5 #include "player-move.h"
6 #include "player-status.h"
7 #include "player-effects.h"
8 #include "player-skill.h"
9 #include "player-race.h"
10 #include "player-class.h"
11 #include "player-personality.h"
13 #include "floor-events.h"
18 #include "spells-status.h"
20 #include "object-hook.h"
22 #include "monster-status.h"
23 #include "monsterrace-hook.h"
26 #include "realm-hex.h"
28 #include "cmd-spell.h"
30 #include "objectkind.h"
31 #include "monsterrace.h"
38 * @brief 能力値テーブル / Abbreviations of healthy stats
40 const concptr stat_names[6] =
43 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
45 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
51 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
53 const concptr stat_names_reduced[6] =
56 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
58 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
65 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
67 static concptr horror_desc[MAX_SAN_HORROR] =
123 * @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)
125 static concptr funny_desc[MAX_SAN_FUNNY] =
186 * @var funny_comments
187 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
189 static concptr funny_comments[MAX_SAN_COMMENT] =
210 * @brief 基本必要経験値テーブル /
211 * Base experience levels, may be adjusted up for race and/or class
213 const s32b player_exp[PY_MAX_LEVEL] =
269 * @brief 基本必要強化値テーブル(アンドロイド専用)
271 const s32b player_exp_a[PY_MAX_LEVEL] =
327 * Return alignment title
329 concptr your_alignment(void)
331 if (p_ptr->align > 150) return _("大善", "Lawful");
332 else if (p_ptr->align > 50) return _("中善", "Good");
333 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
334 else if (p_ptr->align > -11) return _("中立", "Neutral");
335 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
336 else if (p_ptr->align > -151) return _("中悪", "Evil");
337 else return _("大悪", "Chaotic");
342 * Return proficiency level of weapons and misc. skills (except riding)
344 int weapon_exp_level(int weapon_exp)
346 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
347 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
348 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
349 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
350 else return EXP_LEVEL_MASTER;
355 * Return proficiency level of riding
357 int riding_exp_level(int riding_exp)
359 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
360 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
361 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
362 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
363 else return EXP_LEVEL_MASTER;
368 * Return proficiency level of spells
370 int spell_exp_level(int spell_exp)
372 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
373 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
374 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
375 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
376 else return EXP_LEVEL_MASTER;
380 * @brief プレイヤーの全ステータスを更新する /
381 * Calculate the players current "state", taking into account
382 * not only race/class intrinsics, but also objects being worn
383 * and temporary spell effects.
387 * See also calc_mana() and calc_hitpoints().
389 * Take note of the new "speed code", in particular, a very strong
390 * player will start slowing down as soon as he reaches 150 pounds,
391 * but not until he reaches 450 pounds will he be half as fast as
392 * a normal kobold. This both hurts and helps the player, hurts
393 * because in the old days a player could just avoid 300 pounds,
394 * and helps because now carrying 300 pounds is not very painful.
396 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
397 * damage, since that would affect non-combat things. These values
398 * are actually added in later, at the appropriate place.
400 * This function induces various "status" messages.
403 void calc_bonuses(void)
407 int default_hand = 0;
408 int empty_hands_status = empty_hands(TRUE);
411 BIT_FLAGS flgs[TR_FLAG_SIZE];
413 bool yoiyami = FALSE;
414 bool down_saving = FALSE;
417 bool have_dd_s = FALSE, have_dd_t = FALSE;
419 bool have_sw = FALSE, have_kabe = FALSE;
420 bool easy_2weapon = FALSE;
421 bool riding_levitation = FALSE;
422 OBJECT_IDX this_o_idx, next_o_idx = 0;
423 const player_race *tmp_rp_ptr;
425 /* Save the old vision stuff */
426 bool old_telepathy = p_ptr->telepathy;
427 bool old_esp_animal = p_ptr->esp_animal;
428 bool old_esp_undead = p_ptr->esp_undead;
429 bool old_esp_demon = p_ptr->esp_demon;
430 bool old_esp_orc = p_ptr->esp_orc;
431 bool old_esp_troll = p_ptr->esp_troll;
432 bool old_esp_giant = p_ptr->esp_giant;
433 bool old_esp_dragon = p_ptr->esp_dragon;
434 bool old_esp_human = p_ptr->esp_human;
435 bool old_esp_evil = p_ptr->esp_evil;
436 bool old_esp_good = p_ptr->esp_good;
437 bool old_esp_nonliving = p_ptr->esp_nonliving;
438 bool old_esp_unique = p_ptr->esp_unique;
439 bool old_see_inv = p_ptr->see_inv;
440 bool old_mighty_throw = p_ptr->mighty_throw;
442 /* Current feature under player. */
443 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
445 /* Save the old armor class */
446 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
447 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
450 /* Clear extra blows/shots */
451 extra_blows[0] = extra_blows[1] = 0;
453 /* Clear the stat modifiers */
454 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
457 /* Clear the Displayed/Real armor class */
458 p_ptr->dis_ac = p_ptr->ac = 0;
460 /* Clear the Displayed/Real Bonuses */
461 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
462 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
463 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
464 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
465 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
466 p_ptr->dis_to_a = p_ptr->to_a = 0;
470 p_ptr->to_m_chance = 0;
472 /* Clear the Extra Dice Bonuses */
473 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
474 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
476 /* Start with "normal" speed */
479 /* Start with a single blow per current_world_ptr->game_turn */
480 p_ptr->num_blow[0] = 1;
481 p_ptr->num_blow[1] = 1;
483 /* Start with a single shot per current_world_ptr->game_turn */
484 p_ptr->num_fire = 100;
486 /* Reset the "xtra" tval */
487 p_ptr->tval_xtra = 0;
489 /* Reset the "ammo" tval */
490 p_ptr->tval_ammo = 0;
492 /* Clear all the flags */
494 p_ptr->bless_blade = FALSE;
495 p_ptr->xtra_might = FALSE;
496 p_ptr->impact[0] = FALSE;
497 p_ptr->impact[1] = FALSE;
498 p_ptr->pass_wall = FALSE;
499 p_ptr->kill_wall = FALSE;
500 p_ptr->dec_mana = FALSE;
501 p_ptr->easy_spell = FALSE;
502 p_ptr->heavy_spell = FALSE;
503 p_ptr->see_inv = FALSE;
504 p_ptr->free_act = FALSE;
505 p_ptr->slow_digest = FALSE;
506 p_ptr->regenerate = FALSE;
507 p_ptr->can_swim = FALSE;
508 p_ptr->levitation = FALSE;
509 p_ptr->hold_exp = FALSE;
510 p_ptr->telepathy = FALSE;
511 p_ptr->esp_animal = FALSE;
512 p_ptr->esp_undead = FALSE;
513 p_ptr->esp_demon = FALSE;
514 p_ptr->esp_orc = FALSE;
515 p_ptr->esp_troll = FALSE;
516 p_ptr->esp_giant = FALSE;
517 p_ptr->esp_dragon = FALSE;
518 p_ptr->esp_human = FALSE;
519 p_ptr->esp_evil = FALSE;
520 p_ptr->esp_good = FALSE;
521 p_ptr->esp_nonliving = FALSE;
522 p_ptr->esp_unique = FALSE;
524 p_ptr->sustain_str = FALSE;
525 p_ptr->sustain_int = FALSE;
526 p_ptr->sustain_wis = FALSE;
527 p_ptr->sustain_con = FALSE;
528 p_ptr->sustain_dex = FALSE;
529 p_ptr->sustain_chr = FALSE;
530 p_ptr->resist_acid = FALSE;
531 p_ptr->resist_elec = FALSE;
532 p_ptr->resist_fire = FALSE;
533 p_ptr->resist_cold = FALSE;
534 p_ptr->resist_pois = FALSE;
535 p_ptr->resist_conf = FALSE;
536 p_ptr->resist_sound = FALSE;
537 p_ptr->resist_lite = FALSE;
538 p_ptr->resist_dark = FALSE;
539 p_ptr->resist_chaos = FALSE;
540 p_ptr->resist_disen = FALSE;
541 p_ptr->resist_shard = FALSE;
542 p_ptr->resist_nexus = FALSE;
543 p_ptr->resist_blind = FALSE;
544 p_ptr->resist_neth = FALSE;
545 p_ptr->resist_time = FALSE;
546 p_ptr->resist_water = FALSE;
547 p_ptr->resist_fear = FALSE;
548 p_ptr->reflect = FALSE;
549 p_ptr->sh_fire = FALSE;
550 p_ptr->sh_elec = FALSE;
551 p_ptr->sh_cold = FALSE;
552 p_ptr->anti_magic = FALSE;
553 p_ptr->anti_tele = FALSE;
554 p_ptr->warning = FALSE;
555 p_ptr->mighty_throw = FALSE;
556 p_ptr->see_nocto = FALSE;
558 p_ptr->immune_acid = FALSE;
559 p_ptr->immune_elec = FALSE;
560 p_ptr->immune_fire = FALSE;
561 p_ptr->immune_cold = FALSE;
563 p_ptr->ryoute = FALSE;
564 p_ptr->migite = FALSE;
565 p_ptr->hidarite = FALSE;
566 p_ptr->no_flowed = FALSE;
568 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
569 else tmp_rp_ptr = &race_info[p_ptr->prace];
571 /* Base infravision (purely racial) */
572 p_ptr->see_infra = tmp_rp_ptr->infra;
574 /* Base skill -- disarming */
575 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
577 /* Base skill -- magic devices */
578 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
580 /* Base skill -- saving throw */
581 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
583 /* Base skill -- stealth */
584 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
586 /* Base skill -- searching ability */
587 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
589 /* Base skill -- searching frequency */
590 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
592 /* Base skill -- combat (normal) */
593 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
595 /* Base skill -- combat (shooting) */
596 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
598 /* Base skill -- combat (throwing) */
599 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
601 /* Base skill -- digging */
602 p_ptr->skill_dig = 0;
604 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
605 if (has_melee_weapon(INVEN_LARM))
607 p_ptr->hidarite = TRUE;
608 if (!p_ptr->migite) default_hand = 1;
611 if (CAN_TWO_HANDS_WIELDING())
613 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
614 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_RARM]))
616 p_ptr->ryoute = TRUE;
618 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
619 object_allow_two_hands_wielding(&p_ptr->inventory_list[INVEN_LARM]))
621 p_ptr->ryoute = TRUE;
625 switch (p_ptr->pclass)
628 case CLASS_FORCETRAINER:
629 case CLASS_BERSERKER:
630 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
632 p_ptr->migite = TRUE;
633 p_ptr->ryoute = TRUE;
640 if (!p_ptr->migite && !p_ptr->hidarite)
642 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
643 else if (empty_hands_status == EMPTY_HAND_LARM)
645 p_ptr->hidarite = TRUE;
650 if (p_ptr->special_defense & KAMAE_MASK)
652 if (!(empty_hands_status & EMPTY_HAND_RARM))
654 set_action(ACTION_NONE);
658 switch (p_ptr->pclass)
661 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
662 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
665 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
667 case CLASS_CHAOS_WARRIOR:
668 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
669 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
671 case CLASS_MINDCRAFTER:
672 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
673 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
674 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
675 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
678 case CLASS_FORCETRAINER:
679 /* Unencumbered Monks become faster every 10 levels */
680 if (!(heavy_armor()))
682 if (!(prace_is_(RACE_KLACKON) ||
683 prace_is_(RACE_SPRITE) ||
684 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
685 new_speed += (p_ptr->lev) / 10;
687 /* Free action if unencumbered at level 25 */
689 p_ptr->free_act = TRUE;
694 p_ptr->dis_to_a -= 50;
697 p_ptr->resist_sound = TRUE;
700 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
702 case CLASS_BERSERKER:
704 p_ptr->sustain_str = TRUE;
705 p_ptr->sustain_dex = TRUE;
706 p_ptr->sustain_con = TRUE;
707 p_ptr->regenerate = TRUE;
708 p_ptr->free_act = TRUE;
710 if (p_ptr->lev > 29) new_speed++;
711 if (p_ptr->lev > 39) new_speed++;
712 if (p_ptr->lev > 44) new_speed++;
713 if (p_ptr->lev > 49) new_speed++;
714 p_ptr->to_a += 10 + p_ptr->lev / 2;
715 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
716 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
717 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
718 p_ptr->redraw |= PR_STATUS;
720 case CLASS_MIRROR_MASTER:
721 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
724 /* Unencumbered Ninjas become faster every 10 levels */
727 new_speed -= (p_ptr->lev) / 10;
728 p_ptr->skill_stl -= (p_ptr->lev) / 10;
730 else if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
731 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
734 if (!(prace_is_(RACE_KLACKON) ||
735 prace_is_(RACE_SPRITE) ||
736 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
737 new_speed += (p_ptr->lev) / 10;
738 p_ptr->skill_stl += (p_ptr->lev) / 10;
740 /* Free action if unencumbered at level 25 */
742 p_ptr->free_act = TRUE;
744 if ((!p_ptr->inventory_list[INVEN_RARM].k_idx || p_ptr->migite) &&
745 (!p_ptr->inventory_list[INVEN_LARM].k_idx || p_ptr->hidarite))
747 p_ptr->to_a += p_ptr->lev / 2 + 5;
748 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
750 p_ptr->slow_digest = TRUE;
751 p_ptr->resist_fear = TRUE;
752 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
753 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
754 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
757 p_ptr->oppose_pois = 1;
758 p_ptr->redraw |= PR_STATUS;
760 p_ptr->see_nocto = TRUE;
765 if (p_ptr->mimic_form)
767 switch (p_ptr->mimic_form)
770 p_ptr->hold_exp = TRUE;
771 p_ptr->resist_chaos = TRUE;
772 p_ptr->resist_neth = TRUE;
773 p_ptr->resist_fire = TRUE;
774 p_ptr->oppose_fire = 1;
775 p_ptr->see_inv = TRUE;
777 p_ptr->redraw |= PR_STATUS;
779 p_ptr->dis_to_a += 10;
781 case MIMIC_DEMON_LORD:
782 p_ptr->hold_exp = TRUE;
783 p_ptr->resist_chaos = TRUE;
784 p_ptr->resist_neth = TRUE;
785 p_ptr->immune_fire = TRUE;
786 p_ptr->resist_acid = TRUE;
787 p_ptr->resist_fire = TRUE;
788 p_ptr->resist_cold = TRUE;
789 p_ptr->resist_elec = TRUE;
790 p_ptr->resist_pois = TRUE;
791 p_ptr->resist_conf = TRUE;
792 p_ptr->resist_disen = TRUE;
793 p_ptr->resist_nexus = TRUE;
794 p_ptr->resist_fear = TRUE;
795 p_ptr->sh_fire = TRUE;
796 p_ptr->see_inv = TRUE;
797 p_ptr->telepathy = TRUE;
798 p_ptr->levitation = TRUE;
