2 #include "player-status.h"
6 #include "spells-status.h"
7 #include "object-hook.h"
9 /* Hack, monk armour */
10 static bool monk_armour_aux;
11 static bool monk_notify_aux;
14 * Return alignment title
16 concptr your_alignment(void)
18 if (p_ptr->align > 150) return _("大善", "Lawful");
19 else if (p_ptr->align > 50) return _("中善", "Good");
20 else if (p_ptr->align > 10) return _("小善", "Neutral Good");
21 else if (p_ptr->align > -11) return _("中立", "Neutral");
22 else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
23 else if (p_ptr->align > -151) return _("中悪", "Evil");
24 else return _("大悪", "Chaotic");
29 * Return proficiency level of weapons and misc. skills (except riding)
31 int weapon_exp_level(int weapon_exp)
33 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
34 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
35 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
36 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
37 else return EXP_LEVEL_MASTER;
42 * Return proficiency level of riding
44 int riding_exp_level(int riding_exp)
46 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
47 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
48 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
49 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
50 else return EXP_LEVEL_MASTER;
55 * Return proficiency level of spells
57 int spell_exp_level(int spell_exp)
59 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
60 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
61 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
62 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
63 else return EXP_LEVEL_MASTER;
67 * @brief プレイヤーの全ステータスを更新する /
68 * Calculate the players current "state", taking into account
69 * not only race/class intrinsics, but also objects being worn
70 * and temporary spell effects.
74 * See also calc_mana() and calc_hitpoints().
76 * Take note of the new "speed code", in particular, a very strong
77 * player will start slowing down as soon as he reaches 150 pounds,
78 * but not until he reaches 450 pounds will he be half as fast as
79 * a normal kobold. This both hurts and helps the player, hurts
80 * because in the old days a player could just avoid 300 pounds,
81 * and helps because now carrying 300 pounds is not very painful.
83 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
84 * damage, since that would affect non-combat things. These values
85 * are actually added in later, at the appropriate place.
87 * This function induces various "status" messages.
90 void calc_bonuses(void)
92 int i, j, hold, neutral[2];
95 int empty_hands_status = empty_hands(TRUE);
98 BIT_FLAGS flgs[TR_FLAG_SIZE];
100 bool yoiyami = FALSE;
101 bool down_saving = FALSE;
103 bool have_dd_s = FALSE, have_dd_t = FALSE;
105 bool have_sw = FALSE, have_kabe = FALSE;
106 bool easy_2weapon = FALSE;
107 bool riding_levitation = FALSE;
108 OBJECT_IDX this_o_idx, next_o_idx = 0;
109 const player_race *tmp_rp_ptr;
111 /* Save the old vision stuff */
112 bool old_telepathy = p_ptr->telepathy;
113 bool old_esp_animal = p_ptr->esp_animal;
114 bool old_esp_undead = p_ptr->esp_undead;
115 bool old_esp_demon = p_ptr->esp_demon;
116 bool old_esp_orc = p_ptr->esp_orc;
117 bool old_esp_troll = p_ptr->esp_troll;
118 bool old_esp_giant = p_ptr->esp_giant;
119 bool old_esp_dragon = p_ptr->esp_dragon;
120 bool old_esp_human = p_ptr->esp_human;
121 bool old_esp_evil = p_ptr->esp_evil;
122 bool old_esp_good = p_ptr->esp_good;
123 bool old_esp_nonliving = p_ptr->esp_nonliving;
124 bool old_esp_unique = p_ptr->esp_unique;
125 bool old_see_inv = p_ptr->see_inv;
126 bool old_mighty_throw = p_ptr->mighty_throw;
128 /* Current feature under player. */
129 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
131 /* Save the old armor class */
132 ARMOUR_CLASS old_dis_ac = p_ptr->dis_ac;
133 ARMOUR_CLASS old_dis_to_a = p_ptr->dis_to_a;
136 /* Clear extra blows/shots */
137 extra_blows[0] = extra_blows[1] = 0;
139 /* Clear the stat modifiers */
140 for (i = 0; i < A_MAX; i++) p_ptr->stat_add[i] = 0;
143 /* Clear the Displayed/Real armor class */
144 p_ptr->dis_ac = p_ptr->ac = 0;
146 /* Clear the Displayed/Real Bonuses */
147 p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
148 p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
149 p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
150 p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
151 p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
152 p_ptr->dis_to_a = p_ptr->to_a = 0;
156 p_ptr->to_m_chance = 0;
158 /* Clear the Extra Dice Bonuses */
159 p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
160 p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
162 /* Start with "normal" speed */
165 /* Start with a single blow per turn */
166 p_ptr->num_blow[0] = 1;
167 p_ptr->num_blow[1] = 1;
169 /* Start with a single shot per turn */
170 p_ptr->num_fire = 100;
172 /* Reset the "xtra" tval */
173 p_ptr->tval_xtra = 0;
175 /* Reset the "ammo" tval */
176 p_ptr->tval_ammo = 0;
178 /* Clear all the flags */
180 p_ptr->bless_blade = FALSE;
181 p_ptr->xtra_might = FALSE;
182 p_ptr->impact[0] = FALSE;
183 p_ptr->impact[1] = FALSE;
184 p_ptr->pass_wall = FALSE;
185 p_ptr->kill_wall = FALSE;
186 p_ptr->dec_mana = FALSE;
187 p_ptr->easy_spell = FALSE;
188 p_ptr->heavy_spell = FALSE;
189 p_ptr->see_inv = FALSE;
190 p_ptr->free_act = FALSE;
191 p_ptr->slow_digest = FALSE;
192 p_ptr->regenerate = FALSE;
193 p_ptr->can_swim = FALSE;
194 p_ptr->levitation = FALSE;
195 p_ptr->hold_exp = FALSE;
196 p_ptr->telepathy = FALSE;
197 p_ptr->esp_animal = FALSE;
198 p_ptr->esp_undead = FALSE;
199 p_ptr->esp_demon = FALSE;
200 p_ptr->esp_orc = FALSE;
201 p_ptr->esp_troll = FALSE;
202 p_ptr->esp_giant = FALSE;
203 p_ptr->esp_dragon = FALSE;
204 p_ptr->esp_human = FALSE;
205 p_ptr->esp_evil = FALSE;
206 p_ptr->esp_good = FALSE;
207 p_ptr->esp_nonliving = FALSE;
208 p_ptr->esp_unique = FALSE;
210 p_ptr->sustain_str = FALSE;
211 p_ptr->sustain_int = FALSE;
212 p_ptr->sustain_wis = FALSE;
213 p_ptr->sustain_con = FALSE;
214 p_ptr->sustain_dex = FALSE;
215 p_ptr->sustain_chr = FALSE;
216 p_ptr->resist_acid = FALSE;
217 p_ptr->resist_elec = FALSE;
218 p_ptr->resist_fire = FALSE;
219 p_ptr->resist_cold = FALSE;
220 p_ptr->resist_pois = FALSE;
221 p_ptr->resist_conf = FALSE;
222 p_ptr->resist_sound = FALSE;
223 p_ptr->resist_lite = FALSE;
224 p_ptr->resist_dark = FALSE;
225 p_ptr->resist_chaos = FALSE;
226 p_ptr->resist_disen = FALSE;
227 p_ptr->resist_shard = FALSE;
228 p_ptr->resist_nexus = FALSE;
229 p_ptr->resist_blind = FALSE;
230 p_ptr->resist_neth = FALSE;
231 p_ptr->resist_time = FALSE;
232 p_ptr->resist_water = FALSE;
233 p_ptr->resist_fear = FALSE;
234 p_ptr->reflect = FALSE;
235 p_ptr->sh_fire = FALSE;
236 p_ptr->sh_elec = FALSE;
237 p_ptr->sh_cold = FALSE;
238 p_ptr->anti_magic = FALSE;
239 p_ptr->anti_tele = FALSE;
240 p_ptr->warning = FALSE;
241 p_ptr->mighty_throw = FALSE;
242 p_ptr->see_nocto = FALSE;
244 p_ptr->immune_acid = FALSE;
245 p_ptr->immune_elec = FALSE;
246 p_ptr->immune_fire = FALSE;
247 p_ptr->immune_cold = FALSE;
249 p_ptr->ryoute = FALSE;
250 p_ptr->migite = FALSE;
251 p_ptr->hidarite = FALSE;
252 p_ptr->no_flowed = FALSE;
254 p_ptr->align = friend_align;
256 if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
257 else tmp_rp_ptr = &race_info[p_ptr->prace];
259 /* Base infravision (purely racial) */
260 p_ptr->see_infra = tmp_rp_ptr->infra;
262 /* Base skill -- disarming */
263 p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
265 /* Base skill -- magic devices */
266 p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
268 /* Base skill -- saving throw */
269 p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
271 /* Base skill -- stealth */
272 p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
274 /* Base skill -- searching ability */
275 p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
277 /* Base skill -- searching frequency */
278 p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
280 /* Base skill -- combat (normal) */
281 p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
283 /* Base skill -- combat (shooting) */
284 p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
286 /* Base skill -- combat (throwing) */
287 p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
289 /* Base skill -- digging */
290 p_ptr->skill_dig = 0;
292 if (has_melee_weapon(INVEN_RARM)) p_ptr->migite = TRUE;
293 if (has_melee_weapon(INVEN_LARM))
295 p_ptr->hidarite = TRUE;
296 if (!p_ptr->migite) default_hand = 1;
299 if (CAN_TWO_HANDS_WIELDING())
301 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
302 object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
304 p_ptr->ryoute = TRUE;
306 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
307 object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
309 p_ptr->ryoute = TRUE;
313 switch (p_ptr->pclass)
316 case CLASS_FORCETRAINER:
317 case CLASS_BERSERKER:
318 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
320 p_ptr->migite = TRUE;
321 p_ptr->ryoute = TRUE;
328 if (!p_ptr->migite && !p_ptr->hidarite)
330 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
331 else if (empty_hands_status == EMPTY_HAND_LARM)
333 p_ptr->hidarite = TRUE;
338 if (p_ptr->special_defense & KAMAE_MASK)
340 if (!(empty_hands_status & EMPTY_HAND_RARM))
342 set_action(ACTION_NONE);
346 switch (p_ptr->pclass)
349 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
350 if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
353 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
355 case CLASS_CHAOS_WARRIOR:
356 if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
357 if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
359 case CLASS_MINDCRAFTER:
360 if (p_ptr->lev > 9) p_ptr->resist_fear = TRUE;
361 if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
362 if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
363 if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
366 case CLASS_FORCETRAINER:
367 /* Unencumbered Monks become faster every 10 levels */
368 if (!(heavy_armor()))
370 if (!(prace_is_(RACE_KLACKON) ||
371 prace_is_(RACE_SPRITE) ||
372 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
373 new_speed += (p_ptr->lev) / 10;
375 /* Free action if unencumbered at level 25 */
377 p_ptr->free_act = TRUE;
382 p_ptr->dis_to_a -= 50;
385 p_ptr->resist_sound = TRUE;
388 if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
390 case CLASS_BERSERKER:
392 p_ptr->sustain_str = TRUE;
393 p_ptr->sustain_dex = TRUE;
394 p_ptr->sustain_con = TRUE;
395 p_ptr->regenerate = TRUE;
396 p_ptr->free_act = TRUE;
398 if (p_ptr->lev > 29) new_speed++;
399 if (p_ptr->lev > 39) new_speed++;
400 if (p_ptr->lev > 44) new_speed++;
401 if (p_ptr->lev > 49) new_speed++;
402 p_ptr->to_a += 10 + p_ptr->lev / 2;
403 p_ptr->dis_to_a += 10 + p_ptr->lev / 2;
404 p_ptr->skill_dig += (100 + p_ptr->lev * 8);
405 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
406 p_ptr->redraw |= PR_STATUS;
408 case CLASS_MIRROR_MASTER:
409 if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
412 /* Unencumbered Ninjas become faster every 10 levels */
415 new_speed -= (p_ptr->lev) / 10;
416 p_ptr->skill_stl -= (p_ptr->lev) / 10;
418 else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
419 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
422 if (!(prace_is_(RACE_KLACKON) ||
423 prace_is_(RACE_SPRITE) ||
