGS flgs[TR_FLAG_SIZE];
4586 /* Assume player is not encumbered by gloves */
4587 creature_ptr->cumber_glove = FALSE;
4589 /* Get the gloves */
4590 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
4592 /* Examine the gloves */
4593 object_flags(o_ptr, flgs);
4595 /* Normal gloves hurt mage-type spells */
4597 !(have_flag(flgs, TR_FREE_ACT)) &&
4598 !(have_flag(flgs, TR_DEC_MANA)) &&
4599 !(have_flag(flgs, TR_EASY_SPELL)) &&
4600 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
4601 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
4604 creature_ptr->cumber_glove = TRUE;
4607 msp = (3 * msp) / 4;
4612 /* Assume player not encumbered by armor */
4613 creature_ptr->cumber_armor = FALSE;
4615 /* Weigh the armor */
4617 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4618 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4619 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
4620 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
4621 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
4622 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
4623 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
4625 /* Subtract a percentage of maximum mana. */
4626 switch (creature_ptr->pclass)
4628 /* For these classes, mana is halved if armour
4629 * is 30 pounds over their weight limit. */
4631 case CLASS_HIGH_MAGE:
4632 case CLASS_BLUE_MAGE:
4634 case CLASS_FORCETRAINER:
4635 case CLASS_SORCERER:
4637 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4638 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4642 /* Mana halved if armour is 40 pounds over weight limit. */
4647 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
4648 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
4652 case CLASS_MINDCRAFTER:
4653 case CLASS_BEASTMASTER:
4654 case CLASS_MIRROR_MASTER:
4656 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
4657 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
4661 /* Mana halved if armour is 50 pounds over weight limit. */
4664 case CLASS_RED_MAGE:
4665 case CLASS_WARRIOR_MAGE:
4667 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
4668 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
4672 /* Mana halved if armour is 60 pounds over weight limit. */
4674 case CLASS_CHAOS_WARRIOR:
4676 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
4677 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
4681 /* For new classes created, but not yet added to this formula. */
4688 /* Determine the weight allowance */
4689 max_wgt = mp_ptr->spell_weight;
4691 /* Heavy armor penalizes mana by a percentage. -LM- */
4692 if ((cur_wgt - max_wgt) > 0)
4695 creature_ptr->cumber_armor = TRUE;
4697 /* Subtract a percentage of maximum mana. */
4698 switch (creature_ptr->pclass)
4700 /* For these classes, mana is halved if armour
4701 * is 30 pounds over their weight limit. */
4703 case CLASS_HIGH_MAGE:
4704 case CLASS_BLUE_MAGE:
4706 msp -= msp * (cur_wgt - max_wgt) / 600;
4710 /* Mana halved if armour is 40 pounds over weight limit. */
4712 case CLASS_MINDCRAFTER:
4713 case CLASS_BEASTMASTER:
4715 case CLASS_FORCETRAINER:
4717 case CLASS_MIRROR_MASTER:
4719 msp -= msp * (cur_wgt - max_wgt) / 800;
4723 case CLASS_SORCERER:
4725 msp -= msp * (cur_wgt - max_wgt) / 900;
4729 /* Mana halved if armour is 50 pounds over weight limit. */
4733 case CLASS_RED_MAGE:
4735 msp -= msp * (cur_wgt - max_wgt) / 1000;
4739 /* Mana halved if armour is 60 pounds over weight limit. */