799 p_ptr->kill_wall = TRUE;
802 p_ptr->dis_to_a += 20;
805 p_ptr->resist_dark = TRUE;
806 p_ptr->hold_exp = TRUE;
807 p_ptr->resist_neth = TRUE;
808 p_ptr->resist_cold = TRUE;
809 p_ptr->resist_pois = TRUE;
810 p_ptr->see_inv = TRUE;
813 p_ptr->dis_to_a += 10;
814 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
820 switch (p_ptr->prace)
823 p_ptr->resist_lite = TRUE;
826 p_ptr->hold_exp = TRUE;
829 p_ptr->free_act = TRUE;
832 p_ptr->resist_blind = TRUE;
835 p_ptr->resist_dark = TRUE;
837 case RACE_HALF_TROLL:
838 p_ptr->sustain_str = TRUE;
842 /* High level trolls heal fast... */
843 p_ptr->regenerate = TRUE;
845 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
847 p_ptr->slow_digest = TRUE;
848 /* Let's not make Regeneration
849 * a disadvantage for the poor warriors who can
850 * never learn a spell that satisfies hunger (actually
851 * neither can rogues, but half-trolls are not
852 * supposed to play rogues) */
857 p_ptr->sustain_con = TRUE;
858 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
861 p_ptr->resist_lite = TRUE;
862 p_ptr->see_inv = TRUE;
865 p_ptr->resist_fear = TRUE;
868 p_ptr->resist_dark = TRUE;
869 p_ptr->sustain_str = TRUE;
871 case RACE_HALF_GIANT:
872 p_ptr->sustain_str = TRUE;
873 p_ptr->resist_shard = TRUE;
875 case RACE_HALF_TITAN:
876 p_ptr->resist_chaos = TRUE;
879 p_ptr->resist_sound = TRUE;
882 p_ptr->resist_acid = TRUE;
883 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
886 p_ptr->resist_conf = TRUE;
887 p_ptr->resist_acid = TRUE;
889 /* Klackons become faster */
890 new_speed += (p_ptr->lev) / 10;
893 p_ptr->resist_pois = TRUE;
896 p_ptr->resist_disen = TRUE;
897 p_ptr->resist_dark = TRUE;
900 p_ptr->resist_dark = TRUE;
901 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
904 p_ptr->levitation = TRUE;
905 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
906 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
907 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
908 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
909 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
911 case RACE_MIND_FLAYER:
912 p_ptr->sustain_int = TRUE;
913 p_ptr->sustain_wis = TRUE;
914 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
915 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
918 p_ptr->resist_fire = TRUE;
919 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
922 p_ptr->slow_digest = TRUE;
923 p_ptr->free_act = TRUE;
924 p_ptr->see_inv = TRUE;
925 p_ptr->resist_pois = TRUE;
926 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
929 p_ptr->resist_shard = TRUE;
930 p_ptr->hold_exp = TRUE;
931 p_ptr->see_inv = TRUE;
932 p_ptr->resist_pois = TRUE;
933 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
936 p_ptr->resist_neth = TRUE;
937 p_ptr->hold_exp = TRUE;
938 p_ptr->see_inv = TRUE;
939 p_ptr->resist_pois = TRUE;
940 p_ptr->slow_digest = TRUE;
941 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
944 p_ptr->resist_dark = TRUE;
945 p_ptr->hold_exp = TRUE;
946 p_ptr->resist_neth = TRUE;
947 p_ptr->resist_cold = TRUE;
948 p_ptr->resist_pois = TRUE;
949 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
952 p_ptr->levitation = TRUE;
953 p_ptr->free_act = TRUE;
954 p_ptr->resist_neth = TRUE;
955 p_ptr->hold_exp = TRUE;
956 p_ptr->see_inv = TRUE;
957 p_ptr->resist_pois = TRUE;
958 p_ptr->slow_digest = TRUE;
959 p_ptr->resist_cold = TRUE;
960 p_ptr->pass_wall = TRUE;
961 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
964 p_ptr->levitation = TRUE;
965 p_ptr->resist_lite = TRUE;
967 /* Sprites become faster */
968 new_speed += (p_ptr->lev) / 10;
971 p_ptr->resist_conf = TRUE;
972 p_ptr->resist_sound = TRUE;
975 /* Ents dig like maniacs, but only with their hands. */
976 if (!p_ptr->inventory_list[INVEN_RARM].k_idx)
977 p_ptr->skill_dig += p_ptr->lev * 10;
978 /* Ents get tougher and stronger as they age, but lose dexterity. */
979 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
980 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
981 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
983 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
984 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
985 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
987 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
988 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
989 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
992 p_ptr->levitation = TRUE;
993 p_ptr->see_inv = TRUE;
996 p_ptr->resist_fire = TRUE;
997 p_ptr->resist_neth = TRUE;
998 p_ptr->hold_exp = TRUE;
999 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
1000 if (p_ptr->lev > 44)
1002 p_ptr->oppose_fire = 1;
1003 p_ptr->redraw |= PR_STATUS;
1007 p_ptr->sustain_con = TRUE;
1010 p_ptr->levitation = TRUE;
1013 p_ptr->resist_conf = TRUE;
1016 p_ptr->slow_digest = TRUE;
1017 p_ptr->free_act = TRUE;
1018 p_ptr->resist_pois = TRUE;
1019 p_ptr->hold_exp = TRUE;
1022 p_ptr->resist_water = TRUE;
1030 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
1032 p_ptr->see_inv = TRUE;
1033 p_ptr->free_act = TRUE;
1034 p_ptr->slow_digest = TRUE;
1035 p_ptr->regenerate = TRUE;
1036 p_ptr->levitation = TRUE;
1037 p_ptr->hold_exp = TRUE;
1038 p_ptr->telepathy = TRUE;
1040 p_ptr->sustain_str = TRUE;
1041 p_ptr->sustain_int = TRUE;
1042 p_ptr->sustain_wis = TRUE;
1043 p_ptr->sustain_con = TRUE;
1044 p_ptr->sustain_dex = TRUE;
1045 p_ptr->sustain_chr = TRUE;
1046 p_ptr->resist_acid = TRUE;
1047 p_ptr->resist_elec = TRUE;
1048 p_ptr->resist_fire = TRUE;
1049 p_ptr->resist_cold = TRUE;
1050 p_ptr->resist_pois = TRUE;
1051 p_ptr->resist_conf = TRUE;
1052 p_ptr->resist_sound = TRUE;
1053 p_ptr->resist_lite = TRUE;
1054 p_ptr->resist_dark = TRUE;
1055 p_ptr->resist_chaos = TRUE;
1056 p_ptr->resist_disen = TRUE;
1057 p_ptr->resist_shard = TRUE;
1058 p_ptr->resist_nexus = TRUE;
1059 p_ptr->resist_blind = TRUE;
1060 p_ptr->resist_neth = TRUE;
1061 p_ptr->resist_fear = TRUE;
1062 p_ptr->reflect = TRUE;
1063 p_ptr->sh_fire = TRUE;
1064 p_ptr->sh_elec = TRUE;
1065 p_ptr->sh_cold = TRUE;
1067 p_ptr->dis_to_a += 100;
1069 /* Temporary shield */
1070 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
1073 p_ptr->dis_to_a += 50;
1076 if (p_ptr->tim_res_nether)
1078 p_ptr->resist_neth = TRUE;
1080 if (p_ptr->tim_sh_fire)
1082 p_ptr->sh_fire = TRUE;
1084 if (p_ptr->tim_res_time)
1086 p_ptr->resist_time = TRUE;
1090 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
1092 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
1093 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
1094 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
1096 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
1098 p_ptr->to_m_chance += 5;
1099 p_ptr->resist_conf = TRUE;
1103 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
1105 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
1107 p_ptr->resist_blind = TRUE;
1108 p_ptr->resist_conf = TRUE;
1109 p_ptr->hold_exp = TRUE;
1110 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
1112 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
1113 /* Munchkin become faster */
1114 new_speed += (p_ptr->lev) / 10 + 5;
1117 if (music_singing(MUSIC_WALL))
1119 p_ptr->kill_wall = TRUE;
1122 /* Hack -- apply racial/class stat maxes */
1123 /* Apply the racial modifiers */
1124 for (i = 0; i < A_MAX; i++)
1126 /* Modify the stats for "race" */
1127 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
1131 /* I'm adding the mutations here for the lack of a better place... */
1134 /* Hyper Strength */
1135 if (p_ptr->muta3 & MUT3_HYPER_STR)
1137 p_ptr->stat_add[A_STR] += 4;
1141 if (p_ptr->muta3 & MUT3_PUNY)
1143 p_ptr->stat_add[A_STR] -= 4;
1146 /* Living computer */
1147 if (p_ptr->muta3 & MUT3_HYPER_INT)
1149 p_ptr->stat_add[A_INT] += 4;
1150 p_ptr->stat_add[A_WIS] += 4;
1154 if (p_ptr->muta3 & MUT3_MORONIC)
1156 p_ptr->stat_add[A_INT] -= 4;
1157 p_ptr->stat_add[A_WIS] -= 4;
1160 if (p_ptr->muta3 & MUT3_RESILIENT)
1162 p_ptr->stat_add[A_CON] += 4;
1165 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1167 p_ptr->stat_add[A_CON] += 2;
1171 if (p_ptr->muta3 & MUT3_ALBINO)
1173 p_ptr->stat_add[A_CON] -= 4;
1176 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1178 p_ptr->stat_add[A_CON] -= 2;
1179 p_ptr->stat_add[A_CHR] -= 1;
1180 p_ptr->regenerate = FALSE;
1181 /* Cancel innate regeneration */
1184 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1186 p_ptr->stat_add[A_CHR] -= 4;
1189 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1191 p_ptr->stat_add[A_CHR] -= 1;
1194 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1196 p_ptr->skill_fos += 15;
1197 p_ptr->skill_srh += 15;
1200 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1202 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
1205 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1207 p_ptr->skill_stl -= 3;
1210 if (p_ptr->muta3 & MUT3_INFRAVIS)
1212 p_ptr->see_infra += 3;
1215 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1220 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1225 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1227 p_ptr->sh_elec = TRUE;
1230 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1232 p_ptr->sh_fire = TRUE;
1236 if (p_ptr->muta3 & MUT3_WART_SKIN)
1238 p_ptr->stat_add[A_CHR] -= 2;
1240 p_ptr->dis_to_a += 5;
1243 if (p_ptr->muta3 & MUT3_SCALES)
1245 p_ptr->stat_add[A_CHR] -= 1;
1247 p_ptr->dis_to_a += 10;
1250 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1252 p_ptr->stat_add[A_DEX] -= 1;
1254 p_ptr->dis_to_a += 25;
1257 if (p_ptr->muta3 & MUT3_WINGS)
1259 p_ptr->levitation = TRUE;
1262 if (p_ptr->muta3 & MUT3_FEARLESS)
1264 p_ptr->resist_fear = TRUE;
1267 if (p_ptr->muta3 & MUT3_REGEN)
1269 p_ptr->regenerate = TRUE;
1272 if (p_ptr->muta3 & MUT3_ESP)
1274 p_ptr->telepathy = TRUE;
1277 if (p_ptr->muta3 & MUT3_LIMBER)
1279 p_ptr->stat_add[A_DEX] += 3;
1282 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1284 p_ptr->stat_add[A_DEX] -= 3;
1287 if (p_ptr->muta3 & MUT3_MOTION)
1289 p_ptr->free_act = TRUE;
1290 p_ptr->skill_stl += 1;
1293 if (p_ptr->muta3 & MUT3_ILL_NORM)
1295 p_ptr->stat_add[A_CHR] = 0;
1299 if (p_ptr->tsuyoshi)
1301 p_ptr->stat_add[A_STR] += 4;
1302 p_ptr->stat_add[A_CON] += 4;
1305 /* Scan the usable p_ptr->inventory_list */
1306 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1308 int bonus_to_h, bonus_to_d;
1309 o_ptr = &p_ptr->inventory_list[i];
1310 if (!o_ptr->k_idx) continue;
1312 object_flags(o_ptr, flgs);
1314 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1315 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1318 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1319 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1320 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1321 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1322 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1323 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1325 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1327 /* Affect stealth */
1328 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1330 /* Affect searching ability (factor of five) */
1331 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1333 /* Affect searching frequency (factor of five) */
1334 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1336 /* Affect infravision */
1337 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1339 /* Affect digging (factor of 20) */
1340 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1343 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1346 if (have_flag(flgs, TR_BLOWS))
1348 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1349 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1350 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1353 /* Hack -- cause earthquakes */
1354 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1357 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1358 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1359 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1360 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1361 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1362 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1363 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1364 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1365 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1366 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1367 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1368 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1369 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1370 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1371 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1372 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1373 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1374 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1375 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1376 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1377 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1378 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1379 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1380 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1381 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1382 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1383 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1384 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1385 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1386 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1387 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1388 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1389 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1390 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1391 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1393 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1394 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1395 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1396 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1397 if (have_flag(flgs, TR_WARNING)) {
1398 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1399 p_ptr->warning = TRUE;
1402 if (have_flag(flgs, TR_TELEPORT))
1404 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1407 concptr insc = quark_str(o_ptr->inscription);
1409 if (o_ptr->inscription && my_strchr(insc, '.'))