424 (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
425 new_speed += (p_ptr->lev) / 10;
426 p_ptr->skill_stl += (p_ptr->lev) / 10;
428 /* Free action if unencumbered at level 25 */
430 p_ptr->free_act = TRUE;
432 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
433 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
435 p_ptr->to_a += p_ptr->lev / 2 + 5;
436 p_ptr->dis_to_a += p_ptr->lev / 2 + 5;
438 p_ptr->slow_digest = TRUE;
439 p_ptr->resist_fear = TRUE;
440 if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
441 if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
442 if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
445 p_ptr->oppose_pois = 1;
446 p_ptr->redraw |= PR_STATUS;
448 p_ptr->see_nocto = TRUE;
453 if (p_ptr->mimic_form)
455 switch (p_ptr->mimic_form)
458 p_ptr->hold_exp = TRUE;
459 p_ptr->resist_chaos = TRUE;
460 p_ptr->resist_neth = TRUE;
461 p_ptr->resist_fire = TRUE;
462 p_ptr->oppose_fire = 1;
463 p_ptr->see_inv = TRUE;
465 p_ptr->redraw |= PR_STATUS;
467 p_ptr->dis_to_a += 10;
470 case MIMIC_DEMON_LORD:
471 p_ptr->hold_exp = TRUE;
472 p_ptr->resist_chaos = TRUE;
473 p_ptr->resist_neth = TRUE;
474 p_ptr->immune_fire = TRUE;
475 p_ptr->resist_acid = TRUE;
476 p_ptr->resist_fire = TRUE;
477 p_ptr->resist_cold = TRUE;
478 p_ptr->resist_elec = TRUE;
479 p_ptr->resist_pois = TRUE;
480 p_ptr->resist_conf = TRUE;
481 p_ptr->resist_disen = TRUE;
482 p_ptr->resist_nexus = TRUE;
483 p_ptr->resist_fear = TRUE;
484 p_ptr->sh_fire = TRUE;
485 p_ptr->see_inv = TRUE;
486 p_ptr->telepathy = TRUE;
487 p_ptr->levitation = TRUE;
488 p_ptr->kill_wall = TRUE;
491 p_ptr->dis_to_a += 20;
495 p_ptr->resist_dark = TRUE;
496 p_ptr->hold_exp = TRUE;
497 p_ptr->resist_neth = TRUE;
498 p_ptr->resist_cold = TRUE;
499 p_ptr->resist_pois = TRUE;
500 p_ptr->see_inv = TRUE;
503 p_ptr->dis_to_a += 10;
504 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
510 switch (p_ptr->prace)
513 p_ptr->resist_lite = TRUE;
516 p_ptr->hold_exp = TRUE;
519 p_ptr->free_act = TRUE;
522 p_ptr->resist_blind = TRUE;
525 p_ptr->resist_dark = TRUE;
527 case RACE_HALF_TROLL:
528 p_ptr->sustain_str = TRUE;
532 /* High level trolls heal fast... */
533 p_ptr->regenerate = TRUE;
535 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
537 p_ptr->slow_digest = TRUE;
538 /* Let's not make Regeneration
539 * a disadvantage for the poor warriors who can
540 * never learn a spell that satisfies hunger (actually
541 * neither can rogues, but half-trolls are not
542 * supposed to play rogues) */
547 p_ptr->sustain_con = TRUE;
548 p_ptr->regenerate = TRUE; /* Amberites heal fast... */
551 p_ptr->resist_lite = TRUE;
552 p_ptr->see_inv = TRUE;
555 p_ptr->resist_fear = TRUE;
558 p_ptr->resist_dark = TRUE;
559 p_ptr->sustain_str = TRUE;
561 case RACE_HALF_GIANT:
562 p_ptr->sustain_str = TRUE;
563 p_ptr->resist_shard = TRUE;
565 case RACE_HALF_TITAN:
566 p_ptr->resist_chaos = TRUE;
569 p_ptr->resist_sound = TRUE;
572 p_ptr->resist_acid = TRUE;
573 if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
576 p_ptr->resist_conf = TRUE;
577 p_ptr->resist_acid = TRUE;
579 /* Klackons become faster */
580 new_speed += (p_ptr->lev) / 10;
583 p_ptr->resist_pois = TRUE;
586 p_ptr->resist_disen = TRUE;
587 p_ptr->resist_dark = TRUE;
590 p_ptr->resist_dark = TRUE;
591 if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
594 p_ptr->levitation = TRUE;
595 if (p_ptr->lev > 4) p_ptr->resist_fire = TRUE;
596 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
597 if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
598 if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
599 if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
601 case RACE_MIND_FLAYER:
602 p_ptr->sustain_int = TRUE;
603 p_ptr->sustain_wis = TRUE;
604 if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
605 if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
608 p_ptr->resist_fire = TRUE;
609 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
612 p_ptr->slow_digest = TRUE;
613 p_ptr->free_act = TRUE;
614 p_ptr->see_inv = TRUE;
615 p_ptr->resist_pois = TRUE;
616 if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
619 p_ptr->resist_shard = TRUE;
620 p_ptr->hold_exp = TRUE;
621 p_ptr->see_inv = TRUE;
622 p_ptr->resist_pois = TRUE;
623 if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
626 p_ptr->resist_neth = TRUE;
627 p_ptr->hold_exp = TRUE;
628 p_ptr->see_inv = TRUE;
629 p_ptr->resist_pois = TRUE;
630 p_ptr->slow_digest = TRUE;
631 if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
634 p_ptr->resist_dark = TRUE;
635 p_ptr->hold_exp = TRUE;
636 p_ptr->resist_neth = TRUE;
637 p_ptr->resist_cold = TRUE;
638 p_ptr->resist_pois = TRUE;
639 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
642 p_ptr->levitation = TRUE;
643 p_ptr->free_act = TRUE;
644 p_ptr->resist_neth = TRUE;
645 p_ptr->hold_exp = TRUE;
646 p_ptr->see_inv = TRUE;
647 p_ptr->resist_pois = TRUE;
648 p_ptr->slow_digest = TRUE;
649 p_ptr->resist_cold = TRUE;
650 p_ptr->pass_wall = TRUE;
651 if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
654 p_ptr->levitation = TRUE;
655 p_ptr->resist_lite = TRUE;
657 /* Sprites become faster */
658 new_speed += (p_ptr->lev) / 10;
661 p_ptr->resist_conf = TRUE;
662 p_ptr->resist_sound = TRUE;
665 /* Ents dig like maniacs, but only with their hands. */
666 if (!inventory[INVEN_RARM].k_idx)
667 p_ptr->skill_dig += p_ptr->lev * 10;
668 /* Ents get tougher and stronger as they age, but lose dexterity. */
669 if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
670 if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
671 if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
673 if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
674 if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
675 if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
677 if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
678 if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
679 if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
682 p_ptr->levitation = TRUE;
683 p_ptr->see_inv = TRUE;
687 p_ptr->resist_fire = TRUE;
688 p_ptr->resist_neth = TRUE;
689 p_ptr->hold_exp = TRUE;
690 if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
693 p_ptr->oppose_fire = 1;
694 p_ptr->redraw |= PR_STATUS;
699 p_ptr->sustain_con = TRUE;
702 p_ptr->levitation = TRUE;
705 p_ptr->resist_conf = TRUE;
708 p_ptr->slow_digest = TRUE;
709 p_ptr->free_act = TRUE;
710 p_ptr->resist_pois = TRUE;
711 p_ptr->hold_exp = TRUE;
714 p_ptr->resist_water = TRUE;
722 if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
724 p_ptr->see_inv = TRUE;
725 p_ptr->free_act = TRUE;
726 p_ptr->slow_digest = TRUE;
727 p_ptr->regenerate = TRUE;
728 p_ptr->levitation = TRUE;
729 p_ptr->hold_exp = TRUE;
730 p_ptr->telepathy = TRUE;
732 p_ptr->sustain_str = TRUE;
733 p_ptr->sustain_int = TRUE;
734 p_ptr->sustain_wis = TRUE;
735 p_ptr->sustain_con = TRUE;
736 p_ptr->sustain_dex = TRUE;
737 p_ptr->sustain_chr = TRUE;
738 p_ptr->resist_acid = TRUE;
739 p_ptr->resist_elec = TRUE;
740 p_ptr->resist_fire = TRUE;
741 p_ptr->resist_cold = TRUE;
742 p_ptr->resist_pois = TRUE;
743 p_ptr->resist_conf = TRUE;
744 p_ptr->resist_sound = TRUE;
745 p_ptr->resist_lite = TRUE;
746 p_ptr->resist_dark = TRUE;
747 p_ptr->resist_chaos = TRUE;
748 p_ptr->resist_disen = TRUE;
749 p_ptr->resist_shard = TRUE;
750 p_ptr->resist_nexus = TRUE;
751 p_ptr->resist_blind = TRUE;
752 p_ptr->resist_neth = TRUE;
753 p_ptr->resist_fear = TRUE;
754 p_ptr->reflect = TRUE;
755 p_ptr->sh_fire = TRUE;
756 p_ptr->sh_elec = TRUE;
757 p_ptr->sh_cold = TRUE;
759 p_ptr->dis_to_a += 100;
761 /* Temporary shield */
762 else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
765 p_ptr->dis_to_a += 50;
768 if (p_ptr->tim_res_nether)
770 p_ptr->resist_neth = TRUE;
772 if (p_ptr->tim_sh_fire)
774 p_ptr->sh_fire = TRUE;
776 if (p_ptr->tim_res_time)
778 p_ptr->resist_time = TRUE;
782 if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
784 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
785 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
786 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
788 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
790 p_ptr->to_m_chance += 5;
791 p_ptr->resist_conf = TRUE;
795 if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
797 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
799 p_ptr->resist_blind = TRUE;
800 p_ptr->resist_conf = TRUE;
801 p_ptr->hold_exp = TRUE;
802 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
804 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
805 /* Munchkin become faster */
806 new_speed += (p_ptr->lev) / 10 + 5;
809 if (music_singing(MUSIC_WALL))
811 p_ptr->kill_wall = TRUE;
814 /* Hack -- apply racial/class stat maxes */
815 /* Apply the racial modifiers */
816 for (i = 0; i < A_MAX; i++)
818 /* Modify the stats for "race" */
819 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
823 /* I'm adding the mutations here for the lack of a better place... */
827 if (p_ptr->muta3 & MUT3_HYPER_STR)
829 p_ptr->stat_add[A_STR] += 4;
833 if (p_ptr->muta3 & MUT3_PUNY)
835 p_ptr->stat_add[A_STR] -= 4;
838 /* Living computer */
839 if (p_ptr->muta3 & MUT3_HYPER_INT)
841 p_ptr->stat_add[A_INT] += 4;
842 p_ptr->stat_add[A_WIS] += 4;
846 if (p_ptr->muta3 & MUT3_MORONIC)
848 p_ptr->stat_add[A_INT] -= 4;
849 p_ptr->stat_add[A_WIS] -= 4;
852 if (p_ptr->muta3 & MUT3_RESILIENT)
854 p_ptr->stat_add[A_CON] += 4;
857 if (p_ptr->muta3 & MUT3_XTRA_FAT)
859 p_ptr->stat_add[A_CON] += 2;
863 if (p_ptr->muta3 & MUT3_ALBINO)
865 p_ptr->stat_add[A_CON] -= 4;
868 if (p_ptr->muta3 & MUT3_FLESH_ROT)
870 p_ptr->stat_add[A_CON] -= 2;
871 p_ptr->stat_add[A_CHR] -= 1;
872 p_ptr->regenerate = FALSE;
873 /* Cancel innate regeneration */
876 if (p_ptr->muta3 & MUT3_SILLY_VOI)
878 p_ptr->stat_add[A_CHR] -= 4;
881 if (p_ptr->muta3 & MUT3_BLANK_FAC)
883 p_ptr->stat_add[A_CHR] -= 1;
886 if (p_ptr->muta3 & MUT3_XTRA_EYES)
888 p_ptr->skill_fos += 15;
889 p_ptr->skill_srh += 15;
892 if (p_ptr->muta3 & MUT3_MAGIC_RES)
894 p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
897 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
899 p_ptr->skill_stl -= 3;
902 if (p_ptr->muta3 & MUT3_INFRAVIS)
904 p_ptr->see_infra += 3;
907 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
912 if (p_ptr->muta3 & MUT3_SHORT_LEG)
917 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
919 p_ptr->sh_elec = TRUE;
922 if (p_ptr->muta3 & MUT3_FIRE_BODY)
924 p_ptr->sh_fire = TRUE;
928 if (p_ptr->muta3 & MUT3_WART_SKIN)
930 p_ptr->stat_add[A_CHR] -= 2;
932 p_ptr->dis_to_a += 5;
935 if (p_ptr->muta3 & MUT3_SCALES)
937 p_ptr->stat_add[A_CHR] -= 1;
939 p_ptr->dis_to_a += 10;
942 if (p_ptr->muta3 & MUT3_IRON_SKIN)
944 p_ptr->stat_add[A_DEX] -= 1;
946 p_ptr->dis_to_a += 25;
949 if (p_ptr->muta3 & MUT3_WINGS)
951 p_ptr->levitation = TRUE;
954 if (p_ptr->muta3 & MUT3_FEARLESS)
956 p_ptr->resist_fear = TRUE;
959 if (p_ptr->muta3 & MUT3_REGEN)
961 p_ptr->regenerate = TRUE;
964 if (p_ptr->muta3 & MUT3_ESP)
966 p_ptr->telepathy = TRUE;
969 if (p_ptr->muta3 & MUT3_LIMBER)
971 p_ptr->stat_add[A_DEX] += 3;
974 if (p_ptr->muta3 & MUT3_ARTHRITIS)
976 p_ptr->stat_add[A_DEX] -= 3;
979 if (p_ptr->muta3 & MUT3_MOTION)
981 p_ptr->free_act = TRUE;
982 p_ptr->skill_stl += 1;
985 if (p_ptr->muta3 & MUT3_ILL_NORM)
987 p_ptr->stat_add[A_CHR] = 0;
993 p_ptr->stat_add[A_STR] += 4;
994 p_ptr->stat_add[A_CON] += 4;
997 /* Scan the usable inventory */
