4 #include "player-move.h"
5 #include "player-status.h"
7 #include "floor-events.h"
10 #include "spells-status.h"
11 #include "object-hook.h"
13 #include "monster-status.h"
14 #include "monsterrace-hook.h"
17 #include "realm-hex.h"
19 #include "cmd-spell.h"
20 #include "player-effects.h"
22 /* Hack, monk armour */
23 static bool monk_armour_aux;
24 static bool monk_notify_aux;
29 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
31 static concptr horror_desc[MAX_SAN_HORROR] =
87 * @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)
89 static concptr funny_desc[MAX_SAN_FUNNY] =
150 * @var funny_comments
151 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
153 static concptr funny_comments[MAX_SAN_COMMENT] =
174 * @brief 基本必要経験値テーブル /
175 * Base experience levels, may be adjusted up for race and/or class
177 const s32b player_exp[PY_MAX_LEVEL] =
233 * @brief 基本必要強化値テーブル(アンドロイド専用)
235 const s32b player_exp_a[PY_MAX_LEVEL] =
291 * Return alignment title
293 concptr your_alignment(void)
295 if (p_ptr->align > 150) return _("大善", "Lawful");
296 else if (p_ptr->align > 50) return _("中善", "Good");
297 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
298 else if (p_ptr->align > -11) return _("中立", "Neutral");
299 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
300 else if (p_ptr->align > -151) return _("中悪", "Evil");
301 else return _("大悪", "Chaotic");
306 * Return proficiency level of weapons and misc. skills (except riding)
308 int weapon_exp_level(int weapon_exp)
310 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
311 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
312 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
313 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
314 else return EXP_LEVEL_MASTER;
319 * Return proficiency level of riding
321 int riding_exp_level(int riding_exp)
323 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
324 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
325 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
326 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
327 else return EXP_LEVEL_MASTER;
332 * Return proficiency level of spells
334 int spell_exp_level(int spell_exp)
336 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
337 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
338 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
339 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
340 else return EXP_LEVEL_MASTER;
344 * @brief プレイヤーの全ステータスを更新する /
345 * Calculate the players current "state", taking into account
346 * not only race/class intrinsics, but also objects being worn
347 * and temporary spell effects.
351 * See also calc_mana() and calc_hitpoints().
353 * Take note of the new "speed code", in particular, a very strong
354 * player will start slowing down as soon as he reaches 150 pounds,
355 * but not until he reaches 450 pounds will he be half as fast as
356 * a normal kobold. This both hurts and helps the player, hurts
357 * because in the old days a player could just avoid 300 pounds,
358 * and helps because now carrying 300 pounds is not very painful.
360 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
361 * damage, since that would affect non-combat things. These values
362 * are actually added in later, at the appropriate place.
364 * This function induces various "status" messages.
367 void calc_bonuses(void)
371 int default_hand = 0;
372 int empty_hands_status = empty_hands(TRUE);
375 BIT_FLAGS flgs[TR_FLAG_SIZE];
377 bool yoiyami = FALSE;
378 bool down_saving = FALSE;
380 bool have_dd_s = FALSE, have_dd_t = FALSE;
382 bool have_sw = FALSE, have_kabe = FALSE;
383 bool easy_2weapon = FALSE;
384 bool riding_levitation = FALSE;
385 OBJECT_IDX this_o_idx, next_o_idx = 0;
386 const player_race *tmp_rp_ptr;
388 /* Save the old vision stuff */
389 bool old_telepathy = p_ptr->telepathy;
390 bool old_esp_animal = p_ptr->esp_animal;
391 bool old_esp_undead = p_ptr->esp_undead;
392 bool old_esp_demon = p_ptr->esp_demon;
393 bool old_esp_orc = p_ptr->esp_orc;
394 bool old_esp_troll = p_ptr->esp_troll;
395 bool old_esp_giant = p_ptr->esp_giant;
396 bool old_esp_dragon = p_ptr->esp_dragon;
397 bool old_esp_human = p_ptr->esp_human;
398 bool old_esp_evil = p_ptr->esp_evil;
399 bool old_esp_good = p_ptr->esp_good;
400 bool old_esp_nonliving = p_ptr->esp_nonliving;
401 bool old_esp_unique = p_ptr->esp_unique;
402 bool old_see_inv = p_ptr->see_inv;
403 bool old_mighty_throw = p_ptr->mighty_throw;
405 /* Current feature under player. */
406 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
408 /* Save the old armor class */
409 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
410 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
413 /* Clear extra blows/shots */
414 extra_blows[0] = extra_blows[1] = 0;
416 /* Clear the stat modifiers */
417 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
420 /* Clear the Displayed/Real armor class */
421 p_ptr->dis_ac = p_ptr->ac = 0;
423 /* Clear the Displayed/Real Bonuses */
424 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
425 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
426 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
427 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
428 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
429 p_ptr->dis_to_a = p_ptr->to_a = 0;
433 p_ptr->to_m_chance = 0;
435 /* Clear the Extra Dice Bonuses */
436 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
437 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
439 /* Start with "normal" speed */
442 /* Start with a single blow per current_world_ptr->game_turn */
443 p_ptr->num_blow[0] = 1;
444 p_ptr->num_blow[1] = 1;
446 /* Start with a single shot per current_world_ptr->game_turn */
447 p_ptr->num_fire = 100;
449 /* Reset the "xtra" tval */
450 p_ptr->tval_xtra = 0;
452 /* Reset the "ammo" tval */
453 p_ptr->tval_ammo = 0;
455 /* Clear all the flags */
457 p_ptr->bless_blade = FALSE;
458 p_ptr->xtra_might = FALSE;
459 p_ptr->impact[0] = FALSE;
460 p_ptr->impact[1] = FALSE;
461 p_ptr->pass_wall = FALSE;
462 p_ptr->kill_wall = FALSE;
463 p_ptr->dec_mana = FALSE;
464 p_ptr->easy_spell = FALSE;
465 p_ptr->heavy_spell = FALSE;
466 p_ptr->see_inv = FALSE;
467 p_ptr->free_act = FALSE;
468 p_ptr->slow_digest = FALSE;
469 p_ptr->regenerate = FALSE;
470 p_ptr->can_swim = FALSE;
471 p_ptr->levitation = FALSE;
472 p_ptr->hold_exp = FALSE;
473 p_ptr->telepathy = FALSE;
474 p_ptr->esp_animal = FALSE;
475 p_ptr->esp_undead = FALSE;
476 p_ptr->esp_demon = FALSE;
477 p_ptr->esp_orc = FALSE;
478 p_ptr->esp_troll = FALSE;
479 p_ptr->esp_giant = FALSE;
480 p_ptr->esp_dragon = FALSE;
481 p_ptr->esp_human = FALSE;
482 p_ptr->esp_evil = FALSE;
483 p_ptr->esp_good = FALSE;
484 p_ptr->esp_nonliving = FALSE;
485 p_ptr->esp_unique = FALSE;
487 p_ptr->sustain_str = FALSE;
488 p_ptr->sustain_int = FALSE;
489 p_ptr->sustain_wis = FALSE;
490 p_ptr->sustain_con = FALSE;
491 p_ptr->sustain_dex = FALSE;
492 p_ptr->sustain_chr = FALSE;
493 p_ptr->resist_acid = FALSE;
494 p_ptr->resist_elec = FALSE;
495 p_ptr->resist_fire = FALSE;
496 p_ptr->resist_cold = FALSE;
497 p_ptr->resist_pois = FALSE;
498 p_ptr->resist_conf = FALSE;
499 p_ptr->resist_sound = FALSE;
500 p_ptr->resist_lite = FALSE;
501 p_ptr->resist_dark = FALSE;
502 p_ptr->resist_chaos = FALSE;
503 p_ptr->resist_disen = FALSE;
504 p_ptr->resist_shard = FALSE;
505 p_ptr->resist_nexus = FALSE;
506 p_ptr->resist_blind = FALSE;
507 p_ptr->resist_neth = FALSE;
508 p_ptr->resist_time = FALSE;
509 p_ptr->resist_water = FALSE;
510 p_ptr->resist_fear = FALSE;
511 p_ptr->reflect = FALSE;
512 p_ptr->sh_fire = FALSE;
513 p_ptr->sh_elec = FALSE;
514 p_ptr->sh_cold = FALSE;
515 p_ptr->anti_magic = FALSE;
516 p_ptr->anti_tele = FALSE;
517 p_ptr->warning = FALSE;
518 p_ptr->mighty_throw = FALSE;
519 p_ptr->see_nocto = FALSE;
521 p_ptr->immune_acid = FALSE;
522 p_ptr->immune_elec = FALSE;
523 p_ptr->immune_fire = FALSE;
524 p_ptr->immune_cold = FALSE;
526 p_ptr->ryoute = FALSE;
527 p_ptr->migite = FALSE;
528 p_ptr->hidarite = FALSE;
529 p_ptr->no_flowed = FALSE;
531 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
532 else tmp_rp_ptr = &race_info[p_ptr->prace];
534 /* Base infravision (purely racial) */
535 p_ptr->see_infra = tmp_rp_ptr->infra;
537 /* Base skill -- disarming */
538 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
540 /* Base skill -- magic devices */
541 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
543 /* Base skill -- saving throw */
544 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
546 /* Base skill -- stealth */
547 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
549 /* Base skill -- searching ability */
550 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
552 /* Base skill -- searching frequency */
553 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
555 /* Base skill -- combat (normal) */
556 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
558 /* Base skill -- combat (shooting) */
559 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
561 /* Base skill -- combat (throwing) */
562 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
564 /* Base skill -- digging */
565 p_ptr->skill_dig = 0;
567 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
568 if (has_melee_weapon(INVEN_LARM))
570 p_ptr->hidarite = TRUE;
571 if (!p_ptr->migite) default_hand = 1;
574 if (CAN_TWO_HANDS_WIELDING())
576 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
577 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
579 p_ptr->ryoute = TRUE;
581 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
582 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
584 p_ptr->ryoute = TRUE;
588 switch (p_ptr->pclass)
591 case CLASS_FORCETRAINER:
592 case CLASS_BERSERKER:
593 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
595 p_ptr->migite = TRUE;
596 p_ptr->ryoute = TRUE;
603 if (!p_ptr->migite && !p_ptr->hidarite)
605 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
606 else if (empty_hands_status == EMPTY_HAND_LARM)
608 p_ptr->hidarite = TRUE;
613 if (p_ptr->special_defense & KAMAE_MASK)
615 if (!(empty_hands_status & EMPTY_HAND_RARM))
617 set_action(ACTION_NONE);
621 switch (p_ptr->pclass)
624 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
625 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
628 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
630 case CLASS_CHAOS_WARRIOR:
631 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
632 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
634 case CLASS_MINDCRAFTER:
635 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
636 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
637 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
638 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
641 case CLASS_FORCETRAINER:
642 /* Unencumbered Monks become faster every 10 levels */
643 if (!(heavy_armor()))
645 if (!(prace_is_(RACE_KLACKON) ||
646 prace_is_(RACE_SPRITE) ||
647 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
648 new_speed += (p_ptr->lev) / 10;
650 /* Free action if unencumbered at level 25 */
652 p_ptr->free_act = TRUE;
657 p_ptr->dis_to_a -= 50;
660 p_ptr->resist_sound = TRUE;
663 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
665 case CLASS_BERSERKER:
667 p_ptr->sustain_str = TRUE;
668 p_ptr->sustain_dex = TRUE;
669 p_ptr->sustain_con = TRUE;
670 p_ptr->regenerate = TRUE;
671 p_ptr->free_act = TRUE;
673 if (p_ptr->lev > 29) new_speed++;
674 if (p_ptr->lev > 39) new_speed++;
675 if (p_ptr->lev > 44) new_speed++;
676 if (p_ptr->lev > 49) new_speed++;
677 p_ptr->to_a += 10 + p_ptr->lev / 2;
678 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
679 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
680 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
681 p_ptr->redraw |= PR_STATUS;
683 case CLASS_MIRROR_MASTER:
684 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
687 /* Unencumbered Ninjas become faster every 10 levels */
690 new_speed -= (p_ptr->lev) / 10;
691 p_ptr->skill_stl -= (p_ptr->lev) / 10;
693 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
694 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
697 if (!(prace_is_(RACE_KLACKON) ||
698 prace_is_(RACE_SPRITE) ||
699 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
700 new_speed += (p_ptr->lev) / 10;
701 p_ptr->skill_stl += (p_ptr->lev) / 10;
703 /* Free action if unencumbered at level 25 */
705 p_ptr->free_act = TRUE;
707 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
708 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
710 p_ptr->to_a += p_ptr->lev / 2 + 5;
711 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
713 p_ptr->slow_digest = TRUE;
714 p_ptr->resist_fear = TRUE;
715 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
716 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
717 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
720 p_ptr->oppose_pois = 1;
721 p_ptr->redraw |= PR_STATUS;
723 p_ptr->see_nocto = TRUE;
728 if (p_ptr->mimic_form)
730 switch (p_ptr->mimic_form)
733 p_ptr->hold_exp = TRUE;
734 p_ptr->resist_chaos = TRUE;