1412 * {.} will stop random teleportation.
1417 /* Controlled random teleportation */
1418 p_ptr->cursed |= TRC_TELEPORT_SELF;
1423 /* Immunity flags */
1424 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1425 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1426 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1427 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1429 /* Resistance flags */
1430 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1431 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1432 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1433 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1434 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1435 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1436 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1437 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1438 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1439 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1440 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1441 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1442 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1443 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1444 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1445 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1447 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1448 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1449 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1450 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1451 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1452 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1455 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1456 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1457 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1458 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1459 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1460 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1462 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1463 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1464 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1465 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1466 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1467 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1468 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1470 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1472 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1474 p_ptr->to_m_chance += 10;
1478 p_ptr->to_m_chance += 3;
1482 if (o_ptr->tval == TV_CAPTURE) continue;
1484 /* Modify the base armor class */
1485 p_ptr->ac += o_ptr->ac;
1487 /* The base armor class is always known */
1488 p_ptr->dis_ac += o_ptr->ac;
1490 /* Apply the bonuses to armor class */
1491 p_ptr->to_a += o_ptr->to_a;
1493 /* Apply the mental bonuses to armor class, if known */
1494 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1496 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1498 int slot = i - INVEN_RARM;
1501 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1503 p_ptr->to_h[slot] -= 15;
1504 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1508 p_ptr->to_h[slot] -= 5;
1509 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1514 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1516 p_ptr->to_h_b -= 15;
1517 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1522 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1527 if (o_ptr->curse_flags & TRC_LOW_AC)
1529 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1532 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1537 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1541 /* Hack -- do not apply "weapon" bonuses */
1542 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1543 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1545 /* Hack -- do not apply "bow" bonuses */
1546 if (i == INVEN_BOW) continue;
1548 bonus_to_h = o_ptr->to_h;
1549 bonus_to_d = o_ptr->to_d;
1551 if (p_ptr->pclass == CLASS_NINJA)
1553 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1554 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1557 /* To Bow and Natural attack */
1559 /* Apply the bonuses to hit/damage */
1560 p_ptr->to_h_b += (s16b)bonus_to_h;
1561 p_ptr->to_h_m += (s16b)bonus_to_h;
1562 p_ptr->to_d_m += (s16b)bonus_to_d;
1564 /* Apply the mental bonuses tp hit/damage, if known */
1565 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1568 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1570 /* Apply the bonuses to hit/damage */
1571 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1572 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1574 /* Apply the mental bonuses tp hit/damage, if known */
1575 if (object_is_known(o_ptr))
1577 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1578 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1581 else if (p_ptr->migite && p_ptr->hidarite)
1583 /* Apply the bonuses to hit/damage */
1584 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1585 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1586 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1587 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1589 /* Apply the mental bonuses tp hit/damage, if known */
1590 if (object_is_known(o_ptr))
1592 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1593 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1594 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1595 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1600 /* Apply the bonuses to hit/damage */
1601 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1602 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1604 /* Apply the mental bonuses to hit/damage, if known */
1605 if (object_is_known(o_ptr))
1607 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1608 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1613 /* Shield skill bonus */
1614 if (object_is_armour(&p_ptr->inventory_list[INVEN_RARM]) || object_is_armour(&p_ptr->inventory_list[INVEN_LARM]))
1616 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1617 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1620 if (old_mighty_throw != p_ptr->mighty_throw)
1622 /* Redraw average damege display of Shuriken */
1623 p_ptr->window |= PW_INVEN;
1626 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1628 /* Monks get extra ac for armour _not worn_ */
1629 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1631 if (!(p_ptr->inventory_list[INVEN_BODY].k_idx))
1633 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1634 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1636 if (!(p_ptr->inventory_list[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1638 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1639 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1641 if (!(p_ptr->inventory_list[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1643 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1644 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1646 if (!(p_ptr->inventory_list[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1648 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1649 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1651 if (!(p_ptr->inventory_list[INVEN_HANDS].k_idx))
1653 p_ptr->to_a += (p_ptr->lev / 2);
1654 p_ptr->dis_to_a += (p_ptr->lev / 2);
1656 if (!(p_ptr->inventory_list[INVEN_FEET].k_idx))
1658 p_ptr->to_a += (p_ptr->lev / 3);
1659 p_ptr->dis_to_a += (p_ptr->lev / 3);
1661 if (p_ptr->special_defense & KAMAE_BYAKKO)
1663 p_ptr->stat_add[A_STR] += 2;
1664 p_ptr->stat_add[A_DEX] += 2;
1665 p_ptr->stat_add[A_CON] -= 3;
1667 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1670 else if (p_ptr->special_defense & KAMAE_GENBU)
1672 p_ptr->stat_add[A_INT] -= 1;
1673 p_ptr->stat_add[A_WIS] -= 1;
1674 p_ptr->stat_add[A_DEX] -= 2;
1675 p_ptr->stat_add[A_CON] += 3;
1677 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1679 p_ptr->stat_add[A_STR] -= 2;
1680 p_ptr->stat_add[A_INT] += 1;
1681 p_ptr->stat_add[A_WIS] += 1;
1682 p_ptr->stat_add[A_DEX] += 2;
1683 p_ptr->stat_add[A_CON] -= 2;
1687 if (p_ptr->special_defense & KATA_KOUKIJIN)
1689 for (i = 0; i < A_MAX; i++)
1690 p_ptr->stat_add[i] += 5;
1692 p_ptr->dis_to_a -= 50;
1695 /* Hack -- aura of fire also provides light */
1696 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1698 /* Golems also get an intrinsic AC bonus */
1699 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1701 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1702 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1706 if (p_ptr->realm1 == REALM_HEX)
1708 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1709 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1710 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1711 if (hex_spelling(HEX_BUILDING))
1713 p_ptr->stat_add[A_STR] += 4;
1714 p_ptr->stat_add[A_DEX] += 4;
1715 p_ptr->stat_add[A_CON] += 4;
1717 if (hex_spelling(HEX_DEMON_AURA))
1719 p_ptr->sh_fire = TRUE;
1720 p_ptr->regenerate = TRUE;
1722 if (hex_spelling(HEX_ICE_ARMOR))
1724 p_ptr->sh_cold = TRUE;
1726 p_ptr->dis_to_a += 30;
1728 if (hex_spelling(HEX_SHOCK_CLOAK))
1730 p_ptr->sh_elec = TRUE;
1733 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1735 ARMOUR_CLASS ac = 0;
1736 o_ptr = &p_ptr->inventory_list[i];
1737 if (!o_ptr->k_idx) continue;
1738 if (!object_is_armour(o_ptr)) continue;
1739 if (!object_is_cursed(o_ptr)) continue;
1741 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1742 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1743 p_ptr->to_a += (s16b)ac;
1744 p_ptr->dis_to_a += (s16b)ac;
1748 /* Calculate stats */
1749 for (i = 0; i < A_MAX; i++)
1753 /* Extract the new "stat_use" value for the stat */
1754 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1756 /* Notice changes */
1757 if (p_ptr->stat_top[i] != top)
1759 /* Save the new value */
1760 p_ptr->stat_top[i] = (s16b)top;
1761 p_ptr->redraw |= (PR_STATS);
1762 p_ptr->window |= (PW_PLAYER);
1766 /* Extract the new "stat_use" value for the stat */
1767 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1769 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1771 /* 10 to 18/90 charisma, guaranteed, based on level */
1772 if (use < 8 + 2 * p_ptr->lev)
1774 use = 8 + 2 * p_ptr->lev;
1778 /* Notice changes */
1779 if (p_ptr->stat_use[i] != use)
1781 /* Save the new value */
1782 p_ptr->stat_use[i] = (s16b)use;
1783 p_ptr->redraw |= (PR_STATS);
1784 p_ptr->window |= (PW_PLAYER);
1788 /* Values: 3, 4, ..., 17 */
1789 if (use <= 18) ind = (use - 3);
1791 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1792 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1794 /* Range: 18/220+ */
1797 /* Notice changes */
1798 if (p_ptr->stat_ind[i] != ind)
1800 /* Save the new index */
1801 p_ptr->stat_ind[i] = (s16b)ind;
1803 /* Change in CON affects Hitpoints */
1806 p_ptr->update |= (PU_HP);
1809 /* Change in INT may affect Mana/Spells */
1810 else if (i == A_INT)
1812 if (mp_ptr->spell_stat == A_INT)
1814 p_ptr->update |= (PU_MANA | PU_SPELLS);
1818 /* Change in WIS may affect Mana/Spells */
1819 else if (i == A_WIS)
1821 if (mp_ptr->spell_stat == A_WIS)
1823 p_ptr->update |= (PU_MANA | PU_SPELLS);
1827 /* Change in WIS may affect Mana/Spells */
1828 else if (i == A_CHR)
1830 if (mp_ptr->spell_stat == A_CHR)
1832 p_ptr->update |= (PU_MANA | PU_SPELLS);
1836 p_ptr->window |= (PW_PLAYER);
1841 /* Apply temporary "stun" */
1842 if (p_ptr->stun > 50)
1844 p_ptr->to_h[0] -= 20;
1845 p_ptr->to_h[1] -= 20;
1846 p_ptr->to_h_b -= 20;
1847 p_ptr->to_h_m -= 20;
1848 p_ptr->dis_to_h[0] -= 20;
1849 p_ptr->dis_to_h[1] -= 20;
1850 p_ptr->dis_to_h_b -= 20;
1851 p_ptr->to_d[0] -= 20;
1852 p_ptr->to_d[1] -= 20;
1853 p_ptr->to_d_m -= 20;
1854 p_ptr->dis_to_d[0] -= 20;
1855 p_ptr->dis_to_d[1] -= 20;
1857 else if (p_ptr->stun)
1859 p_ptr->to_h[0] -= 5;
1860 p_ptr->to_h[1] -= 5;
1863 p_ptr->dis_to_h[0] -= 5;
1864 p_ptr->dis_to_h[1] -= 5;
1865 p_ptr->dis_to_h_b -= 5;
1866 p_ptr->to_d[0] -= 5;
1867 p_ptr->to_d[1] -= 5;
1869 p_ptr->dis_to_d[0] -= 5;
1870 p_ptr->dis_to_d[1] -= 5;
1874 if (p_ptr->wraith_form)
1876 p_ptr->reflect = TRUE;
1877 p_ptr->pass_wall = TRUE;
1880 if (p_ptr->kabenuke)
1882 p_ptr->pass_wall = TRUE;
1885 /* Temporary blessing */
1889 p_ptr->dis_to_a += 5;
1890 p_ptr->to_h[0] += 10;
1891 p_ptr->to_h[1] += 10;
1892 p_ptr->to_h_b += 10;
1893 p_ptr->to_h_m += 10;
1894 p_ptr->dis_to_h[0] += 10;
1895 p_ptr->dis_to_h[1] += 10;
1896 p_ptr->dis_to_h_b += 10;
1899 if (p_ptr->magicdef)
1901 p_ptr->resist_blind = TRUE;
1902 p_ptr->resist_conf = TRUE;
1903 p_ptr->reflect = TRUE;
1904 p_ptr->free_act = TRUE;
1905 p_ptr->levitation = TRUE;
1908 /* Temporary "Hero" */
1911 p_ptr->to_h[0] += 12;
1912 p_ptr->to_h[1] += 12;
1913 p_ptr->to_h_b += 12;
1914 p_ptr->to_h_m += 12;
1915 p_ptr->dis_to_h[0] += 12;