998 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1000 int bonus_to_h, bonus_to_d;
1001 o_ptr = &inventory[i];
1003 /* Skip non-objects */
1004 if (!o_ptr->k_idx) continue;
1006 /* Extract the item flags */
1007 object_flags(o_ptr, flgs);
1009 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
1010 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
1013 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
1014 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
1015 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
1016 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
1017 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
1018 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
1020 if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8 * o_ptr->pval;
1022 /* Affect stealth */
1023 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
1025 /* Affect searching ability (factor of five) */
1026 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
1028 /* Affect searching frequency (factor of five) */
1029 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
1031 /* Affect infravision */
1032 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
1034 /* Affect digging (factor of 20) */
1035 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
1038 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
1041 if (have_flag(flgs, TR_BLOWS))
1043 if ((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
1044 else if ((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
1045 else { extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval; }
1048 /* Hack -- cause earthquakes */
1049 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
1052 if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
1053 if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
1054 if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
1055 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
1056 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
1057 if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
1058 if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
1059 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
1060 if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
1061 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
1062 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
1063 if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
1064 if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
1065 if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
1066 if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
1067 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
1068 if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
1069 if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
1070 if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
1071 if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
1072 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
1073 if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
1074 if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
1075 if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
1076 if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
1077 if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
1078 if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
1079 if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
1080 if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
1081 if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
1082 if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
1083 if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
1084 if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
1085 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
1086 if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
1088 if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
1089 if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
1090 if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
1091 if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
1092 if (have_flag(flgs, TR_WARNING)) {
1093 if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription), '$')))
1094 p_ptr->warning = TRUE;
1097 if (have_flag(flgs, TR_TELEPORT))
1099 if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
1102 concptr insc = quark_str(o_ptr->inscription);
1104 if (o_ptr->inscription && my_strchr(insc, '.'))
1107 * {.} will stop random teleportation.
1112 /* Controlled random teleportation */
1113 p_ptr->cursed |= TRC_TELEPORT_SELF;
1118 /* Immunity flags */
1119 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
1120 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
1121 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
1122 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
1124 /* Resistance flags */
1125 if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
1126 if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
1127 if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
1128 if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
1129 if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
1130 if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
1131 if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
1132 if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
1133 if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
1134 if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
1135 if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
1136 if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
1137 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
1138 if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
1139 if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
1140 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
1142 if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
1143 if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
1144 if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
1145 if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
1146 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
1147 if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
1150 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
1151 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
1152 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
1153 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
1154 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
1155 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
1157 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
1158 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
1159 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
1160 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
1161 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
1162 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
1163 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
1165 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
1167 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1169 p_ptr->to_m_chance += 10;
1173 p_ptr->to_m_chance += 3;
1177 if (o_ptr->tval == TV_CAPTURE) continue;
1179 /* Modify the base armor class */
1180 p_ptr->ac += o_ptr->ac;
1182 /* The base armor class is always known */
1183 p_ptr->dis_ac += o_ptr->ac;
1185 /* Apply the bonuses to armor class */
1186 p_ptr->to_a += o_ptr->to_a;
1188 /* Apply the mental bonuses to armor class, if known */
1189 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
1191 if (o_ptr->curse_flags & TRC_LOW_MELEE)
1193 int slot = i - INVEN_RARM;
1196 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1198 p_ptr->to_h[slot] -= 15;
1199 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
1203 p_ptr->to_h[slot] -= 5;
1204 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
1209 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1211 p_ptr->to_h_b -= 15;
1212 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
1217 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
1222 if (o_ptr->curse_flags & TRC_LOW_AC)
1224 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1227 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
1232 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
1236 /* Hack -- do not apply "weapon" bonuses */
1237 if (i == INVEN_RARM && has_melee_weapon(i)) continue;
1238 if (i == INVEN_LARM && has_melee_weapon(i)) continue;
1240 /* Hack -- do not apply "bow" bonuses */
1241 if (i == INVEN_BOW) continue;
1243 bonus_to_h = o_ptr->to_h;
1244 bonus_to_d = o_ptr->to_d;
1246 if (p_ptr->pclass == CLASS_NINJA)
1248 if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h + 1) / 2;
1249 if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d + 1) / 2;
1252 /* To Bow and Natural attack */
1254 /* Apply the bonuses to hit/damage */
1255 p_ptr->to_h_b += (s16b)bonus_to_h;
1256 p_ptr->to_h_m += (s16b)bonus_to_h;
1257 p_ptr->to_d_m += (s16b)bonus_to_d;
1259 /* Apply the mental bonuses tp hit/damage, if known */
1260 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
1263 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
1265 /* Apply the bonuses to hit/damage */
1266 p_ptr->to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1267 p_ptr->to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1269 /* Apply the mental bonuses tp hit/damage, if known */
1270 if (object_is_known(o_ptr))
1272 p_ptr->dis_to_h[i - INVEN_RIGHT] += (s16b)bonus_to_h;
1273 p_ptr->dis_to_d[i - INVEN_RIGHT] += (s16b)bonus_to_d;
1276 else if (p_ptr->migite && p_ptr->hidarite)
1278 /* Apply the bonuses to hit/damage */
1279 p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1280 p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1281 p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1282 p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1284 /* Apply the mental bonuses tp hit/damage, if known */
1285 if (object_is_known(o_ptr))
1287 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
1288 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
1289 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
1290 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
1295 /* Apply the bonuses to hit/damage */
1296 p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
1297 p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
1299 /* Apply the mental bonuses to hit/damage, if known */
1300 if (object_is_known(o_ptr))
1302 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
1303 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
1308 /* Shield skill bonus */
1309 if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
1311 p_ptr->ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1312 p_ptr->dis_ac += p_ptr->skill_exp[GINOU_SHIELD] * (1 + p_ptr->lev / 22) / 2000;
1315 if (old_mighty_throw != p_ptr->mighty_throw)
1317 /* Redraw average damege display of Shuriken */
1318 p_ptr->window |= PW_INVEN;
1321 if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
1323 /* Monks get extra ac for armour _not worn_ */
1324 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
1326 if (!(inventory[INVEN_BODY].k_idx))
1328 p_ptr->to_a += (p_ptr->lev * 3) / 2;
1329 p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
1331 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
1333 p_ptr->to_a += ((p_ptr->lev - 13) / 3);
1334 p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
1336 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
1338 p_ptr->to_a += ((p_ptr->lev - 8) / 3);