735 p_ptr->resist_neth = TRUE;
736 p_ptr->resist_fire = TRUE;
737 p_ptr->oppose_fire = 1;
738 p_ptr->see_inv = TRUE;
740 p_ptr->redraw |= PR_STATUS;
742 p_ptr->dis_to_a += 10;
744 case MIMIC_DEMON_LORD:
745 p_ptr->hold_exp = TRUE;
746 p_ptr->resist_chaos = TRUE;
747 p_ptr->resist_neth = TRUE;
748 p_ptr->immune_fire = TRUE;
749 p_ptr->resist_acid = TRUE;
750 p_ptr->resist_fire = TRUE;
751 p_ptr->resist_cold = TRUE;
752 p_ptr->resist_elec = TRUE;
753 p_ptr->resist_pois = TRUE;
754 p_ptr->resist_conf = TRUE;
755 p_ptr->resist_disen = TRUE;
756 p_ptr->resist_nexus = TRUE;
757 p_ptr->resist_fear = TRUE;
758 p_ptr->sh_fire = TRUE;
759 p_ptr->see_inv = TRUE;
760 p_ptr->telepathy = TRUE;
761 p_ptr->levitation = TRUE;
762 p_ptr->kill_wall = TRUE;
765 p_ptr->dis_to_a += 20;
768 p_ptr->resist_dark = TRUE;
769 p_ptr->hold_exp = TRUE;
770 p_ptr->resist_neth = TRUE;
771 p_ptr->resist_cold = TRUE;
772 p_ptr->resist_pois = TRUE;
773 p_ptr->see_inv = TRUE;
776 p_ptr->dis_to_a += 10;
777 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
783 switch (p_ptr->prace)
786 p_ptr->resist_lite = TRUE;
789 p_ptr->hold_exp = TRUE;
792 p_ptr->free_act = TRUE;
795 p_ptr->resist_blind = TRUE;
798 p_ptr->resist_dark = TRUE;
800 case RACE_HALF_TROLL:
801 p_ptr->sustain_str = TRUE;
805 /* High level trolls heal fast... */
806 p_ptr->regenerate = TRUE;
808 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
810 p_ptr->slow_digest = TRUE;
811 /* Let's not make Regeneration
812 * a disadvantage for the poor warriors who can
813 * never learn a spell that satisfies hunger (actually
814 * neither can rogues, but half-trolls are not
815 * supposed to play rogues) */
820 p_ptr->sustain_con = TRUE;
821 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
824 p_ptr->resist_lite = TRUE;
825 p_ptr->see_inv = TRUE;
828 p_ptr->resist_fear = TRUE;
831 p_ptr->resist_dark = TRUE;
832 p_ptr->sustain_str = TRUE;
834 case RACE_HALF_GIANT:
835 p_ptr->sustain_str = TRUE;
836 p_ptr->resist_shard = TRUE;
838 case RACE_HALF_TITAN:
839 p_ptr->resist_chaos = TRUE;
842 p_ptr->resist_sound = TRUE;
845 p_ptr->resist_acid = TRUE;
846 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
849 p_ptr->resist_conf = TRUE;
850 p_ptr->resist_acid = TRUE;
852 /* Klackons become faster */
853 new_speed += (p_ptr->lev) / 10;
856 p_ptr->resist_pois = TRUE;
859 p_ptr->resist_disen = TRUE;
860 p_ptr->resist_dark = TRUE;
863 p_ptr->resist_dark = TRUE;
864 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
867 p_ptr->levitation = TRUE;
868 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
869 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
870 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
871 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
872 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
874 case RACE_MIND_FLAYER:
875 p_ptr->sustain_int = TRUE;
876 p_ptr->sustain_wis = TRUE;
877 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
878 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
881 p_ptr->resist_fire = TRUE;
882 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
885 p_ptr->slow_digest = TRUE;
886 p_ptr->free_act = TRUE;
887 p_ptr->see_inv = TRUE;
888 p_ptr->resist_pois = TRUE;
889 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
892 p_ptr->resist_shard = TRUE;
893 p_ptr->hold_exp = TRUE;
894 p_ptr->see_inv = TRUE;
895 p_ptr->resist_pois = TRUE;
896 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
899 p_ptr->resist_neth = TRUE;
900 p_ptr->hold_exp = TRUE;
901 p_ptr->see_inv = TRUE;
902 p_ptr->resist_pois = TRUE;
903 p_ptr->slow_digest = TRUE;
904 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
907 p_ptr->resist_dark = TRUE;
908 p_ptr->hold_exp = TRUE;
909 p_ptr->resist_neth = TRUE;
910 p_ptr->resist_cold = TRUE;
911 p_ptr->resist_pois = TRUE;
912 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
915 p_ptr->levitation = TRUE;
916 p_ptr->free_act = TRUE;
917 p_ptr->resist_neth = TRUE;
918 p_ptr->hold_exp = TRUE;
919 p_ptr->see_inv = TRUE;
920 p_ptr->resist_pois = TRUE;
921 p_ptr->slow_digest = TRUE;
922 p_ptr->resist_cold = TRUE;
923 p_ptr->pass_wall = TRUE;
924 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
927 p_ptr->levitation = TRUE;
928 p_ptr->resist_lite = TRUE;
930 /* Sprites become faster */
931 new_speed += (p_ptr->lev) / 10;
934 p_ptr->resist_conf = TRUE;
935 p_ptr->resist_sound = TRUE;
938 /* Ents dig like maniacs, but only with their hands. */
939 if (!inventory[INVEN_RARM].k_idx)
940 p_ptr->skill_dig += p_ptr->lev * 10;
941 /* Ents get tougher and stronger as they age, but lose dexterity. */
942 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
943 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
944 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
946 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
947 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
948 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
950 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
951 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
952 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
955 p_ptr->levitation = TRUE;
956 p_ptr->see_inv = TRUE;
959 p_ptr->resist_fire = TRUE;
960 p_ptr->resist_neth = TRUE;
961 p_ptr->hold_exp = TRUE;
962 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
965 p_ptr->oppose_fire = 1;
966 p_ptr->redraw |= PR_STATUS;
970 p_ptr->sustain_con = TRUE;
973 p_ptr->levitation = TRUE;
976 p_ptr->resist_conf = TRUE;
979 p_ptr->slow_digest = TRUE;
980 p_ptr->free_act = TRUE;
981 p_ptr->resist_pois = TRUE;
982 p_ptr->hold_exp = TRUE;
985 p_ptr->resist_water = TRUE;
993 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
995 p_ptr->see_inv = TRUE;
996 p_ptr->free_act = TRUE;
997 p_ptr->slow_digest = TRUE;
998 p_ptr->regenerate = TRUE;
999 p_ptr->levitation = TRUE;
1000 p_ptr->hold_exp = TRUE;
1001 p_ptr->telepathy = TRUE;
1003 p_ptr->sustain_str = TRUE;
1004 p_ptr->sustain_int = TRUE;
1005 p_ptr->sustain_wis = TRUE;
1006 p_ptr->sustain_con = TRUE;
1007 p_ptr->sustain_dex = TRUE;
1008 p_ptr->sustain_chr = TRUE;
1009 p_ptr->resist_acid = TRUE;
1010 p_ptr->resist_elec = TRUE;
1011 p_ptr->resist_fire = TRUE;
1012 p_ptr->resist_cold = TRUE;
1013 p_ptr->resist_pois = TRUE;
1014 p_ptr->resist_conf = TRUE;
1015 p_ptr->resist_sound = TRUE;
1016 p_ptr->resist_lite = TRUE;
1017 p_ptr->resist_dark = TRUE;
1018 p_ptr->resist_chaos = TRUE;
1019 p_ptr->resist_disen = TRUE;
1020 p_ptr->resist_shard = TRUE;
1021 p_ptr->resist_nexus = TRUE;
1022 p_ptr->resist_blind = TRUE;
1023 p_ptr->resist_neth = TRUE;
1024 p_ptr->resist_fear = TRUE;
1025 p_ptr->reflect = TRUE;
1026 p_ptr->sh_fire = TRUE;
1027 p_ptr->sh_elec = TRUE;
1028 p_ptr->sh_cold = TRUE;
1030 p_ptr->dis_to_a += 100;
1032 /* Temporary shield */
1033 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1036 p_ptr->dis_to_a += 50;
1039 if (p_ptr->tim_res_nether)
1041 p_ptr->resist_neth = TRUE;
1043 if (p_ptr->tim_sh_fire)
1045 p_ptr->sh_fire = TRUE;
1047 if (p_ptr->tim_res_time)
1049 p_ptr->resist_time = TRUE;
1053 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1055 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1056 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1057 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1059 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1061 p_ptr->to_m_chance += 5;
1062 p_ptr->resist_conf = TRUE;
1066 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1068 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1070 p_ptr->resist_blind = TRUE;
1071 p_ptr->resist_conf = TRUE;
1072 p_ptr->hold_exp = TRUE;
1073 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1075 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1076 /* Munchkin become faster */
1077 new_speed += (p_ptr->lev) / 10 + 5;
1080 if (music_singing(MUSIC_WALL))
1082 p_ptr->kill_wall = TRUE;
1085 /* Hack -- apply racial/class stat maxes */
1086 /* Apply the racial modifiers */
1087 for (i = 0; i < A_MAX; i++)
1089 /* Modify the stats for "race" */
1090 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1094 /* I'm adding the mutations here for the lack of a better place... */
1097 /* Hyper Strength */
1098 if (p_ptr->muta3 & MUT3_HYPER_STR)
1100 p_ptr->stat_add[A_STR] += 4;
1104 if (p_ptr->muta3 & MUT3_PUNY)
1106 p_ptr->stat_add[A_STR] -= 4;
1109 /* Living computer */
1110 if (p_ptr->muta3 & MUT3_HYPER_INT)
1112 p_ptr->stat_add[A_INT] += 4;
1113 p_ptr->stat_add[A_WIS] += 4;
1117 if (p_ptr->muta3 & MUT3_MORONIC)
1119 p_ptr->stat_add[A_INT] -= 4;
1120 p_ptr->stat_add[A_WIS] -= 4;
1123 if (p_ptr->muta3 & MUT3_RESILIENT)
1125 p_ptr->stat_add[A_CON] += 4;
1128 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1130 p_ptr->stat_add[A_CON] += 2;
1134 if (p_ptr->muta3 & MUT3_ALBINO)
1136 p_ptr->stat_add[A_CON] -= 4;
1139 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1141 p_ptr->stat_add[A_CON] -= 2;
1142 p_ptr->stat_add[A_CHR] -= 1;
1143 p_ptr->regenerate = FALSE;
1144 /* Cancel innate regeneration */
1147 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1149 p_ptr->stat_add[A_CHR] -= 4;
1152 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1154 p_ptr->stat_add[A_CHR] -= 1;
1157 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1159 p_ptr->skill_fos += 15;
1160 p_ptr->skill_srh += 15;
1163 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1165 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1168 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1170 p_ptr->skill_stl -= 3;
1173 if (p_ptr->muta3 & MUT3_INFRAVIS)
1175 p_ptr->see_infra += 3;
1178 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1183 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1188 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1190 p_ptr->sh_elec = TRUE;
1193 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1195 p_ptr->sh_fire = TRUE;
1199 if (p_ptr->muta3 & MUT3_WART_SKIN)
1201 p_ptr->stat_add[A_CHR] -= 2;
1203 p_ptr->dis_to_a += 5;
1206 if (p_ptr->muta3 & MUT3_SCALES)
1208 p_ptr->stat_add[A_CHR] -= 1;
1210 p_ptr->dis_to_a += 10;
1213 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1215 p_ptr->stat_add[A_DEX] -= 1;
1217 p_ptr->dis_to_a += 25;
1220 if (p_ptr->muta3 & MUT3_WINGS)
1222 p_ptr->levitation = TRUE;
1225 if (p_ptr->muta3 & MUT3_FEARLESS)
1227 p_ptr->resist_fear = TRUE;
1230 if (p_ptr->muta3 & MUT3_REGEN)
1232 p_ptr->regenerate = TRUE;
1235 if (p_ptr->muta3 & MUT3_ESP)
1237 p_ptr->telepathy = TRUE;
1240 if (p_ptr->muta3 & MUT3_LIMBER)
1242 p_ptr->stat_add[A_DEX] += 3;
1245 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1247 p_ptr->stat_add[A_DEX] -= 3;
1250 if (p_ptr->muta3 & MUT3_MOTION)
1252 p_ptr->free_act = TRUE;
1253 p_ptr->skill_stl += 1;
1256 if (p_ptr->muta3 & MUT3_ILL_NORM)
1258 p_ptr->stat_add[A_CHR] = 0;
1262 if (p_ptr->tsuyoshi)
1264 p_ptr->stat_add[A_STR] += 4;
1265 p_ptr->stat_add[A_CON] += 4;
1268 /* Scan the usable inventory */
1269 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1271 int bonus_to_h, bonus_to_d;
1272 o_ptr = &inventory[i];
1274 /* Skip non-objects */
1275 if (!o_ptr->k_idx) continue;
1277 /* Extract the item flags */
1278 object_flags(o_ptr, flgs);
1280 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1281 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1284 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1285 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1286 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1287 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1288 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1289 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1291 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1293 /* Affect stealth */
1294 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1296 /* Affect searching ability (factor of five) */
1297 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1299 /* Affect searching frequency (factor of five) */
1300 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1302 /* Affect infravision */
1303 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1305 /* Affect digging (factor of 20) */
1306 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1309 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1312 if (have_flag(flgs, TR_BLOWS))
1314 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1315 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1316 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1319 /* Hack -- cause earthquakes */