1916 p_ptr->dis_to_h[1] += 12;
1917 p_ptr->dis_to_h_b += 12;
1920 /* Temporary "Beserk" */
1923 p_ptr->to_h[0] += 12;
1924 p_ptr->to_h[1] += 12;
1925 p_ptr->to_h_b -= 12;
1926 p_ptr->to_h_m += 12;
1927 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1928 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1929 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1930 p_ptr->dis_to_h[0] += 12;
1931 p_ptr->dis_to_h[1] += 12;
1932 p_ptr->dis_to_h_b -= 12;
1933 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1934 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1936 p_ptr->dis_to_a -= 10;
1937 p_ptr->skill_stl -= 7;
1938 p_ptr->skill_dev -= 20;
1939 p_ptr->skill_sav -= 30;
1940 p_ptr->skill_srh -= 15;
1941 p_ptr->skill_fos -= 15;
1942 p_ptr->skill_tht -= 20;
1943 p_ptr->skill_dig += 30;
1946 /* Temporary "fast" */
1952 /* Temporary "slow" */
1958 /* Temporary "telepathy" */
1961 p_ptr->telepathy = TRUE;
1964 if (p_ptr->ele_immune)
1966 if (p_ptr->special_defense & DEFENSE_ACID)
1967 p_ptr->immune_acid = TRUE;
1968 else if (p_ptr->special_defense & DEFENSE_ELEC)
1969 p_ptr->immune_elec = TRUE;
1970 else if (p_ptr->special_defense & DEFENSE_FIRE)
1971 p_ptr->immune_fire = TRUE;
1972 else if (p_ptr->special_defense & DEFENSE_COLD)
1973 p_ptr->immune_cold = TRUE;
1976 /* Temporary see invisible */
1977 if (p_ptr->tim_invis)
1979 p_ptr->see_inv = TRUE;
1982 /* Temporary infravision boost */
1983 if (p_ptr->tim_infra)
1985 p_ptr->see_infra += 3;
1988 /* Temporary regeneration boost */
1989 if (p_ptr->tim_regen)
1991 p_ptr->regenerate = TRUE;
1994 /* Temporary levitation */
1995 if (p_ptr->tim_levitation)
1997 p_ptr->levitation = TRUE;
2000 /* Temporary reflection */
2001 if (p_ptr->tim_reflect)
2003 p_ptr->reflect = TRUE;
2006 /* Hack -- Hero/Shero -> Res fear */
2007 if (IS_HERO() || p_ptr->shero)
2009 p_ptr->resist_fear = TRUE;
2013 /* Hack -- Telepathy Change */
2014 if (p_ptr->telepathy != old_telepathy)
2016 p_ptr->update |= (PU_MONSTERS);
2019 if ((p_ptr->esp_animal != old_esp_animal) ||
2020 (p_ptr->esp_undead != old_esp_undead) ||
2021 (p_ptr->esp_demon != old_esp_demon) ||
2022 (p_ptr->esp_orc != old_esp_orc) ||
2023 (p_ptr->esp_troll != old_esp_troll) ||
2024 (p_ptr->esp_giant != old_esp_giant) ||
2025 (p_ptr->esp_dragon != old_esp_dragon) ||
2026 (p_ptr->esp_human != old_esp_human) ||
2027 (p_ptr->esp_evil != old_esp_evil) ||
2028 (p_ptr->esp_good != old_esp_good) ||
2029 (p_ptr->esp_nonliving != old_esp_nonliving) ||
2030 (p_ptr->esp_unique != old_esp_unique))
2032 p_ptr->update |= (PU_MONSTERS);
2035 /* Hack -- See Invis Change */
2036 if (p_ptr->see_inv != old_see_inv)
2038 p_ptr->update |= (PU_MONSTERS);
2041 /* Bloating slows the player down (a little) */
2042 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
2044 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
2046 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
2047 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
2049 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2050 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
2053 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
2055 int penalty1, penalty2;
2056 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_RARM].weight) / 8);
2057 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - p_ptr->inventory_list[INVEN_LARM].weight) / 8);
2058 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN))
2060 penalty1 = penalty1 / 2 - 5;
2061 penalty2 = penalty2 / 2 - 5;
2064 p_ptr->dis_to_a += 10;
2068 if (penalty1 > 0) penalty1 /= 2;
2069 if (penalty2 > 0) penalty2 /= 2;
2071 else if ((p_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD) && ((p_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (p_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI)))
2073 penalty1 = MAX(0, penalty1 - 10);
2074 penalty2 = MAX(0, penalty2 - 10);
2076 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
2078 penalty1 = MIN(0, penalty1);
2079 penalty2 = MIN(0, penalty2);
2081 p_ptr->dis_to_a += 10;
2085 if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
2087 if ((p_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
2090 if (p_ptr->inventory_list[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
2091 if (p_ptr->inventory_list[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
2092 p_ptr->to_h[0] -= (s16b)penalty1;
2093 p_ptr->to_h[1] -= (s16b)penalty2;
2094 p_ptr->dis_to_h[0] -= (s16b)penalty1;
2095 p_ptr->dis_to_h[1] -= (s16b)penalty2;
2098 /* Extract the current weight (in tenth pounds) */
2099 j = p_ptr->total_weight;
2103 /* Extract the "weight limit" (in tenth pounds) */
2104 i = (int)weight_limit();
2108 monster_type *riding_m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
2109 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2110 SPEED speed = riding_m_ptr->mspeed;
2112 if (riding_m_ptr->mspeed > 110)
2114 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
2115 if (new_speed < 110) new_speed = 110;
2121 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
2122 if (MON_FAST(riding_m_ptr)) new_speed += 10;
2123 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
2124 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
2125 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
2127 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
2128 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
2130 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;
2132 /* Extract the "weight limit" */
2133 i = 1500 + riding_r_ptr->level * 25;
2136 /* Apply "encumbrance" from weight */
2137 if (j > i) new_speed -= ((j - i) / (i / 5));
2139 /* Searching slows the player down */
2140 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
2143 if (p_ptr->prace == RACE_MERFOLK)
2145 if (have_flag(f_ptr->flags, FF_WATER))
2147 new_speed += (2 + p_ptr->lev / 10);
2149 else if (!p_ptr->levitation)
2156 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
2157 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2158 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2159 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2160 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2161 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2162 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2163 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2164 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2165 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2166 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2167 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2168 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2170 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
2171 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
2172 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2173 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2174 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2175 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2176 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
2177 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2178 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2179 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
2182 /* Obtain the "hold" value */
2183 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
2186 /* Examine the "current bow" */
2187 o_ptr = &p_ptr->inventory_list[INVEN_BOW];
2189 /* It is hard to carholdry a heavy bow */
2190 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
2191 if (p_ptr->heavy_shoot)
2193 /* Hard to wield a heavy bow */
2194 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
2195 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
2198 /* Compute "extra shots" if needed */
2201 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
2203 /* Apply special flags */
2204 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
2207 p_ptr->num_fire = calc_num_fire(o_ptr);
2209 /* Snipers love Cross bows */
2210 if ((p_ptr->pclass == CLASS_SNIPER) &&
2211 (p_ptr->tval_ammo == TV_BOLT))
2213 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
2214 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
2219 if (p_ptr->ryoute) hold *= 2;
2221 for (i = 0; i < 2; i++)
2223 /* Examine the "main weapon" */
2224 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
2226 object_flags(o_ptr, flgs);
2228 /* Assume not heavy */
2229 p_ptr->heavy_wield[i] = FALSE;
2230 p_ptr->icky_wield[i] = FALSE;
2231 p_ptr->riding_wield[i] = FALSE;
2233 if (!has_melee_weapon(INVEN_RARM + i))
2235 p_ptr->num_blow[i] = 1;
2238 /* It is hard to hold a heavy weapon */
2239 if (hold < o_ptr->weight / 10)
2241 /* Hard to wield a heavy weapon */
2242 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
2243 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
2246 p_ptr->heavy_wield[i] = TRUE;
2248 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
2250 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
2253 p_ptr->dis_to_a += 5;
2256 /* Normal weapons */
2257 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
2259 int str_index, dex_index;
2261 int num = 0, wgt = 0, mul = 0, div = 0;
2263 /* Analyze the class */
2264 switch (p_ptr->pclass)
2267 num = 6; wgt = 70; mul = 5; break;
2269 case CLASS_BERSERKER:
2270 num = 6; wgt = 70; mul = 7; break;
2273 case CLASS_HIGH_MAGE:
2274 case CLASS_BLUE_MAGE:
2275 num = 3; wgt = 100; mul = 2; break;
2278 case CLASS_MAGIC_EATER:
2279 case CLASS_MINDCRAFTER:
2280 num = 5; wgt = 100; mul = 3; break;
2283 num = 5; wgt = 40; mul = 3; break;
2286 num = 5; wgt = 70; mul = 4; break;
2290 num = 5; wgt = 70; mul = 4; break;
2293 num = 5; wgt = 150; mul = 5; break;
2295 case CLASS_WARRIOR_MAGE:
2296 case CLASS_RED_MAGE:
2297 num = 5; wgt = 70; mul = 3; break;
2299 case CLASS_CHAOS_WARRIOR:
2300 num = 5; wgt = 70; mul = 4; break;
2303 num = 5; wgt = 60; mul = 3; break;
2306 num = 4; wgt = 100; mul = 3; break;
2308 case CLASS_IMITATOR:
2309 num = 5; wgt = 70; mul = 4; break;
2311 case CLASS_BEASTMASTER:
2312 num = 5; wgt = 70; mul = 3; break;
2315 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2316 else { num = 5; wgt = 100; mul = 3; }
2319 case CLASS_SORCERER:
2320 num = 1; wgt = 1; mul = 1; break;
2325 num = 4; wgt = 70; mul = 2; break;
2327 case CLASS_FORCETRAINER:
2328 num = 4; wgt = 60; mul = 2; break;
2330 case CLASS_MIRROR_MASTER:
2331 num = 3; wgt = 100; mul = 3; break;
2334 num = 4; wgt = 20; mul = 1; break;
2337 /* Hex - extra mights gives +1 bonus to max blows */
2338 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2340 /* Enforce a minimum "weight" (tenth pounds) */
2341 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2343 /* Access the strength vs weight */
2344 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2346 if (p_ptr->ryoute && !omoi) str_index++;
2347 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2350 if (str_index > 11) str_index = 11;
2352 /* Index by dexterity */
2353 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2356 if (dex_index > 11) dex_index = 11;
2358 /* Use the blows table */
2359 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2362 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2364 /* Add in the "bonus blows" */
2365 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2368 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2369 else if (p_ptr->pclass == CLASS_BERSERKER)
2371 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2373 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2375 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2377 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2380 /* Require at least one blow */
2381 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2383 /* Boost digging skill by weapon weight */
2384 p_ptr->skill_dig += (o_ptr->weight / 10);
2388 /* Priest weapon penalty for non-blessed edged weapons */
2389 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2390 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2392 /* Reduce the real bonuses */
2393 p_ptr->to_h[i] -= 2;
2394 p_ptr->to_d[i] -= 2;
2396 /* Reduce the mental bonuses */
2397 p_ptr->dis_to_h[i] -= 2;
2398 p_ptr->dis_to_d[i] -= 2;
2401 p_ptr->icky_wield[i] = TRUE;
2403 else if (p_ptr->pclass == CLASS_BERSERKER)
2405 p_ptr->to_h[i] += p_ptr->lev / 5;
2406 p_ptr->to_d[i] += p_ptr->lev / 6;
2407 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2408 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2409 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2411 p_ptr->to_h[i] += p_ptr->lev / 5;
2412 p_ptr->to_d[i] += p_ptr->lev / 6;
2413 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2414 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2417 else if (p_ptr->pclass == CLASS_SORCERER)
2419 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2421 /* Reduce the real bonuses */
2422 p_ptr->to_h[i] -= 200;
2423 p_ptr->to_d[i] -= 200;
2425 /* Reduce the mental bonuses */
2426 p_ptr->dis_to_h[i] -= 200;
2427 p_ptr->dis_to_d[i] -= 200;