1339 p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
1341 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
1343 p_ptr->to_a += (p_ptr->lev - 2) / 3;
1344 p_ptr->dis_to_a += (p_ptr->lev - 2) / 3;
1346 if (!(inventory[INVEN_HANDS].k_idx))
1348 p_ptr->to_a += (p_ptr->lev / 2);
1349 p_ptr->dis_to_a += (p_ptr->lev / 2);
1351 if (!(inventory[INVEN_FEET].k_idx))
1353 p_ptr->to_a += (p_ptr->lev / 3);
1354 p_ptr->dis_to_a += (p_ptr->lev / 3);
1356 if (p_ptr->special_defense & KAMAE_BYAKKO)
1358 p_ptr->stat_add[A_STR] += 2;
1359 p_ptr->stat_add[A_DEX] += 2;
1360 p_ptr->stat_add[A_CON] -= 3;
1362 else if (p_ptr->special_defense & KAMAE_SEIRYU)
1365 else if (p_ptr->special_defense & KAMAE_GENBU)
1367 p_ptr->stat_add[A_INT] -= 1;
1368 p_ptr->stat_add[A_WIS] -= 1;
1369 p_ptr->stat_add[A_DEX] -= 2;
1370 p_ptr->stat_add[A_CON] += 3;
1372 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1374 p_ptr->stat_add[A_STR] -= 2;
1375 p_ptr->stat_add[A_INT] += 1;
1376 p_ptr->stat_add[A_WIS] += 1;
1377 p_ptr->stat_add[A_DEX] += 2;
1378 p_ptr->stat_add[A_CON] -= 2;
1382 if (p_ptr->special_defense & KATA_KOUKIJIN)
1384 for (i = 0; i < A_MAX; i++)
1385 p_ptr->stat_add[i] += 5;
1387 p_ptr->dis_to_a -= 50;
1390 /* Hack -- aura of fire also provides light */
1391 if (p_ptr->sh_fire) p_ptr->lite = TRUE;
1393 /* Golems also get an intrinsic AC bonus */
1394 if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
1396 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
1397 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
1401 if (p_ptr->realm1 == REALM_HEX)
1403 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
1404 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
1405 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
1406 if (hex_spelling(HEX_BUILDING))
1408 p_ptr->stat_add[A_STR] += 4;
1409 p_ptr->stat_add[A_DEX] += 4;
1410 p_ptr->stat_add[A_CON] += 4;
1412 if (hex_spelling(HEX_DEMON_AURA))
1414 p_ptr->sh_fire = TRUE;
1415 p_ptr->regenerate = TRUE;
1417 if (hex_spelling(HEX_ICE_ARMOR))
1419 p_ptr->sh_cold = TRUE;
1421 p_ptr->dis_to_a += 30;
1423 if (hex_spelling(HEX_SHOCK_CLOAK))
1425 p_ptr->sh_elec = TRUE;
1428 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
1430 ARMOUR_CLASS ac = 0;
1431 o_ptr = &inventory[i];
1432 if (!o_ptr->k_idx) continue;
1433 if (!object_is_armour(o_ptr)) continue;
1434 if (!object_is_cursed(o_ptr)) continue;
1436 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
1437 if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
1438 p_ptr->to_a += (s16b)ac;
1439 p_ptr->dis_to_a += (s16b)ac;
1443 /* Calculate stats */
1444 for (i = 0; i < A_MAX; i++)
1448 /* Extract the new "stat_use" value for the stat */
1449 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
1451 /* Notice changes */
1452 if (p_ptr->stat_top[i] != top)
1454 /* Save the new value */
1455 p_ptr->stat_top[i] = (s16b)top;
1456 p_ptr->redraw |= (PR_STATS);
1457 p_ptr->window |= (PW_PLAYER);
1461 /* Extract the new "stat_use" value for the stat */
1462 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
1464 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
1466 /* 10 to 18/90 charisma, guaranteed, based on level */
1467 if (use < 8 + 2 * p_ptr->lev)
1469 use = 8 + 2 * p_ptr->lev;
1473 /* Notice changes */
1474 if (p_ptr->stat_use[i] != use)
1476 /* Save the new value */
1477 p_ptr->stat_use[i] = (s16b)use;
1478 p_ptr->redraw |= (PR_STATS);
1479 p_ptr->window |= (PW_PLAYER);
1483 /* Values: 3, 4, ..., 17 */
1484 if (use <= 18) ind = (use - 3);
1486 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
1487 else if (use <= 18 + 219) ind = (15 + (use - 18) / 10);
1489 /* Range: 18/220+ */
1492 /* Notice changes */
1493 if (p_ptr->stat_ind[i] != ind)
1495 /* Save the new index */
1496 p_ptr->stat_ind[i] = (s16b)ind;
1498 /* Change in CON affects Hitpoints */
1501 p_ptr->update |= (PU_HP);
1504 /* Change in INT may affect Mana/Spells */
1505 else if (i == A_INT)
1507 if (mp_ptr->spell_stat == A_INT)
1509 p_ptr->update |= (PU_MANA | PU_SPELLS);
1513 /* Change in WIS may affect Mana/Spells */
1514 else if (i == A_WIS)
1516 if (mp_ptr->spell_stat == A_WIS)
1518 p_ptr->update |= (PU_MANA | PU_SPELLS);
1522 /* Change in WIS may affect Mana/Spells */
1523 else if (i == A_CHR)
1525 if (mp_ptr->spell_stat == A_CHR)
1527 p_ptr->update |= (PU_MANA | PU_SPELLS);
1531 p_ptr->window |= (PW_PLAYER);
1536 /* Apply temporary "stun" */
1537 if (p_ptr->stun > 50)
1539 p_ptr->to_h[0] -= 20;
1540 p_ptr->to_h[1] -= 20;
1541 p_ptr->to_h_b -= 20;
1542 p_ptr->to_h_m -= 20;
1543 p_ptr->dis_to_h[0] -= 20;
1544 p_ptr->dis_to_h[1] -= 20;
1545 p_ptr->dis_to_h_b -= 20;
1546 p_ptr->to_d[0] -= 20;
1547 p_ptr->to_d[1] -= 20;
1548 p_ptr->to_d_m -= 20;
1549 p_ptr->dis_to_d[0] -= 20;
1550 p_ptr->dis_to_d[1] -= 20;
1552 else if (p_ptr->stun)
1554 p_ptr->to_h[0] -= 5;
1555 p_ptr->to_h[1] -= 5;
1558 p_ptr->dis_to_h[0] -= 5;
1559 p_ptr->dis_to_h[1] -= 5;
1560 p_ptr->dis_to_h_b -= 5;
1561 p_ptr->to_d[0] -= 5;
1562 p_ptr->to_d[1] -= 5;
1564 p_ptr->dis_to_d[0] -= 5;
1565 p_ptr->dis_to_d[1] -= 5;
1569 if (p_ptr->wraith_form)
1571 p_ptr->reflect = TRUE;
1572 p_ptr->pass_wall = TRUE;
1575 if (p_ptr->kabenuke)
1577 p_ptr->pass_wall = TRUE;
1580 /* Temporary blessing */
1584 p_ptr->dis_to_a += 5;
1585 p_ptr->to_h[0] += 10;
1586 p_ptr->to_h[1] += 10;
1587 p_ptr->to_h_b += 10;
1588 p_ptr->to_h_m += 10;
1589 p_ptr->dis_to_h[0] += 10;
1590 p_ptr->dis_to_h[1] += 10;
1591 p_ptr->dis_to_h_b += 10;
1594 if (p_ptr->magicdef)
1596 p_ptr->resist_blind = TRUE;
1597 p_ptr->resist_conf = TRUE;
1598 p_ptr->reflect = TRUE;
1599 p_ptr->free_act = TRUE;
1600 p_ptr->levitation = TRUE;
1603 /* Temporary "Hero" */
1606 p_ptr->to_h[0] += 12;
1607 p_ptr->to_h[1] += 12;
1608 p_ptr->to_h_b += 12;
1609 p_ptr->to_h_m += 12;
1610 p_ptr->dis_to_h[0] += 12;
1611 p_ptr->dis_to_h[1] += 12;
1612 p_ptr->dis_to_h_b += 12;
1615 /* Temporary "Beserk" */
1618 p_ptr->to_h[0] += 12;
1619 p_ptr->to_h[1] += 12;
1620 p_ptr->to_h_b -= 12;
1621 p_ptr->to_h_m += 12;
1622 p_ptr->to_d[0] += 3 + (p_ptr->lev / 5);
1623 p_ptr->to_d[1] += 3 + (p_ptr->lev / 5);
1624 p_ptr->to_d_m += 3 + (p_ptr->lev / 5);
1625 p_ptr->dis_to_h[0] += 12;
1626 p_ptr->dis_to_h[1] += 12;
1627 p_ptr->dis_to_h_b -= 12;
1628 p_ptr->dis_to_d[0] += 3 + (p_ptr->lev / 5);
1629 p_ptr->dis_to_d[1] += 3 + (p_ptr->lev / 5);
1631 p_ptr->dis_to_a -= 10;
1632 p_ptr->skill_stl -= 7;
1633 p_ptr->skill_dev -= 20;
1634 p_ptr->skill_sav -= 30;
1635 p_ptr->skill_srh -= 15;
1636 p_ptr->skill_fos -= 15;
1637 p_ptr->skill_tht -= 20;
1638 p_ptr->skill_dig += 30;
1641 /* Temporary "fast" */
1647 /* Temporary "slow" */
1653 /* Temporary "telepathy" */
1656 p_ptr->telepathy = TRUE;
1659 if (p_ptr->ele_immune)
1661 if (p_ptr->special_defense & DEFENSE_ACID)
1662 p_ptr->immune_acid = TRUE;
1663 else if (p_ptr->special_defense & DEFENSE_ELEC)
1664 p_ptr->immune_elec = TRUE;
1665 else if (p_ptr->special_defense & DEFENSE_FIRE)
1666 p_ptr->immune_fire = TRUE;
1667 else if (p_ptr->special_defense & DEFENSE_COLD)
1668 p_ptr->immune_cold = TRUE;
1671 /* Temporary see invisible */
1672 if (p_ptr->tim_invis)
1674 p_ptr->see_inv = TRUE;
1677 /* Temporary infravision boost */
1678 if (p_ptr->tim_infra)
1680 p_ptr->see_infra += 3;
1683 /* Temporary regeneration boost */
1684 if (p_ptr->tim_regen)
1686 p_ptr->regenerate = TRUE;
1689 /* Temporary levitation */
1690 if (p_ptr->tim_levitation)
1692 p_ptr->levitation = TRUE;
1695 /* Temporary reflection */
1696 if (p_ptr->tim_reflect)
1698 p_ptr->reflect = TRUE;
1701 /* Hack -- Hero/Shero -> Res fear */
1702 if (IS_HERO() || p_ptr->shero)
1704 p_ptr->resist_fear = TRUE;
1708 /* Hack -- Telepathy Change */
1709 if (p_ptr->telepathy != old_telepathy)
1711 p_ptr->update |= (PU_MONSTERS);
1714 if ((p_ptr->esp_animal != old_esp_animal) ||
1715 (p_ptr->esp_undead != old_esp_undead) ||
1716 (p_ptr->esp_demon != old_esp_demon) ||
1717 (p_ptr->esp_orc != old_esp_orc) ||
1718 (p_ptr->esp_troll != old_esp_troll) ||
1719 (p_ptr->esp_giant != old_esp_giant) ||
1720 (p_ptr->esp_dragon != old_esp_dragon) ||
1721 (p_ptr->esp_human != old_esp_human) ||
1722 (p_ptr->esp_evil != old_esp_evil) ||
1723 (p_ptr->esp_good != old_esp_good) ||
1724 (p_ptr->esp_nonliving != old_esp_nonliving) ||
1725 (p_ptr->esp_unique != old_esp_unique))
1727 p_ptr->update |= (PU_MONSTERS);
1730 /* Hack -- See Invis Change */
1731 if (p_ptr->see_inv != old_see_inv)
1733 p_ptr->update |= (PU_MONSTERS);
1736 /* Bloating slows the player down (a little) */
1737 if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
1739 if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
1741 if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
1742 (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
1744 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1745 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
1748 if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
1750 int penalty1, penalty2;
1751 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
1752 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
1753 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
1755 penalty1 = penalty1 / 2 - 5;
1756 penalty2 = penalty2 / 2 - 5;
1759 p_ptr->dis_to_a += 10;
1763 if (penalty1 > 0) penalty1 /= 2;
1764 if (penalty2 > 0) penalty2 /= 2;
1766 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
1768 penalty1 = MAX(0, penalty1 - 10);
1769 penalty2 = MAX(0, penalty2 - 10);
1771 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
1773 penalty1 = MIN(0, penalty1);
1774 penalty2 = MIN(0, penalty2);
1776 p_ptr->dis_to_a += 10;
1780 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
1782 if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
1785 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
1786 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
1787 p_ptr->to_h[0] -= (s16b)penalty1;
1788 p_ptr->to_h[1] -= (s16b)penalty2;
1789 p_ptr->dis_to_h[0] -= (s16b)penalty1;
1790 p_ptr->dis_to_h[1] -= (s16b)penalty2;
1793 /* Extract the current weight (in tenth pounds) */
1794 j = p_ptr->total_weight;
1798 /* Extract the "weight limit" (in tenth pounds) */
1799 i = (int)weight_limit();
1803 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
1804 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1805 SPEED speed = riding_m_ptr->mspeed;
1807 if (riding_m_ptr->mspeed > 110)
1809 new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
1810 if (new_speed < 110) new_speed = 110;
1816 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev * 160L) / 3200;
1817 if (MON_FAST(riding_m_ptr)) new_speed += 10;
1818 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
1819 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
1820 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
1822 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
1823 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
1825 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;
1827 /* Extract the "weight limit" */
1828 i = 1500 + riding_r_ptr->level * 25;
1831 /* Apply "encumbrance" from weight */
1832 if (j > i) new_speed -= ((j - i) / (i / 5));
1834 /* Searching slows the player down */
1835 if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
1838 if (p_ptr->prace == RACE_MERFOLK)
1840 if (have_flag(f_ptr->flags, FF_WATER))
1842 new_speed += (2 + p_ptr->lev / 10);
1844 else if (!p_ptr->levitation)
1851 /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