4741 case CLASS_CHAOS_WARRIOR:
4742 case CLASS_WARRIOR_MAGE:
4744 msp -= msp * (cur_wgt - max_wgt) / 1200;
4750 creature_ptr->cumber_armor = FALSE;
4754 /* For new classes created, but not yet added to this formula. */
4757 msp -= msp * (cur_wgt - max_wgt) / 800;
4763 /* Mana can never be negative */
4764 if (msp < 0) msp = 0;
4767 /* Maximum mana has changed */
4768 if (creature_ptr->msp != msp)
4770 /* Enforce maximum */
4771 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI))
4773 creature_ptr->csp = msp;
4774 creature_ptr->csp_frac = 0;
4778 /* レベルアップの時は上昇量を表示する */
4779 if (creature_ptr->level_up_message && (msp > creature_ptr->msp))
4781 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
4785 creature_ptr->msp = msp;
4787 /* Display mana later */
4788 creature_ptr->redraw |= (PR_MANA);
4789 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
4793 /* Hack -- handle "xtra" mode */
4794 if (current_world_ptr->character_xtra) return;
4796 /* Take note when "glove state" changes */
4797 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove)
4799 if (creature_ptr->cumber_glove)
4801 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."));
4805 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."));
4809 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
4813 /* Take note when "armor state" changes */
4814 if (creature_ptr->old_cumber_armor != creature_ptr->cumber_armor)
4816 if (creature_ptr->cumber_armor)
4818 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."));
4822 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."));
4826 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
4831 * @brief 装備中の射撃武器の威力倍率を返す /
4832 * calcurate the fire rate of target object
4833 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
4834 * @return 射撃倍率の値(100で1.00倍)
4836 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
4838 int extra_shots = 0;
4841 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
4843 BIT_FLAGS flgs[TR_FLAG_SIZE];
4845 /* Scan the usable creature_ptr->inventory_list */
4846 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4848 q_ptr = &creature_ptr->inventory_list[i];
4849 if (!q_ptr->k_idx) continue;
4851 /* Do not apply current equip */
4852 if (i == INVEN_BOW) continue;
4854 object_flags(q_ptr, flgs);
4857 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
4860 object_flags(o_ptr, flgs);
4861 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
4863 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, o_ptr))
4867 num += (extra_shots * 100);
4869 /* Hack -- Rangers love Bows */
4870 if ((creature_ptr->pclass == CLASS_RANGER) &&
4871 (tval_ammo == TV_ARROW))
4873 num += (creature_ptr->lev * 4);
4876 if ((creature_ptr->pclass == CLASS_CAVALRY) &&
4877 (tval_ammo == TV_ARROW))
4879 num += (creature_ptr->lev * 3);
4882 if (creature_ptr->pclass == CLASS_ARCHER)
4884 if (tval_ammo == TV_ARROW)
4885 num += ((creature_ptr->lev * 5) + 50);
4886 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
4887 num += (creature_ptr->lev * 4);
4891 * Addendum -- also "Reward" high level warriors,
4892 * with _any_ missile weapon -- TY
4894 if (creature_ptr->pclass == CLASS_WARRIOR &&
4895 (tval_ammo <= TV_BOLT) &&
4896 (tval_ammo >= TV_SHOT))
4898 num += (creature_ptr->lev * 2);
4900 if ((creature_ptr->pclass == CLASS_ROGUE) &&
4901 (tval_ammo == TV_SHOT))
4903 num += (creature_ptr->lev * 4);
4910 * @brief プレイヤーの所持重量制限を計算する /
4911 * Computes current weight limit.