2430 p_ptr->icky_wield[i] = TRUE;
2434 /* Reduce the real bonuses */
2435 p_ptr->to_h[i] -= 30;
2436 p_ptr->to_d[i] -= 10;
2438 /* Reduce the mental bonuses */
2439 p_ptr->dis_to_h[i] -= 30;
2440 p_ptr->dis_to_d[i] -= 10;
2444 if (p_ptr->realm1 == REALM_HEX)
2446 if (object_is_cursed(o_ptr))
2448 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2449 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2450 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2451 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2452 if (hex_spelling(HEX_RUNESWORD))
2454 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2455 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2456 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2462 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2464 p_ptr->to_h[i] += 15;
2465 p_ptr->dis_to_h[i] += 15;
2466 p_ptr->to_dd[i] += 2;
2468 else if (!(have_flag(flgs, TR_RIDING)))
2471 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2477 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2479 if (penalty < 30) penalty = 30;
2481 p_ptr->to_h[i] -= (s16b)penalty;
2482 p_ptr->dis_to_h[i] -= (s16b)penalty;
2485 p_ptr->riding_wield[i] = TRUE;
2494 p_ptr->riding_ryoute = FALSE;
2496 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2497 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2499 switch (p_ptr->pclass)
2502 case CLASS_FORCETRAINER:
2503 case CLASS_BERSERKER:
2504 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2505 p_ptr->riding_ryoute = TRUE;
2510 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2512 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2516 penalty = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2518 if (penalty < 30) penalty = 30;
2520 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2521 p_ptr->to_h_b -= (s16b)penalty;
2522 p_ptr->dis_to_h_b -= (s16b)penalty;
2525 /* Different calculation for monks with empty hands */
2526 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2527 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2529 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2530 p_ptr->num_blow[0] = 0;
2532 if (p_ptr->pclass == CLASS_FORCETRAINER)
2534 if (blow_base > 18) p_ptr->num_blow[0]++;
2535 if (blow_base > 31) p_ptr->num_blow[0]++;
2536 if (blow_base > 44) p_ptr->num_blow[0]++;
2537 if (blow_base > 58) p_ptr->num_blow[0]++;
2540 p_ptr->to_d[0] += P_PTR_KI / 5;
2541 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2546 if (blow_base > 12) p_ptr->num_blow[0]++;
2547 if (blow_base > 22) p_ptr->num_blow[0]++;
2548 if (blow_base > 31) p_ptr->num_blow[0]++;
2549 if (blow_base > 39) p_ptr->num_blow[0]++;
2550 if (blow_base > 46) p_ptr->num_blow[0]++;
2551 if (blow_base > 53) p_ptr->num_blow[0]++;
2552 if (blow_base > 59) p_ptr->num_blow[0]++;
2555 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2556 p_ptr->num_blow[0] /= 2;
2559 p_ptr->to_h[0] += (p_ptr->lev / 3);
2560 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2562 p_ptr->to_d[0] += (p_ptr->lev / 6);
2563 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2566 if (p_ptr->special_defense & KAMAE_BYAKKO)
2569 p_ptr->dis_to_a -= 40;
2572 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2575 p_ptr->dis_to_a -= 50;
2576 p_ptr->resist_acid = TRUE;
2577 p_ptr->resist_fire = TRUE;
2578 p_ptr->resist_elec = TRUE;
2579 p_ptr->resist_cold = TRUE;
2580 p_ptr->resist_pois = TRUE;
2581 p_ptr->sh_fire = TRUE;
2582 p_ptr->sh_elec = TRUE;
2583 p_ptr->sh_cold = TRUE;
2584 p_ptr->levitation = TRUE;
2586 else if (p_ptr->special_defense & KAMAE_GENBU)
2588 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2589 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2590 p_ptr->reflect = TRUE;
2591 p_ptr->num_blow[0] -= 2;
2592 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2593 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2595 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2597 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2598 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2600 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2601 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2602 p_ptr->num_blow[0] /= 2;
2603 p_ptr->levitation = TRUE;
2606 p_ptr->num_blow[0] += 1 + extra_blows[0];
2609 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2611 p_ptr->monk_armour_aux = FALSE;
2615 p_ptr->monk_armour_aux = TRUE;
2618 for (i = 0; i < 2; i++)
2620 if (has_melee_weapon(INVEN_RARM + i))
2622 OBJECT_TYPE_VALUE tval = p_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2623 OBJECT_SUBTYPE_VALUE sval = p_ptr->inventory_list[INVEN_RARM + i].sval;
2625 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2626 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2627 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2629 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2631 p_ptr->to_h[i] -= 40;
2632 p_ptr->dis_to_h[i] -= 40;
2633 p_ptr->icky_wield[i] = TRUE;
2636 else if (p_ptr->pclass == CLASS_NINJA)
2638 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (p_ptr->inventory_list[INVEN_LARM - i].tval == TV_SHIELD))
2640 p_ptr->to_h[i] -= 40;
2641 p_ptr->dis_to_h[i] -= 40;
2642 p_ptr->icky_wield[i] = TRUE;
2643 p_ptr->num_blow[i] /= 2;
2644 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2650 /* Maximum speed is (+99). (internally it's 110 + 99) */
2651 /* Temporary lightspeed forces to be maximum speed */
2652 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2657 /* Minimum speed is (-99). (internally it's 110 - 99) */
2658 if (new_speed < 11) new_speed = 11;
2660 /* Display the speed (if needed) */
2661 if (p_ptr->pspeed != (byte)new_speed)
2663 p_ptr->pspeed = (byte)new_speed;
2664 p_ptr->redraw |= (PR_SPEED);
2669 if (p_ptr->to_a > (0 - p_ptr->ac))
2670 p_ptr->to_a = 0 - p_ptr->ac;
2671 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2672 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2675 /* Redraw armor (if needed) */
2676 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2678 p_ptr->redraw |= (PR_ARMOR);
2679 p_ptr->window |= (PW_PLAYER);
2682 if (p_ptr->ryoute && !omoi)
2684 int bonus_to_h = 0, bonus_to_d = 0;
2685 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2686 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);
2688 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2689 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2690 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2691 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2694 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;
2696 /* Affect Skill -- stealth (bonus one) */
2697 p_ptr->skill_stl += 1;
2699 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2701 /* Affect Skill -- disarming (DEX and INT) */
2702 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2703 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2705 /* Affect Skill -- magic devices (INT) */
2706 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2708 /* Affect Skill -- saving throw (WIS) */
2709 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2711 /* Affect Skill -- digging (STR) */
2712 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2714 /* Affect Skill -- disarming (Level, by Class) */
2715 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2717 /* Affect Skill -- magic devices (Level, by Class) */
2718 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2720 /* Affect Skill -- saving throw (Level, by Class) */
2721 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2723 /* Affect Skill -- stealth (Level, by Class) */
2724 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2726 /* Affect Skill -- search ability (Level, by Class) */
2727 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2729 /* Affect Skill -- search frequency (Level, by Class) */
2730 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2732 /* Affect Skill -- combat (normal) (Level, by Class) */
2733 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2735 /* Affect Skill -- combat (shooting) (Level, by Class) */
2736 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2738 /* Affect Skill -- combat (throwing) (Level, by Class) */
2739 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2742 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2744 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2745 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2748 /* Limit Skill -- stealth from 0 to 30 */
2749 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2750 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2752 /* Limit Skill -- digging from 1 up */
2753 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2755 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2757 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2759 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;
2761 if (down_saving) p_ptr->skill_sav /= 2;
2763 /* Hack -- Each elemental immunity includes resistance */
2764 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2765 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2766 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2767 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2770 /* Hack -- handle "xtra" mode */
2771 if (current_world_ptr->character_xtra) return;
2773 /* Take note when "heavy bow" changes */
2774 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2776 if (p_ptr->heavy_shoot)
2778 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."));
2780 else if (p_ptr->inventory_list[INVEN_BOW].k_idx)
2782 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."));
2786 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."));
2790 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2793 for (i = 0; i < 2; i++)
2795 /* Take note when "heavy weapon" changes */
2796 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2798 if (p_ptr->heavy_wield[i])
2800 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."));
2802 else if (has_melee_weapon(INVEN_RARM + i))
2804 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2806 else if (p_ptr->heavy_wield[1 - i])
2808 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2812 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."));
2816 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2819 /* Take note when "heavy weapon" changes */
2820 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2822 if (p_ptr->riding_wield[i])
2824 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."));
2826 else if (!p_ptr->riding)
2828 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2830 else if (has_melee_weapon(INVEN_RARM + i))
2832 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2835 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2838 /* Take note when "illegal weapon" changes */
2839 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2841 if (p_ptr->icky_wield[i])
2843 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."));
2844 if (current_world_ptr->is_loading_now)
2846 chg_virtue(V_FAITH, -1);
2849 else if (has_melee_weapon(INVEN_RARM + i))
2851 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."));
2855 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."));
2859 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2863 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2865 if (p_ptr->riding_ryoute)
2868 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" : "");
2870 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2876 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" : "");
2878 msg_print("You began to control riding pet with one hand.");
2882 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2885 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (p_ptr->monk_armour_aux != p_ptr->monk_notify_aux))
2889 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."));
2890 if (current_world_ptr->is_loading_now)
2892 chg_virtue(V_HARMONY, -1);
2897 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2900 p_ptr->monk_notify_aux = p_ptr->monk_armour_aux;
2903 for (i = 0; i < INVEN_PACK; i++)
2906 if ((p_ptr->inventory_list[i].tval == TV_SORCERY_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_dd_s = TRUE;
2907 if ((p_ptr->inventory_list[i].tval == TV_TRUMP_BOOK) && (p_ptr->inventory_list[i].sval == 1)) have_dd_t = TRUE;
2909 if ((p_ptr->inventory_list[i].tval == TV_NATURE_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_sw = TRUE;
2910 if ((p_ptr->inventory_list[i].tval == TV_CRAFT_BOOK) && (p_ptr->inventory_list[i].sval == 2)) have_kabe = TRUE;
2913 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)
2915 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2916 next_o_idx = o_ptr->next_o_idx;