1320 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1323 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1324 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1325 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1326 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1327 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1328 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1329 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1330 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1331 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1332 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1333 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1334 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1335 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1336 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1337 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1338 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1339 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1340 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1341 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1342 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1343 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1344 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1345 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1346 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1347 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1348 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1349 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1350 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1351 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1352 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1353 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1354 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1355 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1356 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1357 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1359 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1360 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1361 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1362 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1363 if (have_flag(flgs, TR_WARNING)) {
1364 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1365 p_ptr->warning = TRUE;
1368 if (have_flag(flgs, TR_TELEPORT))
1370 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1373 concptr insc = quark_str(o_ptr->inscription);
1375 if (o_ptr->inscription && my_strchr(insc, '.'))
1378 * {.} will stop random teleportation.
1383 /* Controlled random teleportation */
1384 p_ptr->cursed |= TRC_TELEPORT_SELF;
1389 /* Immunity flags */
1390 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1391 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1392 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1393 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1395 /* Resistance flags */
1396 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1397 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1398 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1399 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1400 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1401 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1402 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1403 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1404 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1405 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1406 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1407 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1408 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1409 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1410 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1411 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1413 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1414 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1415 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1416 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1417 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1418 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1421 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1422 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1423 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1424 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1425 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1426 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1428 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1429 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1430 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1431 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1432 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1433 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1434 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1436 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1438 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1440 p_ptr->to_m_chance += 10;
1444 p_ptr->to_m_chance += 3;
1448 if (o_ptr->tval == TV_CAPTURE) continue;
1450 /* Modify the base armor class */
1451 p_ptr->ac += o_ptr->ac;
1453 /* The base armor class is always known */
1454 p_ptr->dis_ac += o_ptr->ac;
1456 /* Apply the bonuses to armor class */
1457 p_ptr->to_a += o_ptr->to_a;
1459 /* Apply the mental bonuses to armor class, if known */
1460 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1462 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1464 int slot = i - INVEN_RARM;
1467 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1469 p_ptr->to_h[slot] -= 15;
1470 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1474 p_ptr->to_h[slot] -= 5;
1475 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1480 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1482 p_ptr->to_h_b -= 15;
1483 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1488 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1493 if (o_ptr->curse_flags & TRC_LOW_AC)
1495 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1498 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1503 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1507 /* Hack -- do not apply "weapon" bonuses */
1508 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1509 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1511 /* Hack -- do not apply "bow" bonuses */
1512 if (i == INVEN_BOW) continue;
1514 bonus_to_h = o_ptr->to_h;
1515 bonus_to_d = o_ptr->to_d;
1517 if (p_ptr->pclass == CLASS_NINJA)
1519 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1520 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1523 /* To Bow and Natural attack */
1525 /* Apply the bonuses to hit/damage */
1526 p_ptr->to_h_b += (s16b)bonus_to_h;
1527 p_ptr->to_h_m += (s16b)bonus_to_h;
1528 p_ptr->to_d_m += (s16b)bonus_to_d;
1530 /* Apply the mental bonuses tp hit/damage, if known */
1531 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1534 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1536 /* Apply the bonuses to hit/damage */
1537 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1538 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1540 /* Apply the mental bonuses tp hit/damage, if known */
1541 if (object_is_known(o_ptr))
1543 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1544 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1547 else if (p_ptr->migite && p_ptr->hidarite)
1549 /* Apply the bonuses to hit/damage */
1550 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1551 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1552 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1553 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1555 /* Apply the mental bonuses tp hit/damage, if known */
1556 if (object_is_known(o_ptr))
1558 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1559 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1560 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1561 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1566 /* Apply the bonuses to hit/damage */
1567 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1568 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1570 /* Apply the mental bonuses to hit/damage, if known */
1571 if (object_is_known(o_ptr))
1573 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1574 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1579 /* Shield skill bonus */
1580 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1582 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1583 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1586 if (old_mighty_throw != p_ptr->mighty_throw)
1588 /* Redraw average damege display of Shuriken */
1589 p_ptr->window |= PW_INVEN;
1592 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1594 /* Monks get extra ac for armour _not worn_ */
1595 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1597 if (!(inventory[INVEN_BODY].k_idx))
1599 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1600 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1602 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1604 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1605 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1607 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1609 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1610 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1612 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1614 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1615 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1617 if (!(inventory[INVEN_HANDS].k_idx))
1619 p_ptr->to_a += (p_ptr->lev / 2);
1620 p_ptr->dis_to_a += (p_ptr->lev / 2);
1622 if (!(inventory[INVEN_FEET].k_idx))
1624 p_ptr->to_a += (p_ptr->lev / 3);
1625 p_ptr->dis_to_a += (p_ptr->lev / 3);
1627 if (p_ptr->special_defense & KAMAE_BYAKKO)
1629 p_ptr->stat_add[A_STR] += 2;
1630 p_ptr->stat_add[A_DEX] += 2;
1631 p_ptr->stat_add[A_CON] -= 3;
1633 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1636 else if (p_ptr->special_defense & KAMAE_GENBU)
1638 p_ptr->stat_add[A_INT] -= 1;
1639 p_ptr->stat_add[A_WIS] -= 1;
1640 p_ptr->stat_add[A_DEX] -= 2;
1641 p_ptr->stat_add[A_CON] += 3;
1643 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1645 p_ptr->stat_add[A_STR] -= 2;
1646 p_ptr->stat_add[A_INT] += 1;
1647 p_ptr->stat_add[A_WIS] += 1;
1648 p_ptr->stat_add[A_DEX] += 2;
1649 p_ptr->stat_add[A_CON] -= 2;
1653 if (p_ptr->special_defense & KATA_KOUKIJIN)
1655 for (i = 0; i < A_MAX; i++)
1656 p_ptr->stat_add[i] += 5;
1658 p_ptr->dis_to_a -= 50;
1661 /* Hack -- aura of fire also provides light */
1662 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1664 /* Golems also get an intrinsic AC bonus */
1665 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1667 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1668 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1672 if (p_ptr->realm1 == REALM_HEX)
1674 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1675 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1676 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1677 if (hex_spelling(HEX_BUILDING))
1679 p_ptr->stat_add[A_STR] += 4;
1680 p_ptr->stat_add[A_DEX] += 4;
1681 p_ptr->stat_add[A_CON] += 4;
1683 if (hex_spelling(HEX_DEMON_AURA))
1685 p_ptr->sh_fire = TRUE;
1686 p_ptr->regenerate = TRUE;
1688 if (hex_spelling(HEX_ICE_ARMOR))
1690 p_ptr->sh_cold = TRUE;
1692 p_ptr->dis_to_a += 30;
1694 if (hex_spelling(HEX_SHOCK_CLOAK))
1696 p_ptr->sh_elec = TRUE;
1699 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1701 ARMOUR_CLASS ac = 0;
1702 o_ptr = &inventory[i];
1703 if (!o_ptr->k_idx) continue;
1704 if (!object_is_armour(o_ptr)) continue;
1705 if (!object_is_cursed(o_ptr)) continue;
1707 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1708 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1709 p_ptr->to_a += (s16b)ac;
1710 p_ptr->dis_to_a += (s16b)ac;
1714 /* Calculate stats */
1715 for (i = 0; i < A_MAX; i++)
1719 /* Extract the new "stat_use" value for the stat */
1720 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1722 /* Notice changes */
1723 if (p_ptr->stat_top[i] != top)
1725 /* Save the new value */
1726 p_ptr->stat_top[i] = (s16b)top;
1727 p_ptr->redraw |= (PR_STATS);
1728 p_ptr->window |= (PW_PLAYER);
1732 /* Extract the new "stat_use" value for the stat */
1733 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1735 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1737 /* 10 to 18/90 charisma, guaranteed, based on level */
1738 if (use < 8 + 2 * p_ptr->lev)
1740 use = 8 + 2 * p_ptr->lev;
1744 /* Notice changes */
1745 if (p_ptr->stat_use[i] != use)
1747 /* Save the new value */
1748 p_ptr->stat_use[i] = (s16b)use;
1749 p_ptr->redraw |= (PR_STATS);
1750 p_ptr->window |= (PW_PLAYER);
1754 /* Values: 3, 4, ..., 17 */
1755 if (use <= 18) ind = (use - 3);
1757 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1758 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1760 /* Range: 18/220+ */
1763 /* Notice changes */
1764 if (p_ptr->stat_ind[i] != ind)
1766 /* Save the new index */
1767 p_ptr->stat_ind[i] = (s16b)ind;
1769 /* Change in CON affects Hitpoints */
1772 p_ptr->update |= (PU_HP);
1775 /* Change in INT may affect Mana/Spells */
1776 else if (i == A_INT)
1778 if (mp_ptr->spell_stat == A_INT)
1780 p_ptr->update |= (PU_MANA | PU_SPELLS);
1784 /* Change in WIS may affect Mana/Spells */
1785 else if (i == A_WIS)
1787 if (mp_ptr->spell_stat == A_WIS)
1789 p_ptr->update |= (PU_MANA | PU_SPELLS);
1793 /* Change in WIS may affect Mana/Spells */
1794 else if (i == A_CHR)