4914 WEIGHT weight_limit(player_type *creature_ptr)
4918 /* Weight limit based only on strength */
4919 i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
4920 if (creature_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
4922 /* Return the result */
4927 * @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 /
4928 * @param i 判定する手のID(右手:0 左手:1)
4929 * @return 持っているならばTRUE
4931 bool has_melee_weapon(player_type *creature_ptr, int i)
4933 return ((creature_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&creature_ptr->inventory_list[i])) ? TRUE : FALSE);
4937 * @brief プレイヤーの現在開いている手の状態を返す
4938 * @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。
4939 * @return 開いている手のビットフラグ
4941 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
4943 BIT_FLAGS16 status = EMPTY_HAND_NONE;
4945 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
4946 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
4948 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_RYOUTE))
4950 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
4951 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
4959 * @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。
4960 * @return ペナルティが適用されるならばTRUE。
4962 bool heavy_armor(player_type *creature_ptr)
4964 WEIGHT monk_arm_wgt = 0;
4966 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA)) return FALSE;
4968 /* Weight the armor */
4969 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
4970 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
4971 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
4972 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
4973 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
4974 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
4975 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
4977 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
4981 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
4983 * @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。
4985 void update_creature(player_type *creature_ptr)
4987 if (!creature_ptr->update) return;
4989 /* Actually do auto-destroy */
4990 if (creature_ptr->update & (PU_AUTODESTROY))
4992 creature_ptr->update &= ~(PU_AUTODESTROY);
4993 autopick_delayed_alter();
4995 if (creature_ptr->update & (PU_COMBINE))
4997 creature_ptr->update &= ~(PU_COMBINE);
5001 /* Reorder the pack */
5002 if (creature_ptr->update & (PU_REORDER))
5004 creature_ptr->update &= ~(PU_REORDER);
5008 if (creature_ptr->update & (PU_BONUS))
5010 creature_ptr->update &= ~(PU_BONUS);
5011 calc_alignment(creature_ptr);
5012 calc_bonuses(creature_ptr);
5015 if (creature_ptr->update & (PU_TORCH))
5017 creature_ptr->update &= ~(PU_TORCH);
5018 calc_torch(creature_ptr);
5021 if (creature_ptr->update & (PU_HP))
5023 creature_ptr->update &= ~(PU_HP);
5024 calc_hitpoints(creature_ptr);
5027 if (creature_ptr->update & (PU_MANA))
5029 creature_ptr->update &= ~(PU_MANA);
5030 calc_mana(creature_ptr);
5033 if (creature_ptr->update & (PU_SPELLS))
5035 creature_ptr->update &= ~(PU_SPELLS);
5036 calc_spells(creature_ptr);
5039 /* Character is not ready yet, no screen updates */
5040 if (!current_world_ptr->character_generated) return;
5042 /* Character is in "icky" mode, no screen updates */
5043 if (current_world_ptr->character_icky) return;
5045 if (creature_ptr->update & (PU_UN_LITE))
5047 creature_ptr->update &= ~(PU_UN_LITE);
5051 if (creature_ptr->update & (PU_UN_VIEW))
5053 creature_ptr->update &= ~(PU_UN_VIEW);
5057 if (creature_ptr->update & (PU_VIEW))
5059 creature_ptr->update &= ~(PU_VIEW);
5063 if (creature_ptr->update & (PU_LITE))
5065 creature_ptr->update &= ~(PU_LITE);
5070 if (creature_ptr->update & (PU_FLOW))
5072 creature_ptr->update &= ~(PU_FLOW);
5076 if (creature_ptr->update & (PU_DISTANCE))
5078 creature_ptr->update &= ~(PU_DISTANCE);
5080 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
5081 /* creature_ptr->update &= ~(PU_MONSTERS); */
5083 update_monsters(TRUE);
5086 if (creature_ptr->update & (PU_MON_LITE))
5088 creature_ptr->update &= ~(PU_MON_LITE);
5093 * Mega-Hack -- Delayed visual update
5094 * Only used if update_view(), update_lite() or update_mon_lite() was called
5096 if (creature_ptr->update & (PU_DELAY_VIS))