1852 p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1853 p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1854 p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1855 p_ptr->to_d_m += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1856 p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1857 p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1858 p_ptr->to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1859 p_ptr->to_h_m += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1860 p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1861 p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1862 p_ptr->to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1863 p_ptr->to_h_m += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1865 /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
1866 p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
1867 p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1868 p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1869 p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1870 p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1871 p_ptr->dis_to_h_b += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
1872 p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1873 p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1874 p_ptr->dis_to_h_b += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
1877 /* Obtain the "hold" value */
1878 hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
1881 /* Examine the "current bow" */
1882 o_ptr = &inventory[INVEN_BOW];
1884 /* It is hard to carholdry a heavy bow */
1885 p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
1886 if (p_ptr->heavy_shoot)
1888 /* Hard to wield a heavy bow */
1889 p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
1890 p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
1893 /* Compute "extra shots" if needed */
1896 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
1898 /* Apply special flags */
1899 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
1902 p_ptr->num_fire = calc_num_fire(o_ptr);
1904 /* Snipers love Cross bows */
1905 if ((p_ptr->pclass == CLASS_SNIPER) &&
1906 (p_ptr->tval_ammo == TV_BOLT))
1908 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
1909 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
1914 if (p_ptr->ryoute) hold *= 2;
1916 for (i = 0; i < 2; i++)
1918 /* Examine the "main weapon" */
1919 o_ptr = &inventory[INVEN_RARM + i];
1921 object_flags(o_ptr, flgs);
1923 /* Assume not heavy */
1924 p_ptr->heavy_wield[i] = FALSE;
1925 p_ptr->icky_wield[i] = FALSE;
1926 p_ptr->riding_wield[i] = FALSE;
1928 if (!has_melee_weapon(INVEN_RARM + i))
1930 p_ptr->num_blow[i] = 1;
1933 /* It is hard to hold a heavy weapon */
1934 if (hold < o_ptr->weight / 10)
1936 /* Hard to wield a heavy weapon */
1937 p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
1938 p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
1941 p_ptr->heavy_wield[i] = TRUE;
1943 else if (p_ptr->ryoute && (hold < o_ptr->weight / 5)) omoi = TRUE;
1945 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
1948 p_ptr->dis_to_a += 5;
1951 /* Normal weapons */
1952 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
1954 int str_index, dex_index;
1956 int num = 0, wgt = 0, mul = 0, div = 0;
1958 /* Analyze the class */
1959 switch (p_ptr->pclass)
1962 num = 6; wgt = 70; mul = 5; break;
1964 case CLASS_BERSERKER:
1965 num = 6; wgt = 70; mul = 7; break;
1968 case CLASS_HIGH_MAGE:
1969 case CLASS_BLUE_MAGE:
1970 num = 3; wgt = 100; mul = 2; break;
1973 case CLASS_MAGIC_EATER:
1974 case CLASS_MINDCRAFTER:
1975 num = 5; wgt = 100; mul = 3; break;
1978 num = 5; wgt = 40; mul = 3; break;
1981 num = 5; wgt = 70; mul = 4; break;
1985 num = 5; wgt = 70; mul = 4; break;
1988 num = 5; wgt = 150; mul = 5; break;
1990 case CLASS_WARRIOR_MAGE:
1991 case CLASS_RED_MAGE:
1992 num = 5; wgt = 70; mul = 3; break;
1994 case CLASS_CHAOS_WARRIOR:
1995 num = 5; wgt = 70; mul = 4; break;
1998 num = 5; wgt = 60; mul = 3; break;
2001 num = 4; wgt = 100; mul = 3; break;
2003 case CLASS_IMITATOR:
2004 num = 5; wgt = 70; mul = 4; break;
2006 case CLASS_BEASTMASTER:
2007 num = 5; wgt = 70; mul = 3; break;
2010 if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
2011 else { num = 5; wgt = 100; mul = 3; }
2014 case CLASS_SORCERER:
2015 num = 1; wgt = 1; mul = 1; break;
2020 num = 4; wgt = 70; mul = 2; break;
2022 case CLASS_FORCETRAINER:
2023 num = 4; wgt = 60; mul = 2; break;
2025 case CLASS_MIRROR_MASTER:
2026 num = 3; wgt = 100; mul = 3; break;
2029 num = 4; wgt = 20; mul = 1; break;
2032 /* Hex - extra mights gives +1 bonus to max blows */
2033 if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
2035 /* Enforce a minimum "weight" (tenth pounds) */
2036 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
2038 /* Access the strength vs weight */
2039 str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
2041 if (p_ptr->ryoute && !omoi) str_index++;
2042 if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index - 1);
2045 if (str_index > 11) str_index = 11;
2047 /* Index by dexterity */
2048 dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
2051 if (dex_index > 11) dex_index = 11;
2053 /* Use the blows table */
2054 p_ptr->num_blow[i] = blows_table[str_index][dex_index];
2057 if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
2059 /* Add in the "bonus blows" */
2060 p_ptr->num_blow[i] += (s16b)extra_blows[i];
2063 if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
2064 else if (p_ptr->pclass == CLASS_BERSERKER)
2066 p_ptr->num_blow[i] += (p_ptr->lev / 23);
2068 else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
2070 if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
2072 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
2075 /* Require at least one blow */
2076 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2078 /* Boost digging skill by weapon weight */
2079 p_ptr->skill_dig += (o_ptr->weight / 10);
2083 /* Priest weapon penalty for non-blessed edged weapons */
2084 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
2085 ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
2087 /* Reduce the real bonuses */
2088 p_ptr->to_h[i] -= 2;
2089 p_ptr->to_d[i] -= 2;
2091 /* Reduce the mental bonuses */
2092 p_ptr->dis_to_h[i] -= 2;
2093 p_ptr->dis_to_d[i] -= 2;
2096 p_ptr->icky_wield[i] = TRUE;
2098 else if (p_ptr->pclass == CLASS_BERSERKER)
2100 p_ptr->to_h[i] += p_ptr->lev / 5;
2101 p_ptr->to_d[i] += p_ptr->lev / 6;
2102 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2103 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2104 if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
2106 p_ptr->to_h[i] += p_ptr->lev / 5;
2107 p_ptr->to_d[i] += p_ptr->lev / 6;
2108 p_ptr->dis_to_h[i] += p_ptr->lev / 5;
2109 p_ptr->dis_to_d[i] += p_ptr->lev / 6;
2112 else if (p_ptr->pclass == CLASS_SORCERER)
2114 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
2116 /* Reduce the real bonuses */
2117 p_ptr->to_h[i] -= 200;
2118 p_ptr->to_d[i] -= 200;
2120 /* Reduce the mental bonuses */
2121 p_ptr->dis_to_h[i] -= 200;
2122 p_ptr->dis_to_d[i] -= 200;
2125 p_ptr->icky_wield[i] = TRUE;
2129 /* Reduce the real bonuses */
2130 p_ptr->to_h[i] -= 30;
2131 p_ptr->to_d[i] -= 10;
2133 /* Reduce the mental bonuses */
2134 p_ptr->dis_to_h[i] -= 30;
2135 p_ptr->dis_to_d[i] -= 10;
2139 if (p_ptr->realm1 == REALM_HEX)
2141 if (object_is_cursed(o_ptr))
2143 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2144 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
2145 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
2146 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
2147 if (hex_spelling(HEX_RUNESWORD))
2149 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
2150 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
2151 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
2157 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2159 p_ptr->to_h[i] += 15;
2160 p_ptr->dis_to_h[i] += 15;
2161 p_ptr->to_dd[i] += 2;
2163 else if (!(have_flag(flgs, TR_RIDING)))
2166 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2172 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2174 if (penalty < 30) penalty = 30;
2176 p_ptr->to_h[i] -= (s16b)penalty;
2177 p_ptr->dis_to_h[i] -= (s16b)penalty;
2180 p_ptr->riding_wield[i] = TRUE;
2189 p_ptr->riding_ryoute = FALSE;
2191 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
2192 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
2194 switch (p_ptr->pclass)
2197 case CLASS_FORCETRAINER:
2198 case CLASS_BERSERKER:
2199 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
2200 p_ptr->riding_ryoute = TRUE;
2205 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
2207 if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
2211 penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
2213 if (penalty < 30) penalty = 30;
2215 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
2216 p_ptr->to_h_b -= (s16b)penalty;
2217 p_ptr->dis_to_h_b -= (s16b)penalty;
2220 /* Different calculation for monks with empty hands */
2221 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
2222 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
2224 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
2225 p_ptr->num_blow[0] = 0;
2227 if (p_ptr->pclass == CLASS_FORCETRAINER)
2229 if (blow_base > 18) p_ptr->num_blow[0]++;
2230 if (blow_base > 31) p_ptr->num_blow[0]++;
2231 if (blow_base > 44) p_ptr->num_blow[0]++;
2232 if (blow_base > 58) p_ptr->num_blow[0]++;
2235 p_ptr->to_d[0] += P_PTR_KI / 5;
2236 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
2241 if (blow_base > 12) p_ptr->num_blow[0]++;
2242 if (blow_base > 22) p_ptr->num_blow[0]++;
2243 if (blow_base > 31) p_ptr->num_blow[0]++;
2244 if (blow_base > 39) p_ptr->num_blow[0]++;
2245 if (blow_base > 46) p_ptr->num_blow[0]++;
2246 if (blow_base > 53) p_ptr->num_blow[0]++;
2247 if (blow_base > 59) p_ptr->num_blow[0]++;
2250 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
2251 p_ptr->num_blow[0] /= 2;
2254 p_ptr->to_h[0] += (p_ptr->lev / 3);
2255 p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
2257 p_ptr->to_d[0] += (p_ptr->lev / 6);
2258 p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
2261 if (p_ptr->special_defense & KAMAE_BYAKKO)
2264 p_ptr->dis_to_a -= 40;
2267 else if (p_ptr->special_defense & KAMAE_SEIRYU)
2270 p_ptr->dis_to_a -= 50;
2271 p_ptr->resist_acid = TRUE;
2272 p_ptr->resist_fire = TRUE;
2273 p_ptr->resist_elec = TRUE;
2274 p_ptr->resist_cold = TRUE;
2275 p_ptr->resist_pois = TRUE;
2276 p_ptr->sh_fire = TRUE;
2277 p_ptr->sh_elec = TRUE;
2278 p_ptr->sh_cold = TRUE;
2279 p_ptr->levitation = TRUE;
2281 else if (p_ptr->special_defense & KAMAE_GENBU)
2283 p_ptr->to_a += (p_ptr->lev*p_ptr->lev) / 50;
2284 p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev) / 50;
2285 p_ptr->reflect = TRUE;
2286 p_ptr->num_blow[0] -= 2;
2287 if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
2288 if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
2290 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2292 p_ptr->to_h[0] -= (p_ptr->lev / 3);
2293 p_ptr->to_d[0] -= (p_ptr->lev / 6);
2295 p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
2296 p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
2297 p_ptr->num_blow[0] /= 2;
2298 p_ptr->levitation = TRUE;
2301 p_ptr->num_blow[0] += 1 + extra_blows[0];
2304 if (p_ptr->riding) p_ptr->levitation = riding_levitation;
2306 monk_armour_aux = FALSE;
2310 monk_armour_aux = TRUE;
2313 for (i = 0; i < 2; i++)