1796 if (mp_ptr->spell_stat == A_CHR)
1798 p_ptr->update |= (PU_MANA | PU_SPELLS);
1802 p_ptr->window |= (PW_PLAYER);
1807 /* Apply temporary "stun" */
1808 if (p_ptr->stun > 50)
1810 p_ptr->to_h[0] -= 20;
1811 p_ptr->to_h[1] -= 20;
1812 p_ptr->to_h_b -= 20;
1813 p_ptr->to_h_m -= 20;
1814 p_ptr->dis_to_h[0] -= 20;
1815 p_ptr->dis_to_h[1] -= 20;
1816 p_ptr->dis_to_h_b -= 20;
1817 p_ptr->to_d[0] -= 20;
1818 p_ptr->to_d[1] -= 20;
1819 p_ptr->to_d_m -= 20;
1820 p_ptr->dis_to_d[0] -= 20;
1821 p_ptr->dis_to_d[1] -= 20;
1823 else if (p_ptr->stun)
1825 p_ptr->to_h[0] -= 5;
1826 p_ptr->to_h[1] -= 5;
1829 p_ptr->dis_to_h[0] -= 5;
1830 p_ptr->dis_to_h[1] -= 5;
1831 p_ptr->dis_to_h_b -= 5;
1832 p_ptr->to_d[0] -= 5;
1833 p_ptr->to_d[1] -= 5;
1835 p_ptr->dis_to_d[0] -= 5;
1836 p_ptr->dis_to_d[1] -= 5;
1840 if (p_ptr->wraith_form)
1842 p_ptr->reflect = TRUE;
1843 p_ptr->pass_wall = TRUE;
1846 if (p_ptr->kabenuke)
1848 p_ptr->pass_wall = TRUE;
1851 /* Temporary blessing */
1855 p_ptr->dis_to_a += 5;
1856 p_ptr->to_h[0] += 10;
1857 p_ptr->to_h[1] += 10;
1858 p_ptr->to_h_b += 10;
1859 p_ptr->to_h_m += 10;
1860 p_ptr->dis_to_h[0] += 10;
1861 p_ptr->dis_to_h[1] += 10;
1862 p_ptr->dis_to_h_b += 10;
1865 if (p_ptr->magicdef)
1867 p_ptr->resist_blind = TRUE;
1868 p_ptr->resist_conf = TRUE;
1869 p_ptr->reflect = TRUE;
1870 p_ptr->free_act = TRUE;
1871 p_ptr->levitation = TRUE;
1874 /* Temporary "Hero" */
1877 p_ptr->to_h[0] += 12;
1878 p_ptr->to_h[1] += 12;
1879 p_ptr->to_h_b += 12;
1880 p_ptr->to_h_m += 12;
1881 p_ptr->dis_to_h[0] += 12;
1882 p_ptr->dis_to_h[1] += 12;
1883 p_ptr->dis_to_h_b += 12;
1886 /* Temporary "Beserk" */
1889 p_ptr->to_h[0] += 12;
1890 p_ptr->to_h[1] += 12;
1891 p_ptr->to_h_b -= 12;
1892 p_ptr->to_h_m += 12;
1893 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1894 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1895 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1896 p_ptr->dis_to_h[0] += 12;
1897 p_ptr->dis_to_h[1] += 12;
1898 p_ptr->dis_to_h_b -= 12;
1899 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1900 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1902 p_ptr->dis_to_a -= 10;
1903 p_ptr->skill_stl -= 7;
1904 p_ptr->skill_dev -= 20;
1905 p_ptr->skill_sav -= 30;
1906 p_ptr->skill_srh -= 15;
1907 p_ptr->skill_fos -= 15;
1908 p_ptr->skill_tht -= 20;
1909 p_ptr->skill_dig += 30;
1912 /* Temporary "fast" */
1918 /* Temporary "slow" */
1924 /* Temporary "telepathy" */
1927 p_ptr->telepathy = TRUE;
1930 if (p_ptr->ele_immune)
1932 if (p_ptr->special_defense & DEFENSE_ACID)
1933 p_ptr->immune_acid = TRUE;
1934 else if (p_ptr->special_defense & DEFENSE_ELEC)
1935 p_ptr->immune_elec = TRUE;
1936 else if (p_ptr->special_defense & DEFENSE_FIRE)
1937 p_ptr->immune_fire = TRUE;
1938 else if (p_ptr->special_defense & DEFENSE_COLD)
1939 p_ptr->immune_cold = TRUE;
1942 /* Temporary see invisible */
1943 if (p_ptr->tim_invis)
1945 p_ptr->see_inv = TRUE;
1948 /* Temporary infravision boost */
1949 if (p_ptr->tim_infra)
1951 p_ptr->see_infra += 3;
1954 /* Temporary regeneration boost */
1955 if (p_ptr->tim_regen)
1957 p_ptr->regenerate = TRUE;
1960 /* Temporary levitation */
1961 if (p_ptr->tim_levitation)
1963 p_ptr->levitation = TRUE;
1966 /* Temporary reflection */
1967 if (p_ptr->tim_reflect)
1969 p_ptr->reflect = TRUE;
1972 /* Hack -- Hero/Shero -> Res fear */
1973 if (IS_HERO() || p_ptr->shero)
1975 p_ptr->resist_fear = TRUE;
1979 /* Hack -- Telepathy Change */
1980 if (p_ptr->telepathy != old_telepathy)
1982 p_ptr->update |= (PU_MONSTERS);
1985 if ((p_ptr->esp_animal != old_esp_animal) ||
1986 (p_ptr->esp_undead != old_esp_undead) ||
1987 (p_ptr->esp_demon != old_esp_demon) ||
1988 (p_ptr->esp_orc != old_esp_orc) ||
1989 (p_ptr->esp_troll != old_esp_troll) ||
1990 (p_ptr->esp_giant != old_esp_giant) ||
1991 (p_ptr->esp_dragon != old_esp_dragon) ||
1992 (p_ptr->esp_human != old_esp_human) ||
1993 (p_ptr->esp_evil != old_esp_evil) ||
1994 (p_ptr->esp_good != old_esp_good) ||
1995 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1996 (p_ptr->esp_unique != old_esp_unique))
1998 p_ptr->update |= (PU_MONSTERS);
2001 /* Hack -- See Invis Change */
2002 if (p_ptr->see_inv != old_see_inv)
2004 p_ptr->update |= (PU_MONSTERS);
2007 /* Bloating slows the player down (a little) */
2008 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2010 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2012 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2013 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2015 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2016 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2019 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2021 int penalty1, penalty2;
2022 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
2023 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
2024 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
2026 penalty1 = penalty1 / 2 - 5;
2027 penalty2 = penalty2 / 2 - 5;
2030 p_ptr->dis_to_a += 10;
2034 if (penalty1 > 0) penalty1 /= 2;
2035 if (penalty2 > 0) penalty2 /= 2;
2037 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
2039 penalty1 = MAX(0, penalty1 - 10);
2040 penalty2 = MAX(0, penalty2 - 10);
2042 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2044 penalty1 = MIN(0, penalty1);
2045 penalty2 = MIN(0, penalty2);
2047 p_ptr->dis_to_a += 10;
2051 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2053 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2056 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2057 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2058 p_ptr->to_h[0] -= (s16b)penalty1;
2059 p_ptr->to_h[1] -= (s16b)penalty2;
2060 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2061 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2064 /* Extract the current weight (in tenth pounds) */
2065 j = p_ptr->total_weight;
2069 /* Extract the "weight limit" (in tenth pounds) */
2070 i = (int)weight_limit();
2074 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2075 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2076 SPEED speed = riding_m_ptr->mspeed;
2078 if (riding_m_ptr->mspeed > 110)
2080 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2081 if (new_speed < 110) new_speed = 110;
2087 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2088 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2089 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2090 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2091 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2093 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2094 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2096 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2098 /* Extract the "weight limit" */
2099 i = 1500 + riding_r_ptr->level * 25;
2102 /* Apply "encumbrance" from weight */
2103 if (j > i) new_speed -= ((j - i) / (i / 5));
2105 /* Searching slows the player down */
2106 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2109 if (p_ptr->prace == RACE_MERFOLK)
2111 if (have_flag(f_ptr->flags, FF_WATER))
2113 new_speed += (2 + p_ptr->lev / 10);
2115 else if (!p_ptr->levitation)
2122 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2123 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2124 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2125 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2126 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2127 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2128 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2129 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2130 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2131 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2132 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2133 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2134 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2136 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2137 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2138 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2139 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2140 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2141 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2142 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2143 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2144 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2145 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2148 /* Obtain the "hold" value */
2149 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2152 /* Examine the "current bow" */
2153 o_ptr = &inventory[INVEN_BOW];
2155 /* It is hard to carholdry a heavy bow */
2156 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2157 if (p_ptr->heavy_shoot)
2159 /* Hard to wield a heavy bow */
2160 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2161 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2164 /* Compute "extra shots" if needed */
2167 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2169 /* Apply special flags */
2170 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2173 p_ptr->num_fire = calc_num_fire(o_ptr);
2175 /* Snipers love Cross bows */
2176 if ((p_ptr->pclass == CLASS_SNIPER) &&
2177 (p_ptr->tval_ammo == TV_BOLT))
2179 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2180 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2185 if (p_ptr->ryoute) hold *= 2;
2187 for (i = 0; i < 2; i++)
2189 /* Examine the "main weapon" */
2190 o_ptr = &inventory[INVEN_RARM + i];
2192 object_flags(o_ptr, flgs);
2194 /* Assume not heavy */
2195 p_ptr->heavy_wield[i] = FALSE;
2196 p_ptr->icky_wield[i] = FALSE;
2197 p_ptr->riding_wield[i] = FALSE;
2199 if (!has_melee_weapon(INVEN_RARM + i))
2201 p_ptr->num_blow[i] = 1;
2204 /* It is hard to hold a heavy weapon */
2205 if (hold < o_ptr->weight / 10)
2207 /* Hard to wield a heavy weapon */
2208 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2209 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2212 p_ptr->heavy_wield[i] = TRUE;
2214 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2216 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2219 p_ptr->dis_to_a += 5;
2222 /* Normal weapons */
2223 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2225 int str_index, dex_index;
2227 int num = 0, wgt = 0, mul = 0, div = 0;
2229 /* Analyze the class */
2230 switch (p_ptr->pclass)
2233 num = 6; wgt = 70; mul = 5; break;
2235 case CLASS_BERSERKER:
2236 num = 6; wgt = 70; mul = 7; break;
2239 case CLASS_HIGH_MAGE:
2240 case CLASS_BLUE_MAGE:
2241 num = 3; wgt = 100; mul = 2; break;
2244 case CLASS_MAGIC_EATER:
2245 case CLASS_MINDCRAFTER:
2246 num = 5; wgt = 100; mul = 3; break;
2249 num = 5; wgt = 40; mul = 3; break;
2252 num = 5; wgt = 70; mul = 4; break;
2256 num = 5; wgt = 70; mul = 4; break;
2259 num = 5; wgt = 150; mul = 5; break;
2261 case CLASS_WARRIOR_MAGE:
2262 case CLASS_RED_MAGE:
2263 num = 5; wgt = 70; mul = 3; break;
2265 case CLASS_CHAOS_WARRIOR:
2266 num = 5; wgt = 70; mul = 4; break;
2269 num = 5; wgt = 60; mul = 3; break;
2272 num = 4; wgt = 100; mul = 3; break;
2274 case CLASS_IMITATOR:
2275 num = 5; wgt = 70; mul = 4; break;
2277 case CLASS_BEASTMASTER:
2278 num = 5; wgt = 70; mul = 3; break;
2281 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2282 else { num = 5; wgt = 100; mul = 3; }
2285 case CLASS_SORCERER:
2286 num = 1; wgt = 1; mul = 1; break;
2291 num = 4; wgt = 70; mul = 2; break;
2293 case CLASS_FORCETRAINER:
2294 num = 4; wgt = 60; mul = 2; break;
2296 case CLASS_MIRROR_MASTER:
2297 num = 3; wgt = 100; mul = 3; break;
2300 num = 4; wgt = 20; mul = 1; break;
2303 /* Hex - extra mights gives +1 bonus to max blows */
2304 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2306 /* Enforce a minimum "weight" (tenth pounds) */
2307 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2309 /* Access the strength vs weight */
2310 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2312 if (p_ptr->ryoute && !omoi) str_index++;
2313 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2316 if (str_index > 11) str_index = 11;
2318 /* Index by dexterity */
2319 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2322 if (dex_index > 11) dex_index = 11;
2324 /* Use the blows table */
2325 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2328 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2330 /* Add in the "bonus blows" */
2331 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2334 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2335 else if (p_ptr->pclass == CLASS_BERSERKER)
2337 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2339 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2341 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2343 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2346 /* Require at least one blow */
2347 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2349 /* Boost digging skill by weapon weight */
2350 p_ptr->skill_dig += (o_ptr->weight / 10);
2354 /* Priest weapon penalty for non-blessed edged weapons */
2355 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2356 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2358 /* Reduce the real bonuses */