2919 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2920 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2922 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2923 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2926 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2928 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2930 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2931 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2934 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)))
2936 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2937 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2940 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2942 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2943 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2946 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2948 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2949 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2954 static void calc_alignment(void)
2958 int i, j, neutral[2];
2960 for (m_idx = current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--)
2962 monster_type *m_ptr;
2963 monster_race *r_ptr;
2964 m_ptr = ¤t_floor_ptr->m_list[m_idx];
2965 if (!monster_is_valid(m_ptr)) continue;
2966 r_ptr = &r_info[m_ptr->r_idx];
2970 if (r_ptr->flags3 & RF3_GOOD) p_ptr->align += r_ptr->level;
2971 if (r_ptr->flags3 & RF3_EVIL) p_ptr->align -= r_ptr->level;
2975 if (p_ptr->mimic_form)
2977 switch (p_ptr->mimic_form)
2980 p_ptr->align -= 200;
2982 case MIMIC_DEMON_LORD:
2983 p_ptr->align -= 200;
2989 switch (p_ptr->prace)
2992 p_ptr->align += 200;
2995 p_ptr->align -= 200;
3000 for (i = 0; i < 2; i++)
3002 if (has_melee_weapon(INVEN_RARM + i))
3004 if (p_ptr->inventory_list[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
3008 /* Determine player alignment */
3009 for (i = 0, j = 0; i < 8; i++)
3011 switch (p_ptr->vir_types[i])
3014 p_ptr->align += p_ptr->virtues[i] * 2;
3024 p_ptr->align -= p_ptr->virtues[i];
3027 p_ptr->align += p_ptr->virtues[i];
3032 for (i = 0; i < j; i++)
3034 if (p_ptr->align > 0)
3036 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
3037 if (p_ptr->align < 0) p_ptr->align = 0;
3039 else if (p_ptr->align < 0)
3041 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
3042 if (p_ptr->align > 0) p_ptr->align = 0;
3048 * @brief プレイヤーの最大HPを計算する /
3049 * Calculate the players (maximal) hit points
3050 * Adjust current hitpoints if necessary
3054 static void calc_hitpoints(void)
3059 /* Un-inflate "half-hitpoint bonus per level" value */
3060 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
3062 /* Calculate hitpoints */
3063 mhp = p_ptr->player_hp[p_ptr->lev - 1];
3065 if (p_ptr->mimic_form)
3067 if (p_ptr->pclass == CLASS_SORCERER)
3068 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
3070 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
3071 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
3074 if (p_ptr->pclass == CLASS_SORCERER)
3076 if (p_ptr->lev < 30)
3077 mhp = (mhp * (45 + p_ptr->lev) / 100);
3079 mhp = (mhp * 75 / 100);
3080 bonus = (bonus * 65 / 100);
3085 if (p_ptr->pclass == CLASS_BERSERKER)
3087 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
3090 /* Always have at least one hitpoint per level */
3091 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
3093 /* Factor in the hero / superhero settings */
3094 if (IS_HERO()) mhp += 10;
3095 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
3096 if (p_ptr->tsuyoshi) mhp += 50;
3098 /* Factor in the hex spell settings */
3099 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
3100 if (hex_spelling(HEX_BUILDING)) mhp += 60;
3102 /* New maximum hitpoints */
3103 if (p_ptr->mhp != mhp)
3105 /* Enforce maximum */
3106 if (p_ptr->chp >= mhp)
3109 p_ptr->chp_frac = 0;
3113 /* レベルアップの時は上昇量を表示する */
3114 if (p_ptr->level_up_message && (mhp > p_ptr->mhp))
3116 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
3119 /* Save the new max-hitpoints */
3122 /* Display hitpoints (later) */
3123 p_ptr->redraw |= (PR_HP);
3124 p_ptr->window |= (PW_PLAYER);
3129 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
3132 * SWD: Experimental modification: multiple light sources have additive effect.
3134 static void calc_torch(void)
3139 BIT_FLAGS flgs[TR_FLAG_SIZE];
3141 /* Assume no light */
3142 p_ptr->cur_lite = 0;
3144 /* Loop through all wielded items */
3145 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3147 o_ptr = &p_ptr->inventory_list[i];
3148 /* Skip empty slots */
3149 if (!o_ptr->k_idx) continue;
3151 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
3154 if (o_ptr->name2 != EGO_LITE_DARKNESS)
3156 if (o_ptr->tval == TV_LITE)
3158 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
3159 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
3162 object_flags(o_ptr, flgs);
3164 /* calc the lite_radius */
3167 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
3168 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
3169 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
3170 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
3171 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
3172 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
3173 p_ptr->cur_lite += rad;
3176 /* max radius is 14 (was 5) without rewriting other code -- */
3177 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
3178 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
3179 p_ptr->cur_lite = 1;
3182 * check if the player doesn't have light radius,
3183 * but does weakly glow as an intrinsic.
3185 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
3187 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3188 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3190 /* end experimental mods */
3192 /* Notice changes in the "lite radius" */
3193 if (p_ptr->old_lite != p_ptr->cur_lite)
3195 /* Hack -- PU_MON_LITE for monsters' darkness */
3196 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3198 /* Remember the old lite */
3199 p_ptr->old_lite = p_ptr->cur_lite;
3201 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3202 set_superstealth(FALSE);
3207 * @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。 /
3208 * Calculate number of spells player should have, and forget,
3209 * or remember, spells until that number is properly reflected.
3212 * Note that this function induces various "status" messages,
3213 * which must be bypasses until the character is created.
3215 static void calc_spells(void)
3217 int i, j, k, levels;
3219 int num_boukyaku = 0;
3221 const magic_type *s_ptr;
3227 /* Hack -- must be literate */
3228 if (!mp_ptr->spell_book) return;
3230 /* Hack -- wait for creation */
3231 if (!current_world_ptr->character_generated) return;
3233 /* Hack -- handle "xtra" mode */
3234 if (current_world_ptr->character_xtra) return;
3236 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
3238 p_ptr->new_spells = 0;
3242 p = spell_category_name(mp_ptr->spell_book);
3244 /* Determine the number of spells allowed */
3245 levels = p_ptr->lev - mp_ptr->spell_first + 1;
3247 /* Hack -- no negative spells */
3248 if (levels < 0) levels = 0;
3250 /* Extract total allowed spells */
3251 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
3253 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
3257 if (p_ptr->pclass == CLASS_SAMURAI)
3261 else if (p_ptr->realm2 == REALM_NONE)
3263 num_allowed = (num_allowed + 1) / 2;
3264 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
3266 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
3268 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
3272 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
3275 /* Count the number of spells we know */
3276 for (j = 0; j < 64; j++)
3278 /* Count known spells */
3280 (p_ptr->spell_forgotten1 & (1L << j)) :
3281 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3287 /* See how many spells we must forget or may learn */
3288 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
3290 /* Forget spells which are too hard */
3291 for (i = 63; i >= 0; i--)
3293 /* Efficiency -- all done */
3294 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3296 /* Access the spell */
3297 j = p_ptr->spell_order[i];
3299 /* Skip non-spells */
3300 if (j >= 99) continue;
3304 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3307 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3309 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3312 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3314 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3316 /* Skip spells we are allowed to know */
3317 if (s_ptr->slevel <= p_ptr->lev) continue;
3321 (p_ptr->spell_learned1 & (1L << j)) :
3322 (p_ptr->spell_learned2 & (1L << (j - 32))))
3324 /* Mark as forgotten */
3327 p_ptr->spell_forgotten1 |= (1L << j);
3328 which = p_ptr->realm1;
3332 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3333 which = p_ptr->realm2;
3336 /* No longer known */
3339 p_ptr->spell_learned1 &= ~(1L << j);
3340 which = p_ptr->realm1;
3344 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3345 which = p_ptr->realm2;
3349 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3351 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3355 /* One more can be learned */
3356 p_ptr->new_spells++;
3361 /* Forget spells if we know too many spells */
3362 for (i = 63; i >= 0; i--)
3364 /* Stop when possible */
3365 if (p_ptr->new_spells >= 0) break;
3367 /* Efficiency -- all done */
3368 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3370 /* Get the (i+1)th spell learned */
3371 j = p_ptr->spell_order[i];
3373 /* Skip unknown spells */
3374 if (j >= 99) continue;
3376 /* Forget it (if learned) */
3378 (p_ptr->spell_learned1 & (1L << j)) :
3379 (p_ptr->spell_learned2 & (1L << (j - 32))))
3381 /* Mark as forgotten */
3384 p_ptr->spell_forgotten1 |= (1L << j);
3385 which = p_ptr->realm1;
3389 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3390 which = p_ptr->realm2;
3393 /* No longer known */
3396 p_ptr->spell_learned1 &= ~(1L << j);
3397 which = p_ptr->realm1;
3401 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3402 which = p_ptr->realm2;
3406 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
3408 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3412 /* One more can be learned */
3413 p_ptr->new_spells++;
3418 /* Check for spells to remember */
3419 for (i = 0; i < 64; i++)
3421 /* None left to remember */
3422 if (p_ptr->new_spells <= 0) break;
3424 /* Efficiency -- all done */
3425 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3427 /* Get the next spell we learned */
3428 j = p_ptr->spell_order[i];
3430 /* Skip unknown spells */
3433 /* Access the spell */
3434 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3437 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3439 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3442 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3444 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3446 /* Skip spells we cannot remember */
3447 if (s_ptr->slevel > p_ptr->lev) continue;
3449 /* First set of spells */
3451 (p_ptr->spell_forgotten1 & (1L << j)) :
3452 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3454 /* No longer forgotten */
3457 p_ptr->spell_forgotten1 &= ~(1L << j);
3458 which = p_ptr->realm1;
3462 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3463 which = p_ptr->realm2;
3466 /* Known once more */
3469 p_ptr->spell_learned1 |= (1L << j);
3470 which = p_ptr->realm1;
3474 p_ptr->spell_learned2 |= (1L << (j - 32));
3475 which = p_ptr->realm2;
3479 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3481 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3485 /* One less can be learned */
3486 p_ptr->new_spells--;
3492 if (p_ptr->realm2 == REALM_NONE)
3494 /* Count spells that can be learned */
3495 for (j = 0; j < 32; j++)
3497 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3498 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3500 /* Skip spells we cannot remember */
3501 if (s_ptr->slevel > p_ptr->lev) continue;
3503 /* Skip spells we already know */
3504 if (p_ptr->spell_learned1 & (1L << j))
3513 if ((p_ptr->new_spells > k) &&
3514 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3516 p_ptr->new_spells = (s16b)k;
3520 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3522 /* Spell count changed */
3523 if (p_ptr->old_spells != p_ptr->new_spells)
3525 /* Message if needed */
3526 if (p_ptr->new_spells)
3529 if (p_ptr->new_spells < 10) {
3530 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3533 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3536 msg_format("You can learn %d more %s%s.",
3537 p_ptr->new_spells, p,
3538 (p_ptr->new_spells != 1) ? "s" : "");
3543 /* Save the new_spells value */
3544 p_ptr->old_spells = p_ptr->new_spells;
3546 /* Redraw Study Status */
3547 p_ptr->redraw |= (PR_STUDY);
3549 /* Redraw object recall */
3550 p_ptr->window |= (PW_OBJECT);
3555 * @brief プレイヤーの最大MPを計算する /
3556 * Calculate maximum mana. You do not need to know any spells.
3557 * Note that mana is lowered by heavy (or inappropriate) armor.
3560 * This function induces status messages.