2315 if (has_melee_weapon(INVEN_RARM + i))
2317 OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
2318 OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM + i].sval;
2320 p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2321 p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
2322 if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
2324 if (!s_info[p_ptr->pclass].w_max[tval][sval])
2326 p_ptr->to_h[i] -= 40;
2327 p_ptr->dis_to_h[i] -= 40;
2328 p_ptr->icky_wield[i] = TRUE;
2331 else if (p_ptr->pclass == CLASS_NINJA)
2333 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM - i].tval == TV_SHIELD))
2335 p_ptr->to_h[i] -= 40;
2336 p_ptr->dis_to_h[i] -= 40;
2337 p_ptr->icky_wield[i] = TRUE;
2338 p_ptr->num_blow[i] /= 2;
2339 if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
2343 if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
2347 /* Maximum speed is (+99). (internally it's 110 + 99) */
2348 /* Temporary lightspeed forces to be maximum speed */
2349 if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
2354 /* Minimum speed is (-99). (internally it's 110 - 99) */
2355 if (new_speed < 11) new_speed = 11;
2357 /* Display the speed (if needed) */
2358 if (p_ptr->pspeed != (byte)new_speed)
2360 p_ptr->pspeed = (byte)new_speed;
2361 p_ptr->redraw |= (PR_SPEED);
2366 if (p_ptr->to_a > (0 - p_ptr->ac))
2367 p_ptr->to_a = 0 - p_ptr->ac;
2368 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
2369 p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
2372 /* Redraw armor (if needed) */
2373 if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
2375 p_ptr->redraw |= (PR_ARMOR);
2376 p_ptr->window |= (PW_PLAYER);
2379 if (p_ptr->ryoute && !omoi)
2381 int bonus_to_h = 0, bonus_to_d = 0;
2382 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128) / 2;
2383 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);
2385 p_ptr->to_h[default_hand] += MAX(bonus_to_h, 1);
2386 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h, 1);
2387 p_ptr->to_d[default_hand] += MAX(bonus_to_d, 1);
2388 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d, 1);
2391 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;
2393 /* Affect Skill -- stealth (bonus one) */
2394 p_ptr->skill_stl += 1;
2396 if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
2398 /* Affect Skill -- disarming (DEX and INT) */
2399 p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
2400 p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
2402 /* Affect Skill -- magic devices (INT) */
2403 p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
2405 /* Affect Skill -- saving throw (WIS) */
2406 p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
2408 /* Affect Skill -- digging (STR) */
2409 p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
2411 /* Affect Skill -- disarming (Level, by Class) */
2412 p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
2414 /* Affect Skill -- magic devices (Level, by Class) */
2415 p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
2417 /* Affect Skill -- saving throw (Level, by Class) */
2418 p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
2420 /* Affect Skill -- stealth (Level, by Class) */
2421 p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
2423 /* Affect Skill -- search ability (Level, by Class) */
2424 p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
2426 /* Affect Skill -- search frequency (Level, by Class) */
2427 p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
2429 /* Affect Skill -- combat (normal) (Level, by Class) */
2430 p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
2432 /* Affect Skill -- combat (shooting) (Level, by Class) */
2433 p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2435 /* Affect Skill -- combat (throwing) (Level, by Class) */
2436 p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
2439 if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
2441 p_ptr->cursed &= ~(TRC_AGGRAVATE);
2442 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
2445 /* Limit Skill -- stealth from 0 to 30 */
2446 if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
2447 if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
2449 /* Limit Skill -- digging from 1 up */
2450 if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
2452 if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
2454 if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
2456 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;
2458 if (down_saving) p_ptr->skill_sav /= 2;
2460 /* Hack -- Each elemental immunity includes resistance */
2461 if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
2462 if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
2463 if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
2464 if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
2466 /* Determine player alignment */
2467 for (i = 0, j = 0; i < 8; i++)
2469 switch (p_ptr->vir_types[i])
2472 p_ptr->align += p_ptr->virtues[i] * 2;
2482 p_ptr->align -= p_ptr->virtues[i];
2485 p_ptr->align += p_ptr->virtues[i];
2490 for (i = 0; i < j; i++)
2492 if (p_ptr->align > 0)
2494 p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
2495 if (p_ptr->align < 0) p_ptr->align = 0;
2497 else if (p_ptr->align < 0)
2499 p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
2500 if (p_ptr->align > 0) p_ptr->align = 0;
2504 /* Hack -- handle "xtra" mode */
2505 if (character_xtra) return;
2507 /* Take note when "heavy bow" changes */
2508 if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
2510 if (p_ptr->heavy_shoot)
2512 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."));
2514 else if (inventory[INVEN_BOW].k_idx)
2516 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."));
2520 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."));
2524 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
2527 for (i = 0; i < 2; i++)
2529 /* Take note when "heavy weapon" changes */
2530 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
2532 if (p_ptr->heavy_wield[i])
2534 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."));
2536 else if (has_melee_weapon(INVEN_RARM + i))
2538 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2540 else if (p_ptr->heavy_wield[1 - i])
2542 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2546 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."));
2550 p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
2553 /* Take note when "heavy weapon" changes */
2554 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
2556 if (p_ptr->riding_wield[i])
2558 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."));
2560 else if (!p_ptr->riding)
2562 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
2564 else if (has_melee_weapon(INVEN_RARM + i))
2566 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2569 p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
2572 /* Take note when "illegal weapon" changes */
2573 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
2575 if (p_ptr->icky_wield[i])
2577 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."));
2580 chg_virtue(V_FAITH, -1);
2583 else if (has_melee_weapon(INVEN_RARM + i))
2585 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."));
2589 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."));
2593 p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
2597 if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
2599 if (p_ptr->riding_ryoute)
2602 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" : "");
2604 msg_print("You are using both hand for fighting, and you can't control a riding pet.");
2610 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" : "");
2612 msg_print("You began to control riding pet with one hand.");
2616 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
2619 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
2623 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."));
2626 chg_virtue(V_HARMONY, -1);
2631 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2634 monk_notify_aux = monk_armour_aux;
2637 for (i = 0; i < INVEN_PACK; i++)
2640 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
2641 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
2643 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
2644 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
2647 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)
2649 o_ptr = &o_list[this_o_idx];
2651 /* Acquire next object */
2652 next_o_idx = o_ptr->next_o_idx;
2655 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
2656 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
2658 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
2659 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
2662 if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
2664 if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
2666 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY - 1][SPELL_DD_S];
2667 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2670 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)))
2672 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP - 1][SPELL_DD_T];
2673 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2676 if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
2678 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
2679 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2682 if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
2684 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_KABE];
2685 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
2691 * @brief プレイヤーの最大HPを計算する /
2692 * Calculate the players (maximal) hit points
2693 * Adjust current hitpoints if necessary
2697 static void calc_hitpoints(void)
2702 /* Un-inflate "half-hitpoint bonus per level" value */
2703 bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2705 /* Calculate hitpoints */
2706 mhp = p_ptr->player_hp[p_ptr->lev - 1];
2708 if (p_ptr->mimic_form)
2710 if (p_ptr->pclass == CLASS_SORCERER)
2711 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2713 tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2714 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2717 if (p_ptr->pclass == CLASS_SORCERER)
2719 if (p_ptr->lev < 30)
2720 mhp = (mhp * (45 + p_ptr->lev) / 100);
2722 mhp = (mhp * 75 / 100);
2723 bonus = (bonus * 65 / 100);
2728 if (p_ptr->pclass == CLASS_BERSERKER)
2730 mhp = mhp * (110 + (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110)) / 100;
2733 /* Always have at least one hitpoint per level */
2734 if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2736 /* Factor in the hero / superhero settings */
2737 if (IS_HERO()) mhp += 10;
2738 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2739 if (p_ptr->tsuyoshi) mhp += 50;
2741 /* Factor in the hex spell settings */
2742 if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2743 if (hex_spelling(HEX_BUILDING)) mhp += 60;
2745 /* New maximum hitpoints */
2746 if (p_ptr->mhp != mhp)
2748 /* Enforce maximum */
2749 if (p_ptr->chp >= mhp)
2752 p_ptr->chp_frac = 0;
2756 /* レベルアップの時は上昇量を表示する */
2757 if ((level_up == 1) && (mhp > p_ptr->mhp))
2759 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp));
2762 /* Save the new max-hitpoints */
2765 /* Display hitpoints (later) */
2766 p_ptr->redraw |= (PR_HP);
2768 p_ptr->window |= (PW_PLAYER);
2773 * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2776 * SWD: Experimental modification: multiple light sources have additive effect.