5098 creature_ptr->update &= ~(PU_DELAY_VIS);
5099 delayed_visual_update();
5102 if (creature_ptr->update & (PU_MONSTERS))
5104 creature_ptr->update &= ~(PU_MONSTERS);
5105 update_monsters(FALSE);
5110 * @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
5111 * @return 魔道書を一冊も持っていないならTRUEを返す
5113 bool player_has_no_spellbooks(player_type *creature_ptr)
5118 for (i = 0; i < INVEN_PACK; i++)
5120 o_ptr = &creature_ptr->inventory_list[i];
5121 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
5124 for (i = current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
5126 o_ptr = ¤t_floor_ptr->o_list[i];
5127 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
5133 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
5135 creature_ptr->energy_use = (ENERGY)need_cost;
5138 void free_turn(player_type *creature_ptr)
5140 creature_ptr->energy_use = 0;
5144 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
5147 * @return 配置に成功したらTRUE
5149 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
5151 /* Paranoia XXX XXX */
5152 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
5154 /* Save player location */
5155 creature_ptr->y = y;
5156 creature_ptr->x = x;
5163 * @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
5166 void wreck_the_pattern(player_type *creature_ptr)
5170 int pattern_type = f_info[current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
5172 if (pattern_type == PATTERN_TILE_WRECKED)
5174 /* Ruined already */
5178 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
5179 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
5181 if (!IS_INVULN()) take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
5182 to_ruin = randint1(45) + 35;
5186 scatter(&r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, 0);
5188 if (pattern_tile(r_y, r_x) &&
5189 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
5191 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
5195 cave_set_feat(creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
5200 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
5201 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
5202 * @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
5205 void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro)
5209 if (creature_ptr->phase_out || !current_world_ptr->character_dungeon) return;
5211 if (!necro && m_ptr)
5213 GAME_TEXT m_name[MAX_NLEN];
5214 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
5216 power = r_ptr->level / 2;
5218 monster_desc(m_name, m_ptr, 0);
5220 if (!(r_ptr->flags1 & RF1_UNIQUE))
5222 if (r_ptr->flags1 & RF1_FRIENDS)
5227 if (!current_world_ptr->is_loading_now)
5228 return; /* No effect yet, just loaded... */
5231 return; /* Cannot see it for some reason */
5233 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
5237 return; /* Pet eldritch horrors are safe most of the time */
5239 if (randint1(100) > power) return;
5241 if (saving_throw(creature_ptr->skill_sav - power))
5243 return; /* Save, no adverse effects */
5246 if (creature_ptr->image)
5248 /* Something silly happens... */
5249 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5250 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
5254 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
5255 creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
5258 return; /* Never mind; we can't see it clearly enough */
5261 /* Something frightening happens... */
5262 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5263 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
5265 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
5267 /* Demon characters are unaffected */
5268 if (PRACE_IS_(creature_ptr, RACE_IMP) || PRACE_IS_(creature_ptr, RACE_DEMON) || (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
5269 if (creature_ptr->wizard) return;
5271 /* Undead characters are 50% likely to be unaffected */
5272 if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_ZOMBIE)
5273 || PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
5274 (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
5276 if (saving_throw(25 + creature_ptr->lev)) return;
5281 monster_race *r_ptr;
5282 GAME_TEXT m_name[MAX_NLEN];
5285 get_mon_num_prep(get_nightmare, NULL);
5287 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