3562 static void calc_mana(void)
3564 int msp, levels, cur_wgt, max_wgt;
3569 /* Hack -- Must be literate */
3570 if (!mp_ptr->spell_book) return;
3572 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3573 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3574 (p_ptr->pclass == CLASS_BLUE_MAGE))
3576 levels = p_ptr->lev;
3580 if (mp_ptr->spell_first > p_ptr->lev)
3585 /* Display mana later */
3586 p_ptr->redraw |= (PR_MANA);
3590 /* Extract "effective" player level */
3591 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3594 if (p_ptr->pclass == CLASS_SAMURAI)
3596 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3597 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3601 /* Extract total mana */
3602 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3604 /* Hack -- usually add one mana */
3607 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3609 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3611 /* Hack: High mages have a 25% mana bonus */
3612 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3614 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3617 /* Only mages are affected */
3618 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3620 BIT_FLAGS flgs[TR_FLAG_SIZE];
3622 /* Assume player is not encumbered by gloves */
3623 p_ptr->cumber_glove = FALSE;
3625 /* Get the gloves */
3626 o_ptr = &p_ptr->inventory_list[INVEN_HANDS];
3628 /* Examine the gloves */
3629 object_flags(o_ptr, flgs);
3631 /* Normal gloves hurt mage-type spells */
3633 !(have_flag(flgs, TR_FREE_ACT)) &&
3634 !(have_flag(flgs, TR_DEC_MANA)) &&
3635 !(have_flag(flgs, TR_EASY_SPELL)) &&
3636 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3637 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3640 p_ptr->cumber_glove = TRUE;
3643 msp = (3 * msp) / 4;
3648 /* Assume player not encumbered by armor */
3649 p_ptr->cumber_armor = FALSE;
3651 /* Weigh the armor */
3653 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3654 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3655 cur_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
3656 cur_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
3657 cur_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
3658 cur_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
3659 cur_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
3661 /* Subtract a percentage of maximum mana. */
3662 switch (p_ptr->pclass)
3664 /* For these classes, mana is halved if armour
3665 * is 30 pounds over their weight limit. */
3667 case CLASS_HIGH_MAGE:
3668 case CLASS_BLUE_MAGE:
3670 case CLASS_FORCETRAINER:
3671 case CLASS_SORCERER:
3673 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
3674 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
3678 /* Mana halved if armour is 40 pounds over weight limit. */
3683 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
3684 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
3688 case CLASS_MINDCRAFTER:
3689 case CLASS_BEASTMASTER:
3690 case CLASS_MIRROR_MASTER:
3692 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 2;
3693 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 2;
3697 /* Mana halved if armour is 50 pounds over weight limit. */
3700 case CLASS_RED_MAGE:
3701 case CLASS_WARRIOR_MAGE:
3703 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 3;
3704 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 3;
3708 /* Mana halved if armour is 60 pounds over weight limit. */
3710 case CLASS_CHAOS_WARRIOR:
3712 if (p_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_RARM].weight / 5;
3713 if (p_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD) cur_wgt += p_ptr->inventory_list[INVEN_LARM].weight / 5;
3717 /* For new classes created, but not yet added to this formula. */
3724 /* Determine the weight allowance */
3725 max_wgt = mp_ptr->spell_weight;
3727 /* Heavy armor penalizes mana by a percentage. -LM- */
3728 if ((cur_wgt - max_wgt) > 0)
3731 p_ptr->cumber_armor = TRUE;
3733 /* Subtract a percentage of maximum mana. */
3734 switch (p_ptr->pclass)
3736 /* For these classes, mana is halved if armour
3737 * is 30 pounds over their weight limit. */
3739 case CLASS_HIGH_MAGE:
3740 case CLASS_BLUE_MAGE:
3742 msp -= msp * (cur_wgt - max_wgt) / 600;
3746 /* Mana halved if armour is 40 pounds over weight limit. */
3748 case CLASS_MINDCRAFTER:
3749 case CLASS_BEASTMASTER:
3751 case CLASS_FORCETRAINER:
3753 case CLASS_MIRROR_MASTER:
3755 msp -= msp * (cur_wgt - max_wgt) / 800;
3759 case CLASS_SORCERER:
3761 msp -= msp * (cur_wgt - max_wgt) / 900;
3765 /* Mana halved if armour is 50 pounds over weight limit. */
3769 case CLASS_RED_MAGE:
3771 msp -= msp * (cur_wgt - max_wgt) / 1000;
3775 /* Mana halved if armour is 60 pounds over weight limit. */
3777 case CLASS_CHAOS_WARRIOR:
3778 case CLASS_WARRIOR_MAGE:
3780 msp -= msp * (cur_wgt - max_wgt) / 1200;
3786 p_ptr->cumber_armor = FALSE;
3790 /* For new classes created, but not yet added to this formula. */
3793 msp -= msp * (cur_wgt - max_wgt) / 800;
3799 /* Mana can never be negative */
3800 if (msp < 0) msp = 0;
3803 /* Maximum mana has changed */
3804 if (p_ptr->msp != msp)
3806 /* Enforce maximum */
3807 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3810 p_ptr->csp_frac = 0;
3814 /* レベルアップの時は上昇量を表示する */
3815 if (p_ptr->level_up_message && (msp > p_ptr->msp))
3817 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3823 /* Display mana later */
3824 p_ptr->redraw |= (PR_MANA);
3825 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3829 /* Hack -- handle "xtra" mode */
3830 if (current_world_ptr->character_xtra) return;
3832 /* Take note when "glove state" changes */
3833 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3835 if (p_ptr->cumber_glove)
3837 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."));
3841 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."));
3845 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3849 /* Take note when "armor state" changes */
3850 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3852 if (p_ptr->cumber_armor)
3854 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."));
3858 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."));
3862 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3867 * @brief 装備中の射撃武器の威力倍率を返す /
3868 * calcurate the fire rate of target object
3869 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3870 * @return 射撃倍率の値(100で1.00倍)
3872 s16b calc_num_fire(object_type *o_ptr)
3874 int extra_shots = 0;
3877 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3879 BIT_FLAGS flgs[TR_FLAG_SIZE];
3881 /* Scan the usable p_ptr->inventory_list */
3882 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3884 q_ptr = &p_ptr->inventory_list[i];
3885 if (!q_ptr->k_idx) continue;
3887 /* Do not apply current equip */
3888 if (i == INVEN_BOW) continue;
3890 object_flags(q_ptr, flgs);
3893 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3896 object_flags(o_ptr, flgs);
3897 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3899 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3903 num += (extra_shots * 100);
3905 /* Hack -- Rangers love Bows */
3906 if ((p_ptr->pclass == CLASS_RANGER) &&
3907 (tval_ammo == TV_ARROW))
3909 num += (p_ptr->lev * 4);
3912 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3913 (tval_ammo == TV_ARROW))
3915 num += (p_ptr->lev * 3);
3918 if (p_ptr->pclass == CLASS_ARCHER)
3920 if (tval_ammo == TV_ARROW)
3921 num += ((p_ptr->lev * 5) + 50);
3922 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3923 num += (p_ptr->lev * 4);
3927 * Addendum -- also "Reward" high level warriors,
3928 * with _any_ missile weapon -- TY
3930 if (p_ptr->pclass == CLASS_WARRIOR &&
3931 (tval_ammo <= TV_BOLT) &&
3932 (tval_ammo >= TV_SHOT))
3934 num += (p_ptr->lev * 2);
3936 if ((p_ptr->pclass == CLASS_ROGUE) &&
3937 (tval_ammo == TV_SHOT))
3939 num += (p_ptr->lev * 4);
3946 * @brief プレイヤーの所持重量制限を計算する /
3947 * Computes current weight limit.
3950 WEIGHT weight_limit(void)
3954 /* Weight limit based only on strength */
3955 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3956 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3958 /* Return the result */
3963 * @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 /
3964 * @param i 判定する手のID(右手:0 左手:1)
3965 * @return 持っているならばTRUE
3967 bool has_melee_weapon(int i)
3969 return ((p_ptr->inventory_list[i].k_idx && object_is_melee_weapon(&p_ptr->inventory_list[i])) ? TRUE : FALSE);
3973 * @brief プレイヤーの現在開いている手の状態を返す
3974 * @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。
3975 * @return 開いている手のビットフラグ
3977 BIT_FLAGS16 empty_hands(bool riding_control)
3979 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3981 if (!p_ptr->inventory_list[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3982 if (!p_ptr->inventory_list[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3984 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3986 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3987 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3995 * @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。
3996 * @return ペナルティが適用されるならばTRUE。
3998 bool heavy_armor(void)
4000 WEIGHT monk_arm_wgt = 0;
4002 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
4004 /* Weight the armor */
4005 if (p_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_RARM].weight;
4006 if (p_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += p_ptr->inventory_list[INVEN_LARM].weight;
4007 monk_arm_wgt += p_ptr->inventory_list[INVEN_BODY].weight;
4008 monk_arm_wgt += p_ptr->inventory_list[INVEN_HEAD].weight;
4009 monk_arm_wgt += p_ptr->inventory_list[INVEN_OUTER].weight;
4010 monk_arm_wgt += p_ptr->inventory_list[INVEN_HANDS].weight;
4011 monk_arm_wgt += p_ptr->inventory_list[INVEN_FEET].weight;
4013 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
4017 * @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"
4019 * @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。
4021 void update_creature(player_type *creature_ptr)
4023 if (!creature_ptr->update) return;
4025 /* Actually do auto-destroy */
4026 if (creature_ptr->update & (PU_AUTODESTROY))
4028 creature_ptr->update &= ~(PU_AUTODESTROY);
4029 autopick_delayed_alter();
4031 if (creature_ptr->update & (PU_COMBINE))
4033 creature_ptr->update &= ~(PU_COMBINE);
4037 /* Reorder the pack */
4038 if (creature_ptr->update & (PU_REORDER))
4040 creature_ptr->update &= ~(PU_REORDER);
4044 if (creature_ptr->update & (PU_BONUS))
4046 creature_ptr->update &= ~(PU_BONUS);
4051 if (creature_ptr->update & (PU_TORCH))
4053 creature_ptr->update &= ~(PU_TORCH);
4057 if (creature_ptr->update & (PU_HP))
4059 creature_ptr->update &= ~(PU_HP);
4063 if (creature_ptr->update & (PU_MANA))
4065 creature_ptr->update &= ~(PU_MANA);
4069 if (creature_ptr->update & (PU_SPELLS))
4071 creature_ptr->update &= ~(PU_SPELLS);
4075 /* Character is not ready yet, no screen updates */
4076 if (!current_world_ptr->character_generated) return;
4078 /* Character is in "icky" mode, no screen updates */
4079 if (current_world_ptr->character_icky) return;
4081 if (creature_ptr->update & (PU_UN_LITE))
4083 creature_ptr->update &= ~(PU_UN_LITE);
4087 if (creature_ptr->update & (PU_UN_VIEW))
4089 creature_ptr->update &= ~(PU_UN_VIEW);
4093 if (creature_ptr->update & (PU_VIEW))
4095 creature_ptr->update &= ~(PU_VIEW);
4099 if (creature_ptr->update & (PU_LITE))
4101 creature_ptr->update &= ~(PU_LITE);
4106 if (creature_ptr->update & (PU_FLOW))
4108 creature_ptr->update &= ~(PU_FLOW);
4112 if (creature_ptr->update & (PU_DISTANCE))
4114 creature_ptr->update &= ~(PU_DISTANCE);
4116 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
4117 /* creature_ptr->update &= ~(PU_MONSTERS); */
4119 update_monsters(TRUE);
4122 if (creature_ptr->update & (PU_MON_LITE))
4124 creature_ptr->update &= ~(PU_MON_LITE);
4129 * Mega-Hack -- Delayed visual update
4130 * Only used if update_view(), update_lite() or update_mon_lite() was called
4132 if (creature_ptr->update & (PU_DELAY_VIS))
4134 creature_ptr->update &= ~(PU_DELAY_VIS);
4135 delayed_visual_update();
4138 if (creature_ptr->update & (PU_MONSTERS))
4140 creature_ptr->update &= ~(PU_MONSTERS);
4141 update_monsters(FALSE);
4146 * @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
4147 * @return 魔道書を一冊も持っていないならTRUEを返す
4149 bool player_has_no_spellbooks(void)
4154 for (i = 0; i < INVEN_PACK; i++)
4156 o_ptr = &p_ptr->inventory_list[i];
4157 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4160 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
4162 o_ptr = ¤t_floor_ptr->o_list[i];
4163 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
4169 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
4171 creature_ptr->energy_use = (ENERGY)need_cost;
4174 void free_turn(player_type *creature_ptr)
4176 creature_ptr->energy_use = 0;
4180 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4183 * @return 配置に成功したらTRUE
4185 bool player_place(POSITION y, POSITION x)
4187 /* Paranoia XXX XXX */
4188 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
4190 /* Save player location */
4199 * @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
4202 void wreck_the_pattern(void)
4206 int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4208 if (pattern_type == PATTERN_TILE_WRECKED)
4210 /* Ruined already */
4214 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
4215 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
4217 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
4218 to_ruin = randint1(45) + 35;
4222 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
4224 if (pattern_tile(r_y, r_x) &&
4225 (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
4227 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
4231 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