2778 static void calc_torch(void)
2782 BIT_FLAGS flgs[TR_FLAG_SIZE];
2784 /* Assume no light */
2785 p_ptr->cur_lite = 0;
2787 /* Loop through all wielded items */
2788 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2790 o_ptr = &inventory[i];
2791 /* Skip empty slots */
2792 if (!o_ptr->k_idx) continue;
2794 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2797 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2799 if (o_ptr->tval == TV_LITE)
2801 if ((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2802 if ((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2805 object_flags(o_ptr, flgs);
2807 /* calc the lite_radius */
2810 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
2811 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
2812 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
2813 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2814 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2815 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2816 p_ptr->cur_lite += (s16b)rad;
2819 /* max radius is 14 (was 5) without rewriting other code -- */
2820 /* see current_floor_ptr->grid_array.c:update_lite() and defines.h:LITE_MAX */
2821 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2822 p_ptr->cur_lite = 1;
2825 * check if the player doesn't have light radius,
2826 * but does weakly glow as an intrinsic.
2828 if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2830 if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
2831 if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
2833 /* end experimental mods */
2835 /* Notice changes in the "lite radius" */
2836 if (p_ptr->old_lite != p_ptr->cur_lite)
2838 /* Hack -- PU_MON_LITE for monsters' darkness */
2839 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
2841 /* Remember the old lite */
2842 p_ptr->old_lite = p_ptr->cur_lite;
2844 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
2845 set_superstealth(FALSE);
2850 * @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。 /
2851 * Calculate number of spells player should have, and forget,
2852 * or remember, spells until that number is properly reflected.
2855 * Note that this function induces various "status" messages,
2856 * which must be bypasses until the character is created.
2858 static void calc_spells(void)
2860 int i, j, k, levels;
2862 int num_boukyaku = 0;
2864 const magic_type *s_ptr;
2871 /* Hack -- must be literate */
2872 if (!mp_ptr->spell_book) return;
2874 /* Hack -- wait for creation */
2875 if (!character_generated) return;
2877 /* Hack -- handle "xtra" mode */
2878 if (character_xtra) return;
2880 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2882 p_ptr->new_spells = 0;
2886 p = spell_category_name(mp_ptr->spell_book);
2888 /* Determine the number of spells allowed */
2889 levels = p_ptr->lev - mp_ptr->spell_first + 1;
2891 /* Hack -- no negative spells */
2892 if (levels < 0) levels = 0;
2894 /* Extract total allowed spells */
2895 num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2897 if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2901 if (p_ptr->pclass == CLASS_SAMURAI)
2905 else if (p_ptr->realm2 == REALM_NONE)
2907 num_allowed = (num_allowed + 1) / 2;
2908 if (num_allowed > (32 + bonus)) num_allowed = 32 + bonus;
2910 else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2912 if (num_allowed > (96 + bonus)) num_allowed = 96 + bonus;
2916 if (num_allowed > (80 + bonus)) num_allowed = 80 + bonus;
2919 /* Count the number of spells we know */
2920 for (j = 0; j < 64; j++)
2922 /* Count known spells */
2924 (p_ptr->spell_forgotten1 & (1L << j)) :
2925 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2931 /* See how many spells we must forget or may learn */
2932 p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2934 /* Forget spells which are too hard */
2935 for (i = 63; i >= 0; i--)
2937 /* Efficiency -- all done */
2938 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2940 /* Access the spell */
2941 j = p_ptr->spell_order[i];
2943 /* Skip non-spells */
2944 if (j >= 99) continue;
2948 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2951 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2953 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
2956 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
2958 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
2960 /* Skip spells we are allowed to know */
2961 if (s_ptr->slevel <= p_ptr->lev) continue;
2965 (p_ptr->spell_learned1 & (1L << j)) :
2966 (p_ptr->spell_learned2 & (1L << (j - 32))))
2968 /* Mark as forgotten */
2971 p_ptr->spell_forgotten1 |= (1L << j);
2972 which = p_ptr->realm1;
2976 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2977 which = p_ptr->realm2;
2980 /* No longer known */
2983 p_ptr->spell_learned1 &= ~(1L << j);
2984 which = p_ptr->realm1;
2988 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2989 which = p_ptr->realm2;
2993 msg_format("%sの%sを忘れてしまった。", do_spell(which, j % 32, SPELL_NAME), p);
2995 msg_format("You have forgotten the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
2999 /* One more can be learned */
3000 p_ptr->new_spells++;
3005 /* Forget spells if we know too many spells */
3006 for (i = 63; i >= 0; i--)
3008 /* Stop when possible */
3009 if (p_ptr->new_spells >= 0) break;
3011 /* Efficiency -- all done */
3012 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
3014 /* Get the (i+1)th spell learned */
3015 j = p_ptr->spell_order[i];
3017 /* Skip unknown spells */
3018 if (j >= 99) continue;
3020 /* Forget it (if learned) */
3022 (p_ptr->spell_learned1 & (1L << j)) :
3023 (p_ptr->spell_learned2 & (1L << (j - 32))))
3025 /* Mark as forgotten */
3028 p_ptr->spell_forgotten1 |= (1L << j);
3029 which = p_ptr->realm1;
3033 p_ptr->spell_forgotten2 |= (1L << (j - 32));
3034 which = p_ptr->realm2;
3037 /* No longer known */
3040 p_ptr->spell_learned1 &= ~(1L << j);
3041 which = p_ptr->realm1;
3045 p_ptr->spell_learned2 &= ~(1L << (j - 32));
3046 which = p_ptr->realm2;
3050 msg_format("%sの%sを忘れてしまった。",
3051 do_spell(which, j % 32, SPELL_NAME), p);
3053 msg_format("You have forgotten the %s of %s.", p,
3054 do_spell(which, j % 32, SPELL_NAME));
3058 /* One more can be learned */
3059 p_ptr->new_spells++;
3064 /* Check for spells to remember */
3065 for (i = 0; i < 64; i++)
3067 /* None left to remember */
3068 if (p_ptr->new_spells <= 0) break;
3070 /* Efficiency -- all done */
3071 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
3073 /* Get the next spell we learned */
3074 j = p_ptr->spell_order[i];
3076 /* Skip unknown spells */
3079 /* Access the spell */
3080 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
3083 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3085 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j % 32];
3088 s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3090 s_ptr = &mp_ptr->info[p_ptr->realm2 - 1][j % 32];
3092 /* Skip spells we cannot remember */
3093 if (s_ptr->slevel > p_ptr->lev) continue;
3095 /* First set of spells */
3097 (p_ptr->spell_forgotten1 & (1L << j)) :
3098 (p_ptr->spell_forgotten2 & (1L << (j - 32))))
3100 /* No longer forgotten */
3103 p_ptr->spell_forgotten1 &= ~(1L << j);
3104 which = p_ptr->realm1;
3108 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
3109 which = p_ptr->realm2;
3112 /* Known once more */
3115 p_ptr->spell_learned1 |= (1L << j);
3116 which = p_ptr->realm1;
3120 p_ptr->spell_learned2 |= (1L << (j - 32));
3121 which = p_ptr->realm2;
3125 msg_format("%sの%sを思い出した。", do_spell(which, j % 32, SPELL_NAME), p);
3127 msg_format("You have remembered the %s of %s.", p, do_spell(which, j % 32, SPELL_NAME));
3131 /* One less can be learned */
3132 p_ptr->new_spells--;
3138 if (p_ptr->realm2 == REALM_NONE)
3140 /* Count spells that can be learned */
3141 for (j = 0; j < 32; j++)
3143 if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
3144 else s_ptr = &mp_ptr->info[p_ptr->realm1 - 1][j];
3146 /* Skip spells we cannot remember */
3147 if (s_ptr->slevel > p_ptr->lev) continue;
3149 /* Skip spells we already know */
3150 if (p_ptr->spell_learned1 & (1L << j))
3159 if ((p_ptr->new_spells > k) &&
3160 ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
3162 p_ptr->new_spells = (s16b)k;
3166 if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
3168 /* Spell count changed */
3169 if (p_ptr->old_spells != p_ptr->new_spells)
3171 /* Message if needed */
3172 if (p_ptr->new_spells)
3175 if (p_ptr->new_spells < 10) {
3176 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
3179 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
3182 msg_format("You can learn %d more %s%s.",
3183 p_ptr->new_spells, p,
3184 (p_ptr->new_spells != 1) ? "s" : "");
3189 /* Save the new_spells value */
3190 p_ptr->old_spells = p_ptr->new_spells;
3192 /* Redraw Study Status */
3193 p_ptr->redraw |= (PR_STUDY);
3195 /* Redraw object recall */
3196 p_ptr->window |= (PW_OBJECT);
3201 * @brief プレイヤーの最大MPを計算する /
3202 * Calculate maximum mana. You do not need to know any spells.
3203 * Note that mana is lowered by heavy (or inappropriate) armor.
3206 * This function induces status messages.