5288 power = r_ptr->level + 10;
5289 desc = r_name + r_ptr->name;
5291 get_mon_num_prep(NULL, NULL);
5294 if (!(r_ptr->flags1 & RF1_UNIQUE))
5295 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
5298 sprintf(m_name, "%s", desc);
5300 if (!(r_ptr->flags1 & RF1_UNIQUE))
5302 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
5306 if (saving_throw(creature_ptr->skill_sav * 100 / power))
5308 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
5313 if (creature_ptr->image)
5315 /* Something silly happens... */
5316 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5317 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
5321 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
5322 creature_ptr->image = creature_ptr->image + randint1(r_ptr->level);
5325 /* Never mind; we can't see it clearly enough */
5329 /* Something frightening happens... */
5330 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
5331 horror_desc[randint0(MAX_SAN_HORROR)], desc);
5333 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
5335 if (!creature_ptr->mimic_form)
5337 switch (creature_ptr->prace)
5339 /* Demons may make a saving throw */
5342 if (saving_throw(20 + creature_ptr->lev)) return;
5344 /* Undead may make a saving throw */
5349 if (saving_throw(10 + creature_ptr->lev)) return;
5355 /* Demons may make a saving throw */
5356 if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
5358 if (saving_throw(20 + creature_ptr->lev)) return;
5360 /* Undead may make a saving throw */
5361 else if (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
5363 if (saving_throw(10 + creature_ptr->lev)) return;
5369 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!"));
5372 if (saving_throw(creature_ptr->skill_sav - power))
5378 (void)do_dec_stat(creature_ptr, A_INT);
5379 } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
5382 (void)do_dec_stat(creature_ptr, A_WIS);
5383 } while (randint0(100) > creature_ptr->skill_sav && one_in_(2));
5385 switch (randint1(21))
5388 if (!(creature_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
5390 if ((creature_ptr->stat_use[A_INT] < 4) && (creature_ptr->stat_use[A_WIS] < 4))
5392 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!"));
5396 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!"));
5399 if (creature_ptr->muta3 & MUT3_HYPER_INT)
5401 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."));
5402 creature_ptr->muta3 &= ~(MUT3_HYPER_INT);
5404 creature_ptr->muta3 |= MUT3_MORONIC;
5410 if (!(creature_ptr->muta2 & MUT2_COWARDICE) && !creature_ptr->resist_fear)
5412 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
5414 /* Duh, the following should never happen, but anyway... */
5415 if (creature_ptr->muta3 & MUT3_FEARLESS)
5417 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."));
5418 creature_ptr->muta3 &= ~(MUT3_FEARLESS);
5421 creature_ptr->muta2 |= MUT2_COWARDICE;
5427 if (!(creature_ptr->muta2 & MUT2_HALLU) && !creature_ptr->resist_chaos)
5429 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!"));
5430 creature_ptr->muta2 |= MUT2_HALLU;
5436 if (!(creature_ptr->muta2 & MUT2_BERS_RAGE))
5438 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!"));
5439 creature_ptr->muta2 |= MUT2_BERS_RAGE;
5449 if (!creature_ptr->resist_conf)
5451 (void)set_confused(creature_ptr, creature_ptr->confused + randint0(4) + 4);
5453 if (!creature_ptr->free_act)
5455 (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4);
5457 if (!creature_ptr->resist_chaos)
5459 (void)set_image(creature_ptr, creature_ptr->image + randint0(250) + 150);
5468 if (lose_all_info(creature_ptr))
5469 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!"));
5473 creature_ptr->update |= PU_BONUS;
5479 * @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 /
5480 * Advance experience levels and print experience
5483 void check_experience(player_type *creature_ptr)
5485 bool level_reward = FALSE;
5486 bool level_mutation = FALSE;
5487 bool level_inc_stat = FALSE;
5488 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
5489 PLAYER_LEVEL old_lev = creature_ptr->lev;
5491 /* Hack -- lower limit */
5492 if (creature_ptr->exp < 0) creature_ptr->exp = 0;
5493 if (creature_ptr->max_exp < 0) creature_ptr->max_exp = 0;