2359 p_ptr->to_h[i] -= 2;
2360 p_ptr->to_d[i] -= 2;
2362 /* Reduce the mental bonuses */
2363 p_ptr->dis_to_h[i] -= 2;
2364 p_ptr->dis_to_d[i] -= 2;
2367 p_ptr->icky_wield[i] = TRUE;
2369 else if (p_ptr->pclass == CLASS_BERSERKER)
2371 p_ptr->to_h[i] += p_ptr->lev / 5;
2372 p_ptr->to_d[i] += p_ptr->lev / 6;
2373 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2374 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2375 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2377 p_ptr->to_h[i] += p_ptr->lev / 5;
2378 p_ptr->to_d[i] += p_ptr->lev / 6;
2379 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2380 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2383 else if (p_ptr->pclass == CLASS_SORCERER)
2385 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2387 /* Reduce the real bonuses */
2388 p_ptr->to_h[i] -= 200;
2389 p_ptr->to_d[i] -= 200;
2391 /* Reduce the mental bonuses */
2392 p_ptr->dis_to_h[i] -= 200;
2393 p_ptr->dis_to_d[i] -= 200;
2396 p_ptr->icky_wield[i] = TRUE;
2400 /* Reduce the real bonuses */
2401 p_ptr->to_h[i] -= 30;
2402 p_ptr->to_d[i] -= 10;
2404 /* Reduce the mental bonuses */
2405 p_ptr->dis_to_h[i] -= 30;
2406 p_ptr->dis_to_d[i] -= 10;
2410 if (p_ptr->realm1 == REALM_HEX)
2412 if (object_is_cursed(o_ptr))
2414 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2415 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2416 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2417 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2418 if (hex_spelling(HEX_RUNESWORD))
2420 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2421 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2422 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2428 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2430 p_ptr->to_h[i] += 15;
2431 p_ptr->dis_to_h[i] += 15;
2432 p_ptr->to_dd[i] += 2;
2434 else if (!(have_flag(flgs, TR_RIDING)))
2437 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2443 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2445 if (penalty < 30) penalty = 30;
2447 p_ptr->to_h[i] -= (s16b)penalty;
2448 p_ptr->dis_to_h[i] -= (s16b)penalty;
2451 p_ptr->riding_wield[i] = TRUE;
2460 p_ptr->riding_ryoute = FALSE;
2462 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2463 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2465 switch (p_ptr->pclass)
2468 case CLASS_FORCETRAINER:
2469 case CLASS_BERSERKER:
2470 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2471 p_ptr->riding_ryoute = TRUE;
2476 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2478 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2482 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2484 if (penalty < 30) penalty = 30;
2486 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2487 p_ptr->to_h_b -= (s16b)penalty;
2488 p_ptr->dis_to_h_b -= (s16b)penalty;
2491 /* Different calculation for monks with empty hands */
2492 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2493 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2495 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2496 p_ptr->num_blow[0] = 0;
2498 if (p_ptr->pclass == CLASS_FORCETRAINER)
2500 if (blow_base > 18) p_ptr->num_blow[0]++;
2501 if (blow_base > 31) p_ptr->num_blow[0]++;
2502 if (blow_base > 44) p_ptr->num_blow[0]++;
2503 if (blow_base > 58) p_ptr->num_blow[0]++;
2506 p_ptr->to_d[0] += P_PTR_KI / 5;
2507 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2512 if (blow_base > 12) p_ptr->num_blow[0]++;
2513 if (blow_base > 22) p_ptr->num_blow[0]++;
2514 if (blow_base > 31) p_ptr->num_blow[0]++;
2515 if (blow_base > 39) p_ptr->num_blow[0]++;
2516 if (blow_base > 46) p_ptr->num_blow[0]++;
2517 if (blow_base > 53) p_ptr->num_blow[0]++;
2518 if (blow_base > 59) p_ptr->num_blow[0]++;
2521 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2522 p_ptr->num_blow[0] /= 2;
2525 p_ptr->to_h[0] += (p_ptr->lev / 3);
2526 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2528 p_ptr->to_d[0] += (p_ptr->lev / 6);
2529 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2532 if (p_ptr->special_defense & KAMAE_BYAKKO)
2535 p_ptr->dis_to_a -= 40;
2538 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2541 p_ptr->dis_to_a -= 50;
2542 p_ptr->resist_acid = TRUE;
2543 p_ptr->resist_fire = TRUE;
2544 p_ptr->resist_elec = TRUE;
2545 p_ptr->resist_cold = TRUE;
2546 p_ptr->resist_pois = TRUE;
2547 p_ptr->sh_fire = TRUE;
2548 p_ptr->sh_elec = TRUE;
2549 p_ptr->sh_cold = TRUE;
2550 p_ptr->levitation = TRUE;
2552 else if (p_ptr->special_defense & KAMAE_GENBU)
2554 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2555 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2556 p_ptr->reflect = TRUE;
2557 p_ptr->num_blow[0] -= 2;
2558 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2559 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2561 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2563 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2564 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2566 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2567 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2568 p_ptr->num_blow[0] /= 2;
2569 p_ptr->levitation = TRUE;
2572 p_ptr->num_blow[0] += 1 + extra_blows[0];
2575 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2577 monk_armour_aux = FALSE;
2581 monk_armour_aux = TRUE;
2584 for (i = 0; i < 2; i++)
2586 if (has_melee_weapon(INVEN_RARM + i))
2588 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2589 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2591 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2592 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2593 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2595 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2597 p_ptr->to_h[i] -= 40;
2598 p_ptr->dis_to_h[i] -= 40;
2599 p_ptr->icky_wield[i] = TRUE;
2602 else if (p_ptr->pclass == CLASS_NINJA)
2604 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2606 p_ptr->to_h[i] -= 40;
2607 p_ptr->dis_to_h[i] -= 40;
2608 p_ptr->icky_wield[i] = TRUE;
2609 p_ptr->num_blow[i] /= 2;
2610 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2616 /* Maximum speed is (+99). (internally it's 110 + 99) */
2617 /* Temporary lightspeed forces to be maximum speed */
2618 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2623 /* Minimum speed is (-99). (internally it's 110 - 99) */
2624 if (new_speed < 11) new_speed = 11;
2626 /* Display the speed (if needed) */
2627 if (p_ptr->pspeed != (byte)new_speed)
2629 p_ptr->pspeed = (byte)new_speed;
2630 p_ptr->redraw |= (PR_SPEED);
2635 if (p_ptr->to_a > (0 - p_ptr->ac))
2636 p_ptr->to_a = 0 - p_ptr->ac;
2637 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2638 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2641 /* Redraw armor (if needed) */
2642 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2644 p_ptr->redraw |= (PR_ARMOR);
2645 p_ptr->window |= (PW_PLAYER);
2648 if (p_ptr->ryoute && !omoi)
2650 int bonus_to_h = 0, bonus_to_d = 0;
2651 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2652 bonus_to_h = ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2654 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2655 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2656 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2657 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2660 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
2662 /* Affect Skill -- stealth (bonus one) */
2663 p_ptr->skill_stl += 1;
2665 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2667 /* Affect Skill -- disarming (DEX and INT) */
2668 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2669 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2671 /* Affect Skill -- magic devices (INT) */
2672 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2674 /* Affect Skill -- saving throw (WIS) */
2675 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2677 /* Affect Skill -- digging (STR) */
2678 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2680 /* Affect Skill -- disarming (Level, by Class) */
2681 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2683 /* Affect Skill -- magic devices (Level, by Class) */
2684 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2686 /* Affect Skill -- saving throw (Level, by Class) */
2687 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2689 /* Affect Skill -- stealth (Level, by Class) */
2690 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2692 /* Affect Skill -- search ability (Level, by Class) */
2693 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2695 /* Affect Skill -- search frequency (Level, by Class) */
2696 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2698 /* Affect Skill -- combat (normal) (Level, by Class) */
2699 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2701 /* Affect Skill -- combat (shooting) (Level, by Class) */
2702 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2704 /* Affect Skill -- combat (throwing) (Level, by Class) */
2705 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2708 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2710 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2711 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2714 /* Limit Skill -- stealth from 0 to 30 */
2715 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2716 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2718 /* Limit Skill -- digging from 1 up */
2719 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2721 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2723 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2725 if ((p_ptr->ult_res || p_ptr->resist_magic || p_ptr->magicdef) && (p_ptr->skill_sav < (95 + p_ptr->lev))) p_ptr->skill_sav = 95 + p_ptr->lev;
2727 if (down_saving) p_ptr->skill_sav /= 2;
2729 /* Hack -- Each elemental immunity includes resistance */
2730 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2731 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2732 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2733 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2736 /* Hack -- handle "xtra" mode */
2737 if (character_xtra) return;
2739 /* Take note when "heavy bow" changes */
2740 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2742 if (p_ptr->heavy_shoot)
2744 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."));
2746 else if (inventory[INVEN_BOW].k_idx)
2748 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."));
2752 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."));
2756 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2759 for (i = 0; i < 2; i++)
2761 /* Take note when "heavy weapon" changes */
2762 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2764 if (p_ptr->heavy_wield[i])
2766 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."));
2768 else if (has_melee_weapon(INVEN_RARM + i))
2770 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2772 else if (p_ptr->heavy_wield[1 - i])
2774 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2778 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."));
2782 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2785 /* Take note when "heavy weapon" changes */
2786 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2788 if (p_ptr->riding_wield[i])
2790 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."));
2792 else if (!p_ptr->riding)
2794 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2796 else if (has_melee_weapon(INVEN_RARM + i))
2798 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2801 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2804 /* Take note when "illegal weapon" changes */
2805 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2807 if (p_ptr->icky_wield[i])
2809 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."));
2812 chg_virtue(V_FAITH, -1);
2815 else if (has_melee_weapon(INVEN_RARM + i))
2817 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."));
2821 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."));
2825 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2829 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2831 if (p_ptr->riding_ryoute)
2834 msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
2836 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2842 msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
2844 msg_print("You began to control riding pet with one hand.");
2848 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2851 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2855 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."));
2858 chg_virtue(V_HARMONY, -1);
2863 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2866 monk_notify_aux = monk_armour_aux;
2869 for (i = 0; i < INVEN_PACK; i++)
2872 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2873 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2875 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2876 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2879 for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2881 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2882 next_o_idx = o_ptr->next_o_idx;