3208 static void calc_mana(void)
3210 int msp, levels, cur_wgt, max_wgt;
3215 /* Hack -- Must be literate */
3216 if (!mp_ptr->spell_book) return;
3218 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3219 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3220 (p_ptr->pclass == CLASS_BLUE_MAGE))
3222 levels = p_ptr->lev;
3226 if (mp_ptr->spell_first > p_ptr->lev)
3231 /* Display mana later */
3232 p_ptr->redraw |= (PR_MANA);
3236 /* Extract "effective" player level */
3237 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
3240 if (p_ptr->pclass == CLASS_SAMURAI)
3242 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
3243 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3247 /* Extract total mana */
3248 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
3250 /* Hack -- usually add one mana */
3253 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
3255 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
3257 /* Hack: High mages have a 25% mana bonus */
3258 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
3260 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + p_ptr->lev) / 100;
3263 /* Only mages are affected */
3264 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
3266 BIT_FLAGS flgs[TR_FLAG_SIZE];
3268 /* Assume player is not encumbered by gloves */
3269 p_ptr->cumber_glove = FALSE;
3271 /* Get the gloves */
3272 o_ptr = &inventory[INVEN_HANDS];
3274 /* Examine the gloves */
3275 object_flags(o_ptr, flgs);
3277 /* Normal gloves hurt mage-type spells */
3279 !(have_flag(flgs, TR_FREE_ACT)) &&
3280 !(have_flag(flgs, TR_DEC_MANA)) &&
3281 !(have_flag(flgs, TR_EASY_SPELL)) &&
3282 !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
3283 !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
3286 p_ptr->cumber_glove = TRUE;
3289 msp = (3 * msp) / 4;
3294 /* Assume player not encumbered by armor */
3295 p_ptr->cumber_armor = FALSE;
3297 /* Weigh the armor */
3299 if (inventory[INVEN_RARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3300 if (inventory[INVEN_LARM].tval > TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3301 cur_wgt += inventory[INVEN_BODY].weight;
3302 cur_wgt += inventory[INVEN_HEAD].weight;
3303 cur_wgt += inventory[INVEN_OUTER].weight;
3304 cur_wgt += inventory[INVEN_HANDS].weight;
3305 cur_wgt += inventory[INVEN_FEET].weight;
3307 /* Subtract a percentage of maximum mana. */
3308 switch (p_ptr->pclass)
3310 /* For these classes, mana is halved if armour
3311 * is 30 pounds over their weight limit. */
3313 case CLASS_HIGH_MAGE:
3314 case CLASS_BLUE_MAGE:
3316 case CLASS_FORCETRAINER:
3317 case CLASS_SORCERER:
3319 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
3320 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
3324 /* Mana halved if armour is 40 pounds over weight limit. */
3329 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight * 2 / 3;
3330 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight * 2 / 3;
3334 case CLASS_MINDCRAFTER:
3335 case CLASS_BEASTMASTER:
3336 case CLASS_MIRROR_MASTER:
3338 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 2;
3339 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 2;
3343 /* Mana halved if armour is 50 pounds over weight limit. */
3346 case CLASS_RED_MAGE:
3347 case CLASS_WARRIOR_MAGE:
3349 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 3;
3350 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 3;
3354 /* Mana halved if armour is 60 pounds over weight limit. */
3356 case CLASS_CHAOS_WARRIOR:
3358 if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight / 5;
3359 if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight / 5;
3363 /* For new classes created, but not yet added to this formula. */
3370 /* Determine the weight allowance */
3371 max_wgt = mp_ptr->spell_weight;
3373 /* Heavy armor penalizes mana by a percentage. -LM- */
3374 if ((cur_wgt - max_wgt) > 0)
3377 p_ptr->cumber_armor = TRUE;
3379 /* Subtract a percentage of maximum mana. */
3380 switch (p_ptr->pclass)
3382 /* For these classes, mana is halved if armour
3383 * is 30 pounds over their weight limit. */
3385 case CLASS_HIGH_MAGE:
3386 case CLASS_BLUE_MAGE:
3388 msp -= msp * (cur_wgt - max_wgt) / 600;
3392 /* Mana halved if armour is 40 pounds over weight limit. */
3394 case CLASS_MINDCRAFTER:
3395 case CLASS_BEASTMASTER:
3397 case CLASS_FORCETRAINER:
3399 case CLASS_MIRROR_MASTER:
3401 msp -= msp * (cur_wgt - max_wgt) / 800;
3405 case CLASS_SORCERER:
3407 msp -= msp * (cur_wgt - max_wgt) / 900;
3411 /* Mana halved if armour is 50 pounds over weight limit. */
3415 case CLASS_RED_MAGE:
3417 msp -= msp * (cur_wgt - max_wgt) / 1000;
3421 /* Mana halved if armour is 60 pounds over weight limit. */
3423 case CLASS_CHAOS_WARRIOR:
3424 case CLASS_WARRIOR_MAGE:
3426 msp -= msp * (cur_wgt - max_wgt) / 1200;
3432 p_ptr->cumber_armor = FALSE;
3436 /* For new classes created, but not yet added to this formula. */
3439 msp -= msp * (cur_wgt - max_wgt) / 800;
3445 /* Mana can never be negative */
3446 if (msp < 0) msp = 0;
3449 /* Maximum mana has changed */
3450 if (p_ptr->msp != msp)
3452 /* Enforce maximum */
3453 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
3456 p_ptr->csp_frac = 0;
3460 /* レベルアップの時は上昇量を表示する */
3461 if ((level_up == 1) && (msp > p_ptr->msp))
3463 msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
3469 /* Display mana later */
3470 p_ptr->redraw |= (PR_MANA);
3472 p_ptr->window |= (PW_PLAYER);
3473 p_ptr->window |= (PW_SPELL);
3477 /* Hack -- handle "xtra" mode */
3478 if (character_xtra) return;
3480 /* Take note when "glove state" changes */
3481 if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
3483 if (p_ptr->cumber_glove)
3485 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."));
3489 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."));
3493 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
3497 /* Take note when "armor state" changes */
3498 if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
3500 if (p_ptr->cumber_armor)
3502 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."));
3506 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."));
3510 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
3515 * @brief 装備中の射撃武器の威力倍率を返す /
3516 * calcurate the fire rate of target object
3517 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3518 * @return 射撃倍率の値(100で1.00倍)
3520 s16b calc_num_fire(object_type *o_ptr)
3522 int extra_shots = 0;
3525 OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3527 BIT_FLAGS flgs[TR_FLAG_SIZE];
3529 /* Scan the usable inventory */
3530 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3532 q_ptr = &inventory[i];
3534 /* Skip non-objects */
3535 if (!q_ptr->k_idx) continue;
3537 /* Do not apply current equip */
3538 if (i == INVEN_BOW) continue;
3540 /* Extract the item flags */
3541 object_flags(q_ptr, flgs);
3544 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3547 object_flags(o_ptr, flgs);
3548 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3550 if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3554 num += (extra_shots * 100);
3556 /* Hack -- Rangers love Bows */
3557 if ((p_ptr->pclass == CLASS_RANGER) &&
3558 (tval_ammo == TV_ARROW))
3560 num += (p_ptr->lev * 4);
3563 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3564 (tval_ammo == TV_ARROW))
3566 num += (p_ptr->lev * 3);
3569 if (p_ptr->pclass == CLASS_ARCHER)
3571 if (tval_ammo == TV_ARROW)
3572 num += ((p_ptr->lev * 5) + 50);
3573 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3574 num += (p_ptr->lev * 4);
3578 * Addendum -- also "Reward" high level warriors,
3579 * with _any_ missile weapon -- TY
3581 if (p_ptr->pclass == CLASS_WARRIOR &&
3582 (tval_ammo <= TV_BOLT) &&
3583 (tval_ammo >= TV_SHOT))
3585 num += (p_ptr->lev * 2);
3587 if ((p_ptr->pclass == CLASS_ROGUE) &&
3588 (tval_ammo == TV_SHOT))
3590 num += (p_ptr->lev * 4);
3597 * @brief プレイヤーの所持重量制限を計算する /
3598 * Computes current weight limit.
3601 WEIGHT weight_limit(void)
3605 /* Weight limit based only on strength */
3606 i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3607 if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3609 /* Return the result */
3614 * @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 /
3615 * @param i 判定する手のID(右手:0 左手:1)
3616 * @return 持っているならばTRUE
3618 bool has_melee_weapon(int i)
3620 return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3624 * @brief プレイヤーの現在開いている手の状態を返す
3625 * @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。
3626 * @return 開いている手のビットフラグ
3628 BIT_FLAGS16 empty_hands(bool riding_control)
3630 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3632 if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
3633 if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
3635 if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
3637 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
3638 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
3646 * @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。
3647 * @return ペナルティが適用されるならばTRUE。
3649 bool heavy_armor(void)
3651 WEIGHT monk_arm_wgt = 0;
3653 if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
3655 /* Weight the armor */
3656 if (inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
3657 if (inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
3658 monk_arm_wgt += inventory[INVEN_BODY].weight;
3659 monk_arm_wgt += inventory[INVEN_HEAD].weight;
3660 monk_arm_wgt += inventory[INVEN_OUTER].weight;
3661 monk_arm_wgt += inventory[INVEN_HANDS].weight;
3662 monk_arm_wgt += inventory[INVEN_FEET].weight;
3664 return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
3668 * @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"
3670 * @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。
3672 void update_creature(player_type *creature_ptr)
3674 if (!creature_ptr->update) return;
3676 /* Actually do auto-destroy */
3677 if (creature_ptr->update & (PU_AUTODESTROY))
3679 creature_ptr->update &= ~(PU_AUTODESTROY);
3680 autopick_delayed_alter();
3682 if (creature_ptr->update & (PU_COMBINE))
3684 creature_ptr->update &= ~(PU_COMBINE);
3688 /* Reorder the pack */
3689 if (creature_ptr->update & (PU_REORDER))
3691 creature_ptr->update &= ~(PU_REORDER);
3695 if (creature_ptr->update & (PU_BONUS))
3697 creature_ptr->update &= ~(PU_BONUS);
3701 if (creature_ptr->update & (PU_TORCH))
3703 creature_ptr->update &= ~(PU_TORCH);
3707 if (creature_ptr->update & (PU_HP))
3709 creature_ptr->update &= ~(PU_HP);
3713 if (creature_ptr->update & (PU_MANA))
3715 creature_ptr->update &= ~(PU_MANA);
3719 if (creature_ptr->update & (PU_SPELLS))
3721 creature_ptr->update &= ~(PU_SPELLS);
3725 /* Character is not ready yet, no screen updates */
3726 if (!character_generated) return;
3728 /* Character is in "icky" mode, no screen updates */
3729 if (character_icky) return;
3731 if (creature_ptr->update & (PU_UN_LITE))
3733 creature_ptr->update &= ~(PU_UN_LITE);
3737 if (creature_ptr->update & (PU_UN_VIEW))
3739 creature_ptr->update &= ~(PU_UN_VIEW);
3743 if (creature_ptr->update & (PU_VIEW))
3745 creature_ptr->update &= ~(PU_VIEW);
3749 if (creature_ptr->update & (PU_LITE))
3751 creature_ptr->update &= ~(PU_LITE);
3756 if (creature_ptr->update & (PU_FLOW))
3758 creature_ptr->update &= ~(PU_FLOW);
3762 if (creature_ptr->update & (PU_DISTANCE))
3764 creature_ptr->update &= ~(PU_DISTANCE);
3766 /* Still need to call update_monsters(FALSE) after update_mon_lite() */
3767 /* creature_ptr->update &= ~(PU_MONSTERS); */
3769 update_monsters(TRUE);
3772 if (creature_ptr->update & (PU_MON_LITE))
3774 creature_ptr->update &= ~(PU_MON_LITE);
3779 * Mega-Hack -- Delayed visual update
3780 * Only used if update_view(), update_lite() or update_mon_lite() was called
3782 if (creature_ptr->update & (PU_DELAY_VIS))
3784 creature_ptr->update &= ~(PU_DELAY_VIS);
3785 delayed_visual_update();
3788 if (creature_ptr->update & (PU_MONSTERS))
3790 creature_ptr->update &= ~(PU_MONSTERS);
3791 update_monsters(FALSE);
3796 * @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
3797 * @return 魔道書を一冊も持っていないならTRUEを返す
3799 bool player_has_no_spellbooks(void)
3804 for (i = 0; i < INVEN_PACK; i++)
3806 o_ptr = &inventory[i];
3807 if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3810 for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
3813 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
3819 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
3821 creature_ptr->energy_use = (ENERGY)need_cost;
3824 void free_turn(player_type *creature_ptr)
3826 creature_ptr->energy_use = 0;
3830 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3833 * @return 配置に成功したらTRUE
3835 bool player_place(POSITION y, POSITION x)
3837 /* Paranoia XXX XXX */
3838 if (current_floor_ptr->grid_array[y][x].m_idx != 0) return FALSE;
3840 /* Save player location */