4236 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
4237 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
4238 * @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
4241 void sanity_blast(monster_type *m_ptr, bool necro)
4245 if (p_ptr->inside_battle || !current_world_ptr->character_dungeon) return;
4247 if (!necro && m_ptr)
4249 GAME_TEXT m_name[MAX_NLEN];
4250 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4252 power = r_ptr->level / 2;
4254 monster_desc(m_name, m_ptr, 0);
4256 if (!(r_ptr->flags1 & RF1_UNIQUE))
4258 if (r_ptr->flags1 & RF1_FRIENDS)
4263 if (!current_world_ptr->is_loading_now)
4264 return; /* No effect yet, just loaded... */
4267 return; /* Cannot see it for some reason */
4269 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
4273 return; /* Pet eldritch horrors are safe most of the time */
4275 if (randint1(100) > power) return;
4277 if (saving_throw(p_ptr->skill_sav - power))
4279 return; /* Save, no adverse effects */
4284 /* Something silly happens... */
4285 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4286 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4290 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4291 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4294 return; /* Never mind; we can't see it clearly enough */
4297 /* Something frightening happens... */
4298 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4299 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
4301 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4303 /* Demon characters are unaffected */
4304 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
4305 if (p_ptr->wizard) return;
4307 /* Undead characters are 50% likely to be unaffected */
4308 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
4309 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
4310 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
4312 if (saving_throw(25 + p_ptr->lev)) return;
4317 monster_race *r_ptr;
4318 GAME_TEXT m_name[MAX_NLEN];
4321 get_mon_num_prep(get_nightmare, NULL);
4323 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
4324 power = r_ptr->level + 10;
4325 desc = r_name + r_ptr->name;
4327 get_mon_num_prep(NULL, NULL);
4330 if (!(r_ptr->flags1 & RF1_UNIQUE))
4331 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
4334 sprintf(m_name, "%s", desc);
4336 if (!(r_ptr->flags1 & RF1_UNIQUE))
4338 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
4342 if (saving_throw(p_ptr->skill_sav * 100 / power))
4344 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
4351 /* Something silly happens... */
4352 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4353 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
4357 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
4358 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
4361 /* Never mind; we can't see it clearly enough */
4365 /* Something frightening happens... */
4366 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
4367 horror_desc[randint0(MAX_SAN_HORROR)], desc);
4369 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
4371 if (!p_ptr->mimic_form)
4373 switch (p_ptr->prace)
4375 /* Demons may make a saving throw */
4378 if (saving_throw(20 + p_ptr->lev)) return;
4380 /* Undead may make a saving throw */
4385 if (saving_throw(10 + p_ptr->lev)) return;
4391 /* Demons may make a saving throw */
4392 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
4394 if (saving_throw(20 + p_ptr->lev)) return;
4396 /* Undead may make a saving throw */
4397 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
4399 if (saving_throw(10 + p_ptr->lev)) return;
4405 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!"));
4408 if (saving_throw(p_ptr->skill_sav - power))
4414 (void)do_dec_stat(A_INT);
4415 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4418 (void)do_dec_stat(A_WIS);
4419 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
4421 switch (randint1(21))
4424 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
4426 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
4428 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!"));
4432 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!"));
4435 if (p_ptr->muta3 & MUT3_HYPER_INT)
4437 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."));
4438 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
4440 p_ptr->muta3 |= MUT3_MORONIC;
4446 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
4448 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
4450 /* Duh, the following should never happen, but anyway... */
4451 if (p_ptr->muta3 & MUT3_FEARLESS)
4453 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."));
4454 p_ptr->muta3 &= ~(MUT3_FEARLESS);
4457 p_ptr->muta2 |= MUT2_COWARDICE;
4463 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
4465 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!"));
4466 p_ptr->muta2 |= MUT2_HALLU;
4472 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
4474 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!"));
4475 p_ptr->muta2 |= MUT2_BERS_RAGE;
4485 if (!p_ptr->resist_conf)
4487 (void)set_confused(p_ptr->confused + randint0(4) + 4);
4489 if (!p_ptr->free_act)
4491 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
4493 if (!p_ptr->resist_chaos)
4495 (void)set_image(p_ptr->image + randint0(250) + 150);
4504 if (lose_all_info())
4505 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!"));
4509 p_ptr->update |= PU_BONUS;
4515 * @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 /
4516 * Advance experience levels and print experience
4519 void check_experience(void)
4521 bool level_reward = FALSE;
4522 bool level_mutation = FALSE;
4523 bool level_inc_stat = FALSE;
4524 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
4525 PLAYER_LEVEL old_lev = p_ptr->lev;
4527 /* Hack -- lower limit */
4528 if (p_ptr->exp < 0) p_ptr->exp = 0;
4529 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
4530 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
4532 /* Hack -- upper limit */
4533 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
4534 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
4535 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
4537 /* Hack -- maintain "max" experience */
4538 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
4540 /* Hack -- maintain "max max" experience */
4541 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
4543 /* Redraw experience */
4544 p_ptr->redraw |= (PR_EXP);
4548 /* Lose levels while possible */
4549 while ((p_ptr->lev > 1) &&
4550 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
4554 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4555 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4556 p_ptr->window |= (PW_PLAYER);
4561 /* Gain levels while possible */
4562 while ((p_ptr->lev < PY_MAX_LEVEL) &&
4563 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev - 1] * p_ptr->expfact / 100L)))
4568 /* Save the highest level */
4569 if (p_ptr->lev > p_ptr->max_plv)
4571 p_ptr->max_plv = p_ptr->lev;
4573 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
4574 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
4576 level_reward = TRUE;
4578 if (p_ptr->prace == RACE_BEASTMAN)
4580 if (one_in_(5)) level_mutation = TRUE;
4582 level_inc_stat = TRUE;
4584 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
4589 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
4591 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4592 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
4593 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
4596 p_ptr->level_up_message = TRUE;
4599 p_ptr->level_up_message = FALSE;
4603 if (!(p_ptr->max_plv % 10))
4612 cnv_stat(p_ptr->stat_max[0], tmp);
4613 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
4614 cnv_stat(p_ptr->stat_max[1], tmp);
4615 prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
4616 cnv_stat(p_ptr->stat_max[2], tmp);
4617 prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
4618 cnv_stat(p_ptr->stat_max[3], tmp);
4619 prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
4620 cnv_stat(p_ptr->stat_max[4], tmp);
4621 prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
4622 cnv_stat(p_ptr->stat_max[5], tmp);
4623 prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
4626 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
4631 if ((choice >= 'a') && (choice <= 'f')) break;
4633 for (n = 0; n < A_MAX; n++)
4634 if (n != choice - 'a')
4636 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
4638 do_inc_stat(choice - 'a');
4641 else if (!(p_ptr->max_plv % 2))
4642 do_inc_stat(randint0(6));
4647 msg_print(_("あなたは変わった気がする...", "You feel different..."));
4648 (void)gain_mutation(p_ptr, 0);
4649 level_mutation = FALSE;
4653 * 報酬でレベルが上ると再帰的に check_experience() が
4658 gain_level_reward(0);
4659 level_reward = FALSE;
4662 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
4663 p_ptr->redraw |= (PR_LEV | PR_TITLE);
4664 p_ptr->window |= (PW_PLAYER | PW_SPELL);
4668 /* Load an autopick preference file */
4669 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
4673 * @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
4675 * @param out_val 出力先文字列ポインタ
4678 void cnv_stat(int val, char *out_val)
4683 int bonus = (val - 18);
4687 sprintf(out_val, "18/%3s", "***");
4689 else if (bonus >= 100)
4691 sprintf(out_val, "18/%03d", bonus);
4695 sprintf(out_val, " 18/%02d", bonus);
4702 sprintf(out_val, " %2d", val);
4707 * @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。
4708 * Modify a stat value by a "modifier", return new value
4710 * @param amount 加減算値
4714 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
4715 * Or even: 18/13, 18/23, 18/33, ..., 18/220
4716 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
4717 * Or even: 18/13, 18/03, 18, 17, ..., 3
4720 s16b modify_stat_value(int value, int amount)
4727 /* Apply each point */
4728 for (i = 0; i < amount; i++)
4730 /* One point at a time */
4731 if (value < 18) value++;
4733 /* Ten "points" at a time */
4739 else if (amount < 0)
4741 /* Apply each point */
4742 for (i = 0; i < (0 - amount); i++)
4744 /* Ten points at a time */
4745 if (value >= 18 + 10) value -= 10;
4747 /* Hack -- prevent weirdness */
4748 else if (value > 18) value = 18;
4750 /* One point at a time */
4751 else if (value > 3) value--;
4755 /* Return new value */
4756 return (s16b)(value);
4762 * Hack -- Calculates the total number of points earned -JWT-
4766 long calc_score(void)
4770 u32b point, point_h, point_l;
4771 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
4773 if (!preserve_mode) mult += 10;
4774 if (!autoroller) mult += 10;
4775 if (!smart_learn) mult -= 20;
4776 if (smart_cheat) mult += 30;
4777 if (ironman_shops) mult += 50;
4778 if (ironman_small_levels) mult += 10;
4779 if (ironman_empty_levels) mult += 20;
4780 if (!powerup_home) mult += 50;
4781 if (ironman_rooms) mult += 100;
4782 if (ironman_nightmare) mult += 100;
4784 if (mult < 5) mult = 5;
4786 for (i = 0; i < max_d_idx; i++)
4787 if (max_dlv[i] > max_dl)
4788 max_dl = max_dlv[i];
4790 point_l = (p_ptr->max_max_exp + (100 * max_dl));
4791 point_h = point_l / 0x10000L;
4792 point_l = point_l % 0x10000L;
4795 point_h += point_l / 0x10000L;
4796 point_l %= 0x10000L;
4798 point_l += ((point_h % 100) << 16);
4802 point = (point_h << 16) + (point_l);
4803 if (p_ptr->arena_number >= 0)
4804 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
4806 if (ironman_downward) point *= 2;
4807 if (p_ptr->pclass == CLASS_BERSERKER)
4809 if (p_ptr->prace == RACE_SPECTRE)
4813 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
4816 if (p_ptr->total_winner) point = 2;
4818 if (easy_band) point = (0 - point);
4824 void cheat_death(player_type *creature_ptr)
4826 /* Mark social class, reset age, if needed */
4827 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
4830 creature_ptr->age++;
4833 creature_ptr->noscore |= 0x0001;
4835 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
4838 (void)life_stream(FALSE, FALSE);
4840 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4843 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
4845 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
4847 for (; magic_idx < EATER_EXT * 3; magic_idx++)
4849 creature_ptr->magic_num1[magic_idx] = 0;
4853 /* Restore spell points */
4854 creature_ptr->csp = creature_ptr->msp;
4855 creature_ptr->csp_frac = 0;
4857 /* Hack -- cancel recall */
4858 if (creature_ptr->word_recall)
4860 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
4863 /* Hack -- Prevent recall */
4864 creature_ptr->word_recall = 0;
4865 creature_ptr->redraw |= (PR_STATUS);
4868 /* Hack -- cancel alter */
4869 if (creature_ptr->alter_reality)
4871 /* Hack -- Prevent alter */
4872 creature_ptr->alter_reality = 0;
4873 creature_ptr->redraw |= (PR_STATUS);
4876 /* Note cause of death */
4877 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
4880 creature_ptr->is_dead = FALSE;
4882 /* Hack -- Prevent starvation */
4883 (void)set_food(PY_FOOD_MAX - 1);
4885 current_floor_ptr->dun_level = 0;
4886 creature_ptr->inside_arena = FALSE;
4887 creature_ptr->inside_battle = FALSE;
4889 creature_ptr->inside_quest = 0;
4890 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
4891 p_ptr->dungeon_idx = 0;
4892 if (lite_town || vanilla_town)
4894 creature_ptr->wilderness_y = 1;
4895 creature_ptr->wilderness_x = 1;
4898 creature_ptr->oldpy = 10;
4899 creature_ptr->oldpx = 34;
4903 creature_ptr->oldpy = 33;
4904 creature_ptr->oldpx = 131;
4909 creature_ptr->wilderness_y = 48;
4910 creature_ptr->wilderness_x = 5;
4911 creature_ptr->oldpy = 33;
4912 creature_ptr->oldpx = 131;
4914 creature_ptr->wild_mode = FALSE;
4915 creature_ptr->leaving = TRUE;
4917 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
4921 /* Prepare next floor */