2885 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2886 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2888 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2889 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2892 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2894 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2896 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2897 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2900 if (have_dd_t && ((p_ptr->realm1 == REALM_TRUMP) || (p_ptr->realm2 == REALM_TRUMP) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)))
2902 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2903 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2906 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2908 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2909 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2912 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2914 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2915 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2920 static void calc_alignment(void)
2924 int i, j, neutral[2];
2926 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
2928 monster_type *m_ptr;
2929 monster_race *r_ptr;
2930 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2931 if (!monster_is_valid(m_ptr)) continue;
2932 r_ptr = &r_info[m_ptr->r_idx];
2936 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2937 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2941 if (p_ptr->mimic_form)
2943 switch (p_ptr->mimic_form)
2946 p_ptr->align -= 200;
2948 case MIMIC_DEMON_LORD:
2949 p_ptr->align -= 200;
2955 switch (p_ptr->prace)
2958 p_ptr->align += 200;
2961 p_ptr->align -= 200;
2966 for (i = 0; i < 2; i++)
2968 if (has_melee_weapon(INVEN_RARM + i))
2970 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2974 /* Determine player alignment */
2975 for (i = 0, j = 0; i < 8; i++)
2977 switch (p_ptr->vir_types[i])
2980 p_ptr->align += p_ptr->virtues[i] * 2;
2990 p_ptr->align -= p_ptr->virtues[i];
2993 p_ptr->align += p_ptr->virtues[i];
2998 for (i = 0; i < j; i++)
3000 if (p_ptr->align > 0)
3002 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3003 if (p_ptr->align < 0) p_ptr->align = 0;
3005 else if (p_ptr->align < 0)
3007 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3008 if (p_ptr->align > 0) p_ptr->align = 0;
3014 * @brief プレイヤーの最大HPを計算する /
3015 * Calculate the players (maximal) hit points
3016 * Adjust current hitpoints if necessary
3020 static void calc_hitpoints(void)
3025 /* Un-inflate "half-hitpoint bonus per level" value */
3026 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3028 /* Calculate hitpoints */
3029 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3031 if (p_ptr->mimic_form)
3033 if (p_ptr->pclass == CLASS_SORCERER)
3034 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3036 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3037 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3040 if (p_ptr->pclass == CLASS_SORCERER)
3042 if (p_ptr->lev < 30)
3043 mhp = (mhp * (45 + p_ptr->lev) / 100);
3045 mhp = (mhp * 75 / 100);
3046 bonus = (bonus * 65 / 100);
3051 if (p_ptr->pclass == CLASS_BERSERKER)
3053 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3056 /* Always have at least one hitpoint per level */
3057 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3059 /* Factor in the hero / superhero settings */
3060 if (IS_HERO()) mhp += 10;
3061 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3062 if (p_ptr->tsuyoshi) mhp += 50;
3064 /* Factor in the hex spell settings */
3065 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3066 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3068 /* New maximum hitpoints */
3069 if (p_ptr->mhp != mhp)
3071 /* Enforce maximum */
3072 if (p_ptr->chp >= mhp)
3075 p_ptr->chp_frac = 0;
3079 /* レベルアップの時は上昇量を表示する */
3080 if ((level_up == 1) && (mhp > p_ptr->mhp))
3082 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3085 /* Save the new max-hitpoints */
3088 /* Display hitpoints (later) */
3089 p_ptr->redraw |= (PR_HP);
3090 p_ptr->window |= (PW_PLAYER);
3095 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3098 * SWD: Experimental modification: multiple light sources have additive effect.
3100 static void calc_torch(void)
3105 BIT_FLAGS flgs[TR_FLAG_SIZE];
3107 /* Assume no light */
3108 p_ptr->cur_lite = 0;
3110 /* Loop through all wielded items */
3111 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3113 o_ptr = &inventory[i];
3114 /* Skip empty slots */
3115 if (!o_ptr->k_idx) continue;
3117 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3120 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3122 if (o_ptr->tval == TV_LITE)
3124 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3125 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3128 object_flags(o_ptr, flgs);
3130 /* calc the lite_radius */
3133 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3134 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3135 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3136 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3137 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3138 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3139 p_ptr->cur_lite += rad;
3142 /* max radius is 14 (was 5) without rewriting other code -- */
3143 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3144 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3145 p_ptr->cur_lite = 1;
3148 * check if the player doesn't have light radius,
3149 * but does weakly glow as an intrinsic.
3151 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3153 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3154 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3156 /* end experimental mods */
3158 /* Notice changes in the "lite radius" */
3159 if (p_ptr->old_lite != p_ptr->cur_lite)
3161 /* Hack -- PU_MON_LITE for monsters' darkness */
3162 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3164 /* Remember the old lite */
3165 p_ptr->old_lite = p_ptr->cur_lite;
3167 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3168 set_superstealth(FALSE);
3173 * @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。 /
3174 * Calculate number of spells player should have, and forget,
3175 * or remember, spells until that number is properly reflected.
3178 * Note that this function induces various "status" messages,
3179 * which must be bypasses until the character is created.
3181 static void calc_spells(void)
3183 int i, j, k, levels;
3185 int num_boukyaku = 0;
3187 const magic_type *s_ptr;
3193 /* Hack -- must be literate */
3194 if (!mp_ptr->spell_book) return;
3196 /* Hack -- wait for creation */
3197 if (!character_generated) return;
3199 /* Hack -- handle "xtra" mode */
3200 if (character_xtra) return;
3202 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3204 p_ptr->new_spells = 0;
3208 p = spell_category_name(mp_ptr->spell_book);
3210 /* Determine the number of spells allowed */
3211 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3213 /* Hack -- no negative spells */
3214 if (levels < 0) levels = 0;
3216 /* Extract total allowed spells */
3217 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3219 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3223 if (p_ptr->pclass == CLASS_SAMURAI)
3227 else if (p_ptr->realm2 == REALM_NONE)
3229 num_allowed = (num_allowed + 1) / 2;
3230 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3232 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3234 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3238 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3241 /* Count the number of spells we know */
3242 for (j = 0; j < 64; j++)
3244 /* Count known spells */
3246 (p_ptr->spell_forgotten1 & (1L << j)) :
3247 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3253 /* See how many spells we must forget or may learn */
3254 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3256 /* Forget spells which are too hard */
3257 for (i = 63; i >= 0; i--)
3259 /* Efficiency -- all done */
3260 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3262 /* Access the spell */
3263 j = p_ptr->spell_order[i];
3265 /* Skip non-spells */
3266 if (j >= 99) continue;
3270 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3273 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3275 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3278 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3280 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3282 /* Skip spells we are allowed to know */
3283 if (s_ptr->slevel <= p_ptr->lev) continue;
3287 (p_ptr->spell_learned1 & (1L << j)) :
3288 (p_ptr->spell_learned2 & (1L << (j - 32))))
3290 /* Mark as forgotten */
3293 p_ptr->spell_forgotten1 |= (1L << j);
3294 which = p_ptr->realm1;
3298 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3299 which = p_ptr->realm2;
3302 /* No longer known */
3305 p_ptr->spell_learned1 &= ~(1L << j);
3306 which = p_ptr->realm1;
3310 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3311 which = p_ptr->realm2;
3315 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3317 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3321 /* One more can be learned */
3322 p_ptr->new_spells++;
3327 /* Forget spells if we know too many spells */
3328 for (i = 63; i >= 0; i--)
3330 /* Stop when possible */
3331 if (p_ptr->new_spells >= 0) break;
3333 /* Efficiency -- all done */
3334 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3336 /* Get the (i+1)th spell learned */
3337 j = p_ptr->spell_order[i];
3339 /* Skip unknown spells */
3340 if (j >= 99) continue;
3342 /* Forget it (if learned) */
3344 (p_ptr->spell_learned1 & (1L << j)) :
3345 (p_ptr->spell_learned2 & (1L << (j - 32))))
3347 /* Mark as forgotten */
3350 p_ptr->spell_forgotten1 |= (1L << j);
3351 which = p_ptr->realm1;
3355 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3356 which = p_ptr->realm2;
3359 /* No longer known */
3362 p_ptr->spell_learned1 &= ~(1L << j);
3363 which = p_ptr->realm1;
3367 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3368 which = p_ptr->realm2;
3372 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3374 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3378 /* One more can be learned */
3379 p_ptr->new_spells++;
3384 /* Check for spells to remember */
3385 for (i = 0; i < 64; i++)
3387 /* None left to remember */
3388 if (p_ptr->new_spells <= 0) break;
3390 /* Efficiency -- all done */
3391 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3393 /* Get the next spell we learned */
3394 j = p_ptr->spell_order[i];
3396 /* Skip unknown spells */
3399 /* Access the spell */
3400 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3403 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3405 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3408 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3410 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3412 /* Skip spells we cannot remember */
3413 if (s_ptr->slevel > p_ptr->lev) continue;
3415 /* First set of spells */
3417 (p_ptr->spell_forgotten1 & (1L << j)) :
3418 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3420 /* No longer forgotten */
3423 p_ptr->spell_forgotten1 &= ~(1L << j);
3424 which = p_ptr->realm1;
3428 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3429 which = p_ptr->realm2;
3432 /* Known once more */
3435 p_ptr->spell_learned1 |= (1L << j);
3436 which = p_ptr->realm1;
3440 p_ptr->spell_learned2 |= (1L << (j - 32));
3441 which = p_ptr->realm2;
3445 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3447 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3451 /* One less can be learned */
3452 p_ptr->new_spells--;
3458 if (p_ptr->realm2 == REALM_NONE)
3460 /* Count spells that can be learned */
3461 for (j = 0; j < 32; j++)
3463 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3464 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3466 /* Skip spells we cannot remember */
3467 if (s_ptr->slevel > p_ptr->lev) continue;
3469 /* Skip spells we already know */
3470 if (p_ptr->spell_learned1 & (1L << j))
3479 if ((p_ptr->new_spells > k) &&
3480 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3482 p_ptr->new_spells = (s16b)k;
3486 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3488 /* Spell count changed */
3489 if (p_ptr->old_spells != p_ptr->new_spells)
3491 /* Message if needed */
3492 if (p_ptr->new_spells)
3495 if (p_ptr->new_spells < 10) {
3496 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3499 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3502 msg_format("You can learn %d more %s%s.",
3503 p_ptr->new_spells, p,
3504 (p_ptr->new_spells != 1) ? "s" : "");
3509 /* Save the new_spells value */
3510 p_ptr->old_spells = p_ptr->new_spells;
3512 /* Redraw Study Status */
3513 p_ptr->redraw |= (PR_STUDY);
3515 /* Redraw object recall */
3516 p_ptr->window |= (PW_OBJECT);
3521 * @brief プレイヤーの最大MPを計算する /
3522 * Calculate maximum mana. You do not need to know any spells.