5494 if (creature_ptr->max_max_exp < 0) creature_ptr->max_max_exp = 0;
5496 /* Hack -- upper limit */
5497 if (creature_ptr->exp > PY_MAX_EXP) creature_ptr->exp = PY_MAX_EXP;
5498 if (creature_ptr->max_exp > PY_MAX_EXP) creature_ptr->max_exp = PY_MAX_EXP;
5499 if (creature_ptr->max_max_exp > PY_MAX_EXP) creature_ptr->max_max_exp = PY_MAX_EXP;
5501 /* Hack -- maintain "max" experience */
5502 if (creature_ptr->exp > creature_ptr->max_exp) creature_ptr->max_exp = creature_ptr->exp;
5504 /* Hack -- maintain "max max" experience */
5505 if (creature_ptr->max_exp > creature_ptr->max_max_exp) creature_ptr->max_max_exp = creature_ptr->max_exp;
5507 /* Redraw experience */
5508 creature_ptr->redraw |= (PR_EXP);
5512 /* Lose levels while possible */
5513 while ((creature_ptr->lev > 1) &&
5514 (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L)))
5517 creature_ptr->lev--;
5518 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5519 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
5520 creature_ptr->window |= (PW_PLAYER);
5525 /* Gain levels while possible */
5526 while ((creature_ptr->lev < PY_MAX_LEVEL) &&
5527 (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)))
5530 creature_ptr->lev++;
5532 /* Save the highest level */
5533 if (creature_ptr->lev > creature_ptr->max_plv)
5535 creature_ptr->max_plv = creature_ptr->lev;
5537 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
5538 (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
5540 level_reward = TRUE;
5542 if (creature_ptr->prace == RACE_BEASTMAN)
5544 if (one_in_(5)) level_mutation = TRUE;
5546 level_inc_stat = TRUE;
5548 exe_write_diary(p_ptr, NIKKI_LEVELUP, creature_ptr->lev, NULL);
5553 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
5555 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5556 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
5557 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
5560 creature_ptr->level_up_message = TRUE;
5563 creature_ptr->level_up_message = FALSE;
5567 if (!(creature_ptr->max_plv % 10))
5576 cnv_stat(creature_ptr->stat_max[0], tmp);
5577 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
5578 cnv_stat(creature_ptr->stat_max[1], tmp);
5579 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
5580 cnv_stat(creature_ptr->stat_max[2], tmp);
5581 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
5582 cnv_stat(creature_ptr->stat_max[3], tmp);
5583 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
5584 cnv_stat(creature_ptr->stat_max[4], tmp);
5585 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
5586 cnv_stat(creature_ptr->stat_max[5], tmp);
5587 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
5590 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
5595 if ((choice >= 'a') && (choice <= 'f')) break;
5597 for (n = 0; n < A_MAX; n++)
5598 if (n != choice - 'a')
5600 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
5602 do_inc_stat(creature_ptr, choice - 'a');
5605 else if (!(creature_ptr->max_plv % 2))
5606 do_inc_stat(creature_ptr, randint0(6));
5611 msg_print(_("あなたは変わった気がする...", "You feel different..."));
5612 (void)gain_mutation(creature_ptr, 0);
5613 level_mutation = FALSE;
5617 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
5622 gain_level_reward(creature_ptr, 0);
5623 level_reward = FALSE;
5626 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5627 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
5628 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
5632 /* Load an autopick preference file */
5633 if (old_lev != creature_ptr->lev) autopick_load_pref(FALSE);
5637 * @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
5639 * @param out_val 出力先文字列ポインタ
5642 void cnv_stat(int val, char *out_val)
5647 int bonus = (val - 18);
5651 sprintf(out_val, "18/%3s", "***");
5653 else if (bonus >= 100)
5655 sprintf(out_val, "18/%03d", bonus);
5659 sprintf(out_val, " 18/%02d", bonus);
5666 sprintf(out_val, " %2d", val);
5671 * @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。
5672 * Modify a stat value by a "modifier", return new value
5674 * @param amount 加減算値
5678 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
5679 * Or even: 18/13, 18/23, 18/33, ..., 18/220
5680 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