3523 * Note that mana is lowered by heavy (or inappropriate) armor.
3526 * This function induces status messages.
3528 static void calc_mana(void)
3530 int msp, levels, cur_wgt, max_wgt;
3535 /* Hack -- Must be literate */
3536 if (!mp_ptr->spell_book) return;
3538 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3539 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3540 (p_ptr->pclass == CLASS_BLUE_MAGE))
3542 levels = p_ptr->lev;
3546 if (mp_ptr->spell_first > p_ptr->lev)
3551 /* Display mana later */
3552 p_ptr->redraw |= (PR_MANA);
3556 /* Extract "effective" player level */
3557 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3560 if (p_ptr->pclass == CLASS_SAMURAI)
3562 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3563 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3567 /* Extract total mana */
3568 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3570 /* Hack -- usually add one mana */
3573 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3575 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3577 /* Hack: High mages have a 25% mana bonus */
3578 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3580 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3583 /* Only mages are affected */
3584 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3586 BIT_FLAGS flgs[TR_FLAG_SIZE];
3588 /* Assume player is not encumbered by gloves */
3589 p_ptr->cumber_glove = FALSE;
3591 /* Get the gloves */
3592 o_ptr = &inventory[INVEN_HANDS];
3594 /* Examine the gloves */
3595 object_flags(o_ptr, flgs);
3597 /* Normal gloves hurt mage-type spells */
3599 !(have_flag(flgs, TR_FREE_ACT)) &&
3600 !(have_flag(flgs, TR_DEC_MANA)) &&
3601 !(have_flag(flgs, TR_EASY_SPELL)) &&
3602 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3603 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3606 p_ptr->cumber_glove = TRUE;
3609 msp = (3 * msp) / 4;
3614 /* Assume player not encumbered by armor */
3615 p_ptr->cumber_armor = FALSE;
3617 /* Weigh the armor */
3619 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3620 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3621 cur_wgt += inventory[INVEN_BODY].weight;
3622 cur_wgt += inventory[INVEN_HEAD].weight;
3623 cur_wgt += inventory[INVEN_OUTER].weight;
3624 cur_wgt += inventory[INVEN_HANDS].weight;
3625 cur_wgt += inventory[INVEN_FEET].weight;
3627 /* Subtract a percentage of maximum mana. */
3628 switch (p_ptr->pclass)
3630 /* For these classes, mana is halved if armour
3631 * is 30 pounds over their weight limit. */
3633 case CLASS_HIGH_MAGE:
3634 case CLASS_BLUE_MAGE:
3636 case CLASS_FORCETRAINER:
3637 case CLASS_SORCERER:
3639 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3640 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3644 /* Mana halved if armour is 40 pounds over weight limit. */
3649 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3650 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3654 case CLASS_MINDCRAFTER:
3655 case CLASS_BEASTMASTER:
3656 case CLASS_MIRROR_MASTER:
3658 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3659 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3663 /* Mana halved if armour is 50 pounds over weight limit. */
3666 case CLASS_RED_MAGE:
3667 case CLASS_WARRIOR_MAGE:
3669 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3670 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3674 /* Mana halved if armour is 60 pounds over weight limit. */
3676 case CLASS_CHAOS_WARRIOR:
3678 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3679 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3683 /* For new classes created, but not yet added to this formula. */
3690 /* Determine the weight allowance */
3691 max_wgt = mp_ptr->spell_weight;
3693 /* Heavy armor penalizes mana by a percentage. -LM- */
3694 if ((cur_wgt - max_wgt) > 0)
3697 p_ptr->cumber_armor = TRUE;
3699 /* Subtract a percentage of maximum mana. */
3700 switch (p_ptr->pclass)
3702 /* For these classes, mana is halved if armour
3703 * is 30 pounds over their weight limit. */
3705 case CLASS_HIGH_MAGE:
3706 case CLASS_BLUE_MAGE:
3708 msp -= msp * (cur_wgt - max_wgt) / 600;
3712 /* Mana halved if armour is 40 pounds over weight limit. */
3714 case CLASS_MINDCRAFTER:
3715 case CLASS_BEASTMASTER:
3717 case CLASS_FORCETRAINER:
3719 case CLASS_MIRROR_MASTER:
3721 msp -= msp * (cur_wgt - max_wgt) / 800;
3725 case CLASS_SORCERER:
3727 msp -= msp * (cur_wgt - max_wgt) / 900;
3731 /* Mana halved if armour is 50 pounds over weight limit. */
3735 case CLASS_RED_MAGE:
3737 msp -= msp * (cur_wgt - max_wgt) / 1000;
3741 /* Mana halved if armour is 60 pounds over weight limit. */
3743 case CLASS_CHAOS_WARRIOR:
3744 case CLASS_WARRIOR_MAGE:
3746 msp -= msp * (cur_wgt - max_wgt) / 1200;
3752 p_ptr->cumber_armor = FALSE;
3756 /* For new classes created, but not yet added to this formula. */
3759 msp -= msp * (cur_wgt - max_wgt) / 800;
3765 /* Mana can never be negative */
3766 if (msp < 0) msp = 0;
3769 /* Maximum mana has changed */
3770 if (p_ptr->msp != msp)
3772 /* Enforce maximum */
3773 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3776 p_ptr->csp_frac = 0;
3780 /* レベルアップの時は上昇量を表示する */
3781 if ((level_up == 1) && (msp > p_ptr->msp))
3783 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3789 /* Display mana later */
3790 p_ptr->redraw |= (PR_MANA);
3791 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3795 /* Hack -- handle "xtra" mode */
3796 if (character_xtra) return;
3798 /* Take note when "glove state" changes */
3799 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3801 if (p_ptr->cumber_glove)
3803 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."));
3807 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."));
3811 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3815 /* Take note when "armor state" changes */
3816 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3818 if (p_ptr->cumber_armor)
3820 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."));
3824 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."));
3828 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3833 * @brief 装備中の射撃武器の威力倍率を返す /
3834 * calcurate the fire rate of target object
3835 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3836 * @return 射撃倍率の値(100で1.00倍)
3838 s16b calc_num_fire(object_type *o_ptr)
3840 int extra_shots = 0;
3843 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3845 BIT_FLAGS flgs[TR_FLAG_SIZE];
3847 /* Scan the usable inventory */
3848 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3850 q_ptr = &inventory[i];
3852 /* Skip non-objects */
3853 if (!q_ptr->k_idx) continue;
3855 /* Do not apply current equip */
3856 if (i == INVEN_BOW) continue;
3858 /* Extract the item flags */
3859 object_flags(q_ptr, flgs);
3862 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3865 object_flags(o_ptr, flgs);
3866 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3868 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3872 num += (extra_shots * 100);
3874 /* Hack -- Rangers love Bows */
3875 if ((p_ptr->pclass == CLASS_RANGER) &&
3876 (tval_ammo == TV_ARROW))
3878 num += (p_ptr->lev * 4);
3881 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3882 (tval_ammo == TV_ARROW))
3884 num += (p_ptr->lev * 3);
3887 if (p_ptr->pclass == CLASS_ARCHER)
3889 if (tval_ammo == TV_ARROW)
3890 num += ((p_ptr->lev * 5) + 50);
3891 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3892 num += (p_ptr->lev * 4);
3896 * Addendum -- also "Reward" high level warriors,
3897 * with _any_ missile weapon -- TY
3899 if (p_ptr->pclass == CLASS_WARRIOR &&
3900 (tval_ammo <= TV_BOLT) &&
3901 (tval_ammo >= TV_SHOT))
3903 num += (p_ptr->lev * 2);
3905 if ((p_ptr->pclass == CLASS_ROGUE) &&
3906 (tval_ammo == TV_SHOT))
3908 num += (p_ptr->lev * 4);
3915 * @brief プレイヤーの所持重量制限を計算する /
3916 * Computes current weight limit.
3919 WEIGHT weight_limit(void)
3923 /* Weight limit based only on strength */
3924 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3925 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3927 /* Return the result */
3932 * @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 /
3933 * @param i 判定する手のID(右手:0 左手:1)
3934 * @return 持っているならばTRUE
3936 bool has_melee_weapon(int i)
3938 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3942 * @brief プレイヤーの現在開いている手の状態を返す
3943 * @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。
3944 * @return 開いている手のビットフラグ
3946 BIT_FLAGS16 empty_hands(bool riding_control)
3948 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3950 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3951 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3953 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3955 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3956 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3964 * @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。
3965 * @return ペナルティが適用されるならばTRUE。
3967 bool heavy_armor(void)
3969 WEIGHT monk_arm_wgt = 0;
3971 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3973 /* Weight the armor */
3974 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3975 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3976 monk_arm_wgt += inventory[INVEN_BODY].weight;
3977 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3978 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3979 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3980 monk_arm_wgt += inventory[INVEN_FEET].weight;
3982 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3986 * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
3988 * @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。
3990 void update_creature(player_type *creature_ptr)
3992 if (!creature_ptr->update) return;
3994 /* Actually do auto-destroy */
3995 if (creature_ptr->update & (PU_AUTODESTROY))
3997 creature_ptr->update &= ~(PU_AUTODESTROY);
3998 autopick_delayed_alter();
4000 if (creature_ptr->update & (PU_COMBINE))
4002 creature_ptr->update &= ~(PU_COMBINE);
4006 /* Reorder the pack */
4007 if (creature_ptr->update & (PU_REORDER))
4009 creature_ptr->update &= ~(PU_REORDER);
4013 if (creature_ptr->update & (PU_BONUS))
4015 creature_ptr->update &= ~(PU_BONUS);
4020 if (creature_ptr->update & (PU_TORCH))
4022 creature_ptr->update &= ~(PU_TORCH);
4026 if (creature_ptr->update & (PU_HP))
4028 creature_ptr->update &= ~(PU_HP);
4032 if (creature_ptr->update & (PU_MANA))
4034 creature_ptr->update &= ~(PU_MANA);
4038 if (creature_ptr->update & (PU_SPELLS))
4040 creature_ptr->update &= ~(PU_SPELLS);
4044 /* Character is not ready yet, no screen updates */
4045 if (!character_generated) return;
4047 /* Character is in "icky" mode, no screen updates */
4048 if (character_icky) return;
4050 if (creature_ptr->update & (PU_UN_LITE))
4052 creature_ptr->update &= ~(PU_UN_LITE);
4056 if (creature_ptr->update & (PU_UN_VIEW))
4058 creature_ptr->update &= ~(PU_UN_VIEW);
4062 if (creature_ptr->update & (PU_VIEW))
4064 creature_ptr->update &= ~(PU_VIEW);
4068 if (creature_ptr->update & (PU_LITE))
4070 creature_ptr->update &= ~(PU_LITE);
4075 if (creature_ptr->update & (PU_FLOW))
4077 creature_ptr->update &= ~(PU_FLOW);
4081 if (creature_ptr->update & (PU_DISTANCE))
4083 creature_ptr->update &= ~(PU_DISTANCE);
4085 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4086 /* creature_ptr->update &= ~(PU_MONSTERS); */
4088 update_monsters(TRUE);
4091 if (creature_ptr->update & (PU_MON_LITE))
4093 creature_ptr->update &= ~(PU_MON_LITE);
4098 * Mega-Hack -- Delayed visual update
4099 * Only used if update_view(), update_lite() or update_mon_lite() was called
4101 if (creature_ptr->update & (PU_DELAY_VIS))
4103 creature_ptr->update &= ~(PU_DELAY_VIS);
4104 delayed_visual_update();
4107 if (creature_ptr->update & (PU_MONSTERS))
4109 creature_ptr->update &= ~(PU_MONSTERS);
4110 update_monsters(FALSE);
4115 * @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
4116 * @return 魔道書を一冊も持っていないならTRUEを返す
4118 bool player_has_no_spellbooks(void)
4123 for (i = 0; i < INVEN_PACK; i++)
4125 o_ptr = &inventory[i];
4126 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4129 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4131 o_ptr = ¤t_floor_ptr->o_list[i];
4132 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4138 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4140 creature_ptr->energy_use = (ENERGY)need_cost;
4143 void free_turn(player_type *creature_ptr)
4145 creature_ptr->energy_use = 0;
4149 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4152 * @return 配置に成功したらTRUE
4154 bool player_place(POSITION y, POSITION x)
4156 /* Paranoia XXX XXX */
4157 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4159 /* Save player location */
4168 * @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
4171 void wreck_the_pattern(void)
4175 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4177 if (pattern_type == PATTERN_TILE_WRECKED)
4179 /* Ruined already */
4183 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4184 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4186 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4187 to_ruin = randint1(45) + 35;
4191 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4193 if (pattern_tile(r_y, r_x) &&
4194 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4196 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4200 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4205 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4206 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4207 * @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
4210 void sanity_blast(monster_type *m_ptr, bool necro)
4214 if (p_ptr->inside_battle || !character_dungeon) return;
4216 if (!necro && m_ptr)
4218 GAME_TEXT m_name[MAX_NLEN];
4219 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4221 power = r_ptr->level / 2;
4223 monster_desc(m_name, m_ptr, 0);
4225 if (!(r_ptr->flags1 & RF1_UNIQUE))
4227 if (r_ptr->flags1 & RF1_FRIENDS)
4232 if (!is_loading_now)
4233 return; /* No effect yet, just loaded... */
4236 return; /* Cannot see it for some reason */
4238 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4242 return; /* Pet eldritch horrors are safe most of the time */
4244 if (randint1(100) > power) return;
4246 if (saving_throw(p_ptr->skill_sav - power))
4248 return; /* Save, no adverse effects */
4253 /* Something silly happens... */
4254 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4255 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4259 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4260 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4263 return; /* Never mind; we can't see it clearly enough */
4266 /* Something frightening happens... */
4267 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4268 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4270 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4272 /* Demon characters are unaffected */
4273 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4274 if (p_ptr->wizard) return;
4276 /* Undead characters are 50% likely to be unaffected */
4277 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4278 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4279 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4281 if (saving_throw(25 + p_ptr->lev)) return;
4286 monster_race *r_ptr;
4287 GAME_TEXT m_name[MAX_NLEN];
4290 get_mon_num_prep(get_nightmare, NULL);
4292 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4293 power = r_ptr->level + 10;
4294 desc = r_name + r_ptr->name;
4296 get_mon_num_prep(NULL, NULL);
4299 if (!(r_ptr->flags1 & RF1_UNIQUE))
4300 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4303 sprintf(m_name, "%s", desc);
4305 if (!(r_ptr->flags1 & RF1_UNIQUE))
4307 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4311 if (saving_throw(p_ptr->skill_sav * 100 / power))
4313 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4320 /* Something silly happens... */
4321 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4322 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4326 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4327 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4330 /* Never mind; we can't see it clearly enough */
4334 /* Something frightening happens... */
4335 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4336 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4338 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4340 if (!p_ptr->mimic_form)
4342 switch (p_ptr->prace)
4344 /* Demons may make a saving throw */
4347 if (saving_throw(20 + p_ptr->lev)) return;
4349 /* Undead may make a saving throw */
4354 if (saving_throw(10 + p_ptr->lev)) return;
4360 /* Demons may make a saving throw */
4361 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4363 if (saving_throw(20 + p_ptr->lev)) return;
4365 /* Undead may make a saving throw */
4366 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4368 if (saving_throw(10 + p_ptr->lev)) return;
4374 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!"));
4377 if (saving_throw(p_ptr->skill_sav - power))
4383 (void)do_dec_stat(A_INT);
4384 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4387 (void)do_dec_stat(A_WIS);
4388 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4390 switch (randint1(21))
4393 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4395 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4397 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!"));
4401 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!"));
4404 if (p_ptr->muta3 & MUT3_HYPER_INT)
4406 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."));
4407 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4409 p_ptr->muta3 |= MUT3_MORONIC;
4415 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4417 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4419 /* Duh, the following should never happen, but anyway... */
4420 if (p_ptr->muta3 & MUT3_FEARLESS)
4422 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."));
4423 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4426 p_ptr->muta2 |= MUT2_COWARDICE;
4432 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4434 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!"));
4435 p_ptr->muta2 |= MUT2_HALLU;
4441 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4443 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!"));
4444 p_ptr->muta2 |= MUT2_BERS_RAGE;
4454 if (!p_ptr->resist_conf)
4456 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4458 if (!p_ptr->free_act)
4460 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4462 if (!p_ptr->resist_chaos)
4464 (void)set_image(p_ptr->image + randint0(250) + 150);
4473 if (lose_all_info())
4474 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!"));
4478 p_ptr->update |= PU_BONUS;
4484 * @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 /
4485 * Advance experience levels and print experience
4488 void check_experience(void)
4490 bool level_reward = FALSE;
4491 bool level_mutation = FALSE;
4492 bool level_inc_stat = FALSE;
4493 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4494 PLAYER_LEVEL old_lev = p_ptr->lev;
4496 /* Hack -- lower limit */
4497 if (p_ptr->exp < 0) p_ptr->exp = 0;
4498 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4499 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4501 /* Hack -- upper limit */
4502 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4503 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4504 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4506 /* Hack -- maintain "max" experience */
4507 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4509 /* Hack -- maintain "max max" experience */
4510 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4512 /* Redraw experience */
4513 p_ptr->redraw |= (PR_EXP);
4517 /* Lose levels while possible */
4518 while ((p_ptr->lev > 1) &&
4519 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4523 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4524 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4525 p_ptr->window |= (PW_PLAYER);
4530 /* Gain levels while possible */
4531 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4532 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4537 /* Save the highest level */
4538 if (p_ptr->lev > p_ptr->max_plv)
4540 p_ptr->max_plv = p_ptr->lev;
4542 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4543 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4545 level_reward = TRUE;
4547 if (p_ptr->prace == RACE_BEASTMAN)
4549 if (one_in_(5)) level_mutation = TRUE;
4551 level_inc_stat = TRUE;
4553 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4558 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4560 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4561 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4562 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4572 if (!(p_ptr->max_plv % 10))
4581 cnv_stat(p_ptr->stat_max[0], tmp);
4582 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4583 cnv_stat(p_ptr->stat_max[1], tmp);
4584 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4585 cnv_stat(p_ptr->stat_max[2], tmp);
4586 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4587 cnv_stat(p_ptr->stat_max[3], tmp);
4588 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4589 cnv_stat(p_ptr->stat_max[4], tmp);
4590 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4591 cnv_stat(p_ptr->stat_max[5], tmp);
4592 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4595 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4600 if ((choice >= 'a') && (choice <= 'f')) break;
4602 for (n = 0; n < A_MAX; n++)
4603 if (n != choice - 'a')
4605 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4607 do_inc_stat(choice - 'a');
4610 else if (!(p_ptr->max_plv % 2))
4611 do_inc_stat(randint0(6));
4616 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4617 (void)gain_mutation(p_ptr, 0);
4618 level_mutation = FALSE;
4622 * 報酬でレベルが上ると再帰的に check_experience() が
4627 gain_level_reward(0);
4628 level_reward = FALSE;
4631 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4632 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4633 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4637 /* Load an autopick preference file */
4638 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4642 * @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
4644 * @param out_val 出力先文字列ポインタ
4647 void cnv_stat(int val, char *out_val)
4652 int bonus = (val - 18);
4656 sprintf(out_val, "18/%3s", "***");
4658 else if (bonus >= 100)
4660 sprintf(out_val, "18/%03d", bonus);
4664 sprintf(out_val, " 18/%02d", bonus);
4671 sprintf(out_val, " %2d", val);
4676 * @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。
4677 * Modify a stat value by a "modifier", return new value
4679 * @param amount 加減算値
4683 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4684 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4685 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4686 * Or even: 18/13, 18/03, 18, 17, ..., 3
4689 s16b modify_stat_value(int value, int amount)
4696 /* Apply each point */
4697 for (i = 0; i < amount; i++)
4699 /* One point at a time */
4700 if (value < 18) value++;
4702 /* Ten "points" at a time */
4708 else if (amount < 0)
4710 /* Apply each point */
4711 for (i = 0; i < (0 - amount); i++)
4713 /* Ten points at a time */
4714 if (value >= 18 + 10) value -= 10;
4716 /* Hack -- prevent weirdness */
4717 else if (value > 18) value = 18;
4719 /* One point at a time */
4720 else if (value > 3) value--;
4724 /* Return new value */
4725 return (s16b)(value);
4731 * Hack -- Calculates the total number of points earned -JWT-
4735 long calc_score(void)
4739 u32b point, point_h, point_l;
4740 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4742 if (!preserve_mode) mult += 10;
4743 if (!autoroller) mult += 10;
4744 if (!smart_learn) mult -= 20;
4745 if (smart_cheat) mult += 30;
4746 if (ironman_shops) mult += 50;
4747 if (ironman_small_levels) mult += 10;
4748 if (ironman_empty_levels) mult += 20;
4749 if (!powerup_home) mult += 50;
4750 if (ironman_rooms) mult += 100;
4751 if (ironman_nightmare) mult += 100;
4753 if (mult < 5) mult = 5;
4755 for (i = 0; i < max_d_idx; i++)
4756 if (max_dlv[i] > max_dl)
4757 max_dl = max_dlv[i];
4759 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4760 point_h = point_l / 0x10000L;
4761 point_l = point_l % 0x10000L;
4764 point_h += point_l / 0x10000L;
4765 point_l %= 0x10000L;
4767 point_l += ((point_h % 100) << 16);
4771 point = (point_h << 16) + (point_l);
4772 if (p_ptr->arena_number >= 0)
4773 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4775 if (ironman_downward) point *= 2;
4776 if (p_ptr->pclass == CLASS_BERSERKER)
4778 if (p_ptr->prace == RACE_SPECTRE)
4782 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4785 if (p_ptr->total_winner) point = 2;
4787 if (easy_band) point = (0 - point);