5681 * Or even: 18/13, 18/03, 18, 17, ..., 3
5684 s16b modify_stat_value(int value, int amount)
5691 /* Apply each point */
5692 for (i = 0; i < amount; i++)
5694 /* One point at a time */
5695 if (value < 18) value++;
5697 /* Ten "points" at a time */
5703 else if (amount < 0)
5705 /* Apply each point */
5706 for (i = 0; i < (0 - amount); i++)
5708 /* Ten points at a time */
5709 if (value >= 18 + 10) value -= 10;
5711 /* Hack -- prevent weirdness */
5712 else if (value > 18) value = 18;
5714 /* One point at a time */
5715 else if (value > 3) value--;
5719 /* Return new value */
5720 return (s16b)(value);
5726 * Hack -- Calculates the total number of points earned -JWT-
5730 long calc_score(player_type *creature_ptr)
5734 u32b point, point_h, point_l;
5735 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
5737 if (!preserve_mode) mult += 10;
5738 if (!autoroller) mult += 10;
5739 if (!smart_learn) mult -= 20;
5740 if (smart_cheat) mult += 30;
5741 if (ironman_shops) mult += 50;
5742 if (ironman_small_levels) mult += 10;
5743 if (ironman_empty_levels) mult += 20;
5744 if (!powerup_home) mult += 50;
5745 if (ironman_rooms) mult += 100;
5746 if (ironman_nightmare) mult += 100;
5748 if (mult < 5) mult = 5;
5750 for (i = 0; i < max_d_idx; i++)
5751 if (max_dlv[i] > max_dl)
5752 max_dl = max_dlv[i];
5754 point_l = (creature_ptr->max_max_exp + (100 * max_dl));
5755 point_h = point_l / 0x10000L;
5756 point_l = point_l % 0x10000L;
5759 point_h += point_l / 0x10000L;
5760 point_l %= 0x10000L;
5762 point_l += ((point_h % 100) << 16);
5766 point = (point_h << 16) + (point_l);
5767 if (creature_ptr->arena_number >= 0)
5768 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
5770 if (ironman_downward) point *= 2;
5771 if (creature_ptr->pclass == CLASS_BERSERKER)
5773 if (creature_ptr->prace == RACE_SPECTRE)
5777 if ((creature_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
5780 if (creature_ptr->total_winner) point = 2;
5782 if (easy_band) point = (0 - point);
5788 void cheat_death(player_type *creature_ptr)
5790 /* Mark social class, reset age, if needed */
5791 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
5794 creature_ptr->age++;
5797 creature_ptr->noscore |= 0x0001;
5799 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."));
5802 (void)life_stream(FALSE, FALSE);
5804 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
5807 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
5809 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
5811 for (; magic_idx < EATER_EXT * 3; magic_idx++)
5813 creature_ptr->magic_num1[magic_idx] = 0;
5817 /* Restore spell points */
5818 creature_ptr->csp = creature_ptr->msp;
5819 creature_ptr->csp_frac = 0;
5821 /* Hack -- cancel recall */
5822 if (creature_ptr->word_recall)
5824 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
5827 /* Hack -- Prevent recall */
5828 creature_ptr->word_recall = 0;
5829 creature_ptr->redraw |= (PR_STATUS);
5832 /* Hack -- cancel alter */
5833 if (creature_ptr->alter_reality)
5835 /* Hack -- Prevent alter */
5836 creature_ptr->alter_reality = 0;
5837 creature_ptr->redraw |= (PR_STATUS);
5840 /* Note cause of death */
5841 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
5844 creature_ptr->is_dead = FALSE;
5846 /* Hack -- Prevent starvation */
5847 (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
5849 current_floor_ptr->dun_level = 0;
5850 creature_ptr->inside_arena = FALSE;
5851 creature_ptr->phase_out = FALSE;
5853 creature_ptr->inside_quest = 0;
5854 if (creature_ptr->dungeon_idx) creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
5855 creature_ptr->dungeon_idx = 0;
5856 if (lite_town || vanilla_town)
5858 creature_ptr->wilderness_y = 1;
5859 creature_ptr->wilderness_x = 1;
5862 creature_ptr->oldpy = 10;
5863 creature_ptr->oldpx = 34;
5867 creature_ptr->oldpy = 33;
5868 creature_ptr->oldpx = 131;
5873 creature_ptr->wilderness_y = 48;
5874 creature_ptr->wilderness_x = 5;
5875 creature_ptr->oldpy = 33;
5876 creature_ptr->oldpx = 131;
5878 creature_ptr->wild_mode = FALSE;
5879 creature_ptr->leaving = TRUE;
5881 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 1,
5885 /* Prepare next floor */
5886 leave_floor(creature_ptr->change_floor_